three-stdlib 2.35.4 → 2.35.5

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Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +17 -20
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +17 -20
  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 +715 -722
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +716 -723
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +1 -2
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +2 -3
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +1 -2
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +2 -3
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +1 -2
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +2 -3
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +122 -133
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +21 -23
  68. package/exporters/DRACOExporter.js +122 -133
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +167 -170
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +167 -170
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +515 -524
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +515 -524
  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 +1 -2
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +2 -3
  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 +435 -441
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +435 -441
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +1 -2
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +2 -3
  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 +374 -377
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +374 -377
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +4 -5
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +5 -6
  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 +43 -46
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +43 -46
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1688 -1694
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1688 -1694
  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 +50 -53
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +50 -53
  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 +268 -271
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +269 -272
  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 +1 -2
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +2 -3
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +206 -209
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +206 -209
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +146 -154
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +146 -154
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +180 -183
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +180 -183
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +161 -164
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +161 -164
  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 +32 -35
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +6 -100
  258. package/objects/Sky.js +32 -35
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +1 -2
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +2 -3
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +140 -143
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +140 -143
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +264 -267
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +264 -267
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +250 -253
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +250 -253
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +376 -379
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +376 -379
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +202 -205
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +202 -205
  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 +46 -71
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +46 -71
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +22 -41
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +22 -41
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +6 -20
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +6 -20
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +26 -46
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +26 -46
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +19 -33
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +19 -33
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +90 -117
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +90 -117
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +232 -333
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +232 -333
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +22 -38
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +22 -38
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +21 -35
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +21 -35
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +19 -34
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +19 -34
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +24 -43
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +24 -43
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +16 -30
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +16 -30
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +21 -38
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +21 -38
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +69 -98
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +69 -98
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +59 -70
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +59 -70
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +28 -49
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +28 -49
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1089 -1098
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1089 -1098
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +29 -57
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +29 -57
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +43 -70
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +43 -70
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +53 -74
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +53 -74
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +35 -55
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +35 -55
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +19 -33
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +19 -33
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +116 -193
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +116 -193
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +192 -270
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +192 -270
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +27 -43
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +27 -43
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +31 -47
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +31 -47
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +24 -37
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +24 -37
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +24 -43
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +24 -43
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +17 -34
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +17 -34
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  409. package/shaders/MirrorShader.cjs +26 -39
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +26 -39
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +21 -36
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +21 -36
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +97 -147
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +97 -147
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +18 -31
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +18 -31
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +20 -33
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +117 -154
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +117 -154
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +270 -358
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +270 -358
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +142 -236
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +142 -236
  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 +20 -36
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  447. package/shaders/SepiaShader.js +20 -36
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +37 -64
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +37 -64
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +16 -29
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +16 -29
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +35 -55
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +35 -55
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +165 -275
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +165 -275
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +27 -50
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +27 -50
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +17 -32
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +17 -32
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +27 -43
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +27 -43
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +27 -43
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +27 -43
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +213 -264
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +213 -264
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +35 -63
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +35 -63
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +1 -2
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +2 -3
  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 +106 -109
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -4
  500. package/webxr/ARButton.js +106 -109
  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 +95 -98
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +5 -6
  509. package/webxr/VRButton.js +95 -98
  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
@@ -3,77 +3,52 @@ const ACESFilmicToneMappingShader = {
3
3
  tDiffuse: { value: null },
4
4
  exposure: { value: 1 }
5
5
  },
6
- vertexShader: (
7
- /* glsl */
8
- `
9
- varying vec2 vUv;,
10
-
11
- void main() {,
12
-
13
- vUv = uv;,
14
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );,
15
-
16
- },
17
- `
18
- ),
19
- fragmentShader: (
20
- /* glsl */
21
- `
22
- #define saturate(a) clamp( a, 0.0, 1.0 ),
23
-
24
- uniform sampler2D tDiffuse;,
25
-
26
- uniform float exposure;,
27
-
28
- varying vec2 vUv;,
29
-
30
- vec3 RRTAndODTFit( vec3 v ) {,
31
-
32
- vec3 a = v * ( v + 0.0245786 ) - 0.000090537;,
33
- vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;,
34
- return a / b;,
35
-
36
- },
37
-
38
- vec3 ACESFilmicToneMapping( vec3 color ) {,
39
-
40
- // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
41
- const mat3 ACESInputMat = mat3(,
42
- vec3( 0.59719, 0.07600, 0.02840 ),, // transposed from source
43
- vec3( 0.35458, 0.90834, 0.13383 ),,
44
- vec3( 0.04823, 0.01566, 0.83777 ),
45
- );,
46
-
47
- // ODT_SAT => XYZ => D60_2_D65 => sRGB
48
- const mat3 ACESOutputMat = mat3(,
49
- vec3( 1.60475, -0.10208, -0.00327 ),, // transposed from source
50
- vec3( -0.53108, 1.10813, -0.07276 ),,
51
- vec3( -0.07367, -0.00605, 1.07602 ),
52
- );,
53
-
54
- color = ACESInputMat * color;,
55
-
56
- // Apply RRT and ODT
57
- color = RRTAndODTFit( color );,
58
-
59
- color = ACESOutputMat * color;,
60
-
61
- // Clamp to [0, 1]
62
- return saturate( color );,
63
-
64
- },
65
-
66
- void main() {,
67
-
68
- vec4 tex = texture2D( tDiffuse, vUv );,
69
-
70
- tex.rgb *= exposure / 0.6;, // pre-exposed, outside of the tone mapping function
71
-
72
- gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );,
73
-
74
- },
75
- `
76
- )
6
+ vertexShader: [
7
+ "varying vec2 vUv;",
8
+ "void main() {",
9
+ " vUv = uv;",
10
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
11
+ "}"
12
+ ].join("\n"),
13
+ fragmentShader: [
14
+ "#define saturate(a) clamp( a, 0.0, 1.0 )",
15
+ "uniform sampler2D tDiffuse;",
16
+ "uniform float exposure;",
17
+ "varying vec2 vUv;",
18
+ "vec3 RRTAndODTFit( vec3 v ) {",
19
+ " vec3 a = v * ( v + 0.0245786 ) - 0.000090537;",
20
+ " vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;",
21
+ " return a / b;",
22
+ "}",
23
+ "vec3 ACESFilmicToneMapping( vec3 color ) {",
24
+ // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
25
+ " const mat3 ACESInputMat = mat3(",
26
+ " vec3( 0.59719, 0.07600, 0.02840 ),",
27
+ // transposed from source
28
+ " vec3( 0.35458, 0.90834, 0.13383 ),",
29
+ " vec3( 0.04823, 0.01566, 0.83777 )",
30
+ " );",
31
+ // ODT_SAT => XYZ => D60_2_D65 => sRGB
32
+ " const mat3 ACESOutputMat = mat3(",
33
+ " vec3( 1.60475, -0.10208, -0.00327 ),",
34
+ // transposed from source
35
+ " vec3( -0.53108, 1.10813, -0.07276 ),",
36
+ " vec3( -0.07367, -0.00605, 1.07602 )",
37
+ " );",
38
+ " color = ACESInputMat * color;",
39
+ // Apply RRT and ODT
40
+ " color = RRTAndODTFit( color );",
41
+ " color = ACESOutputMat * color;",
42
+ // Clamp to [0, 1]
43
+ " return saturate( color );",
44
+ "}",
45
+ "void main() {",
46
+ " vec4 tex = texture2D( tDiffuse, vUv );",
47
+ " tex.rgb *= exposure / 0.6;",
48
+ // pre-exposed, outside of the tone mapping function
49
+ " gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );",
50
+ "}"
51
+ ].join("\n")
77
52
  };
78
53
  export {
79
54
  ACESFilmicToneMappingShader
@@ -1 +1 @@
1
- {"version":3,"file":"ACESFilmicToneMappingShader.js","sources":["../../src/shaders/ACESFilmicToneMappingShader.ts"],"sourcesContent":["/**\n * ACES Filmic Tone Mapping Shader by Stephen Hill\n * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs\n *\n * this implementation of ACES is modified to accommodate a brighter viewing environment.\n * the scale factor of 1/0.6 is subjective. see discussion in #19621.\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type ACESFilmicToneMappingShaderUniforms = {\n exposure: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IACESFilmicToneMappingShader extends IShader<ACESFilmicToneMappingShaderUniforms> {}\n\nexport const ACESFilmicToneMappingShader: IACESFilmicToneMappingShader = {\n uniforms: {\n tDiffuse: { value: null },\n exposure: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;,\n\n void main() {,\n\n \tvUv = uv;,\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );,\n\n },\n `,\n fragmentShader: /* glsl */ `\n #define saturate(a) clamp( a, 0.0, 1.0 ),\n\n uniform sampler2D tDiffuse;,\n\n uniform float exposure;,\n\n varying vec2 vUv;,\n\n vec3 RRTAndODTFit( vec3 v ) {,\n\n \tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;,\n \tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;,\n \treturn a / b;,\n\n },\n\n vec3 ACESFilmicToneMapping( vec3 color ) {,\n\n // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT\n \tconst mat3 ACESInputMat = mat3(,\n \t\tvec3( 0.59719, 0.07600, 0.02840 ),, // transposed from source\n \t\tvec3( 0.35458, 0.90834, 0.13383 ),,\n \t\tvec3( 0.04823, 0.01566, 0.83777 ),\n \t);,\n\n // ODT_SAT => XYZ => D60_2_D65 => sRGB\n \tconst mat3 ACESOutputMat = mat3(,\n \t\tvec3( 1.60475, -0.10208, -0.00327 ),, // transposed from source\n \t\tvec3( -0.53108, 1.10813, -0.07276 ),,\n \t\tvec3( -0.07367, -0.00605, 1.07602 ),\n \t);,\n\n \tcolor = ACESInputMat * color;,\n\n // Apply RRT and ODT\n \tcolor = RRTAndODTFit( color );,\n\n \tcolor = ACESOutputMat * color;,\n\n // Clamp to [0, 1]\n \treturn saturate( color );,\n\n },\n\n void main() {,\n\n \tvec4 tex = texture2D( tDiffuse, vUv );,\n\n \ttex.rgb *= exposure / 0.6;, // pre-exposed, outside of the tone mapping function\n\n \tgl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );,\n\n },\n `,\n}\n"],"names":[],"mappings":"AAkBO,MAAM,8BAA4D;AAAA,EACvE,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,UAAU,EAAE,OAAO,EAAI;AAAA,EACzB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAUzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAuD7B;"}
1
+ {"version":3,"file":"ACESFilmicToneMappingShader.js","sources":["../../src/shaders/ACESFilmicToneMappingShader.ts"],"sourcesContent":["/**\n * ACES Filmic Tone Mapping Shader by Stephen Hill\n * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs\n *\n * this implementation of ACES is modified to accommodate a brighter viewing environment.\n * the scale factor of 1/0.6 is subjective. see discussion in #19621.\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type ACESFilmicToneMappingShaderUniforms = {\n exposure: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IACESFilmicToneMappingShader extends IShader<ACESFilmicToneMappingShaderUniforms> {}\n\nexport const ACESFilmicToneMappingShader: IACESFilmicToneMappingShader = {\n uniforms: {\n tDiffuse: { value: null },\n exposure: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n '#define saturate(a) clamp( a, 0.0, 1.0 )',\n\n 'uniform sampler2D tDiffuse;',\n\n 'uniform float exposure;',\n\n 'varying vec2 vUv;',\n\n 'vec3 RRTAndODTFit( vec3 v ) {',\n\n '\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;',\n '\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;',\n '\treturn a / b;',\n\n '}',\n\n 'vec3 ACESFilmicToneMapping( vec3 color ) {',\n\n // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT\n '\tconst mat3 ACESInputMat = mat3(',\n '\t\tvec3( 0.59719, 0.07600, 0.02840 ),', // transposed from source\n '\t\tvec3( 0.35458, 0.90834, 0.13383 ),',\n '\t\tvec3( 0.04823, 0.01566, 0.83777 )',\n '\t);',\n\n // ODT_SAT => XYZ => D60_2_D65 => sRGB\n '\tconst mat3 ACESOutputMat = mat3(',\n '\t\tvec3( 1.60475, -0.10208, -0.00327 ),', // transposed from source\n '\t\tvec3( -0.53108, 1.10813, -0.07276 ),',\n '\t\tvec3( -0.07367, -0.00605, 1.07602 )',\n '\t);',\n\n '\tcolor = ACESInputMat * color;',\n\n // Apply RRT and ODT\n '\tcolor = RRTAndODTFit( color );',\n\n '\tcolor = ACESOutputMat * color;',\n\n // Clamp to [0, 1]\n '\treturn saturate( color );',\n\n '}',\n\n 'void main() {',\n\n '\tvec4 tex = texture2D( tDiffuse, vUv );',\n\n '\ttex.rgb *= exposure / 0.6;', // pre-exposed, outside of the tone mapping function\n\n '\tgl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAkBO,MAAM,8BAA4D;AAAA,EACvE,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,UAAU,EAAE,OAAO,EAAI;AAAA,EACzB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -6,47 +6,28 @@ const AfterimageShader = {
6
6
  tOld: { value: null },
7
7
  tNew: { value: null }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
-
19
- }
20
- `
21
- ),
22
- fragmentShader: (
23
- /* glsl */
24
- `
25
- uniform float damp;
26
-
27
- uniform sampler2D tOld;
28
- uniform sampler2D tNew;
29
-
30
- varying vec2 vUv;
31
-
32
- vec4 when_gt( vec4 x, float y ) {
33
-
34
- return max( sign( x - y ), 0.0 );
35
-
36
- }
37
-
38
- void main() {
39
-
40
- vec4 texelOld = texture2D( tOld, vUv );
41
- vec4 texelNew = texture2D( tNew, vUv );
42
-
43
- texelOld *= damp * when_gt( texelOld, 0.1 );
44
-
45
- gl_FragColor = max(texelNew, texelOld);
46
-
47
- }
48
- `
49
- )
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform float damp;",
18
+ "uniform sampler2D tOld;",
19
+ "uniform sampler2D tNew;",
20
+ "varying vec2 vUv;",
21
+ "vec4 when_gt( vec4 x, float y ) {",
22
+ " return max( sign( x - y ), 0.0 );",
23
+ "}",
24
+ "void main() {",
25
+ " vec4 texelOld = texture2D( tOld, vUv );",
26
+ " vec4 texelNew = texture2D( tNew, vUv );",
27
+ " texelOld *= damp * when_gt( texelOld, 0.1 );",
28
+ " gl_FragColor = max(texelNew, texelOld);",
29
+ "}"
30
+ ].join("\n")
50
31
  };
51
32
  exports.AfterimageShader = AfterimageShader;
52
33
  //# sourceMappingURL=AfterimageShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"AfterimageShader.cjs","sources":["../../src/shaders/AfterimageShader.ts"],"sourcesContent":["/**\n * Afterimage shader\n * I created this effect inspired by a demo on codepen:\n * https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type AfterimageShaderUniforms = {\n damp: IUniform<number>\n tNew: IUniform<Texture | null>\n tOld: IUniform<Texture | null>\n}\n\nexport interface IAfterimageShader extends IShader<AfterimageShaderUniforms> {}\n\nexport const AfterimageShader: IAfterimageShader = {\n uniforms: {\n damp: { value: 0.96 },\n tOld: { value: null },\n tNew: { value: null },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float damp;\n\n uniform sampler2D tOld;\n uniform sampler2D tNew;\n\n varying vec2 vUv;\n\n vec4 when_gt( vec4 x, float y ) {\n\n \treturn max( sign( x - y ), 0.0 );\n\n }\n\n void main() {\n\n \tvec4 texelOld = texture2D( tOld, vUv );\n \tvec4 texelNew = texture2D( tNew, vUv );\n\n \ttexelOld *= damp * when_gt( texelOld, 0.1 );\n\n \tgl_FragColor = max(texelNew, texelOld);\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAiBO,MAAM,mBAAsC;AAAA,EACjD,UAAU;AAAA,IACR,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,MAAM,EAAE,OAAO,KAAK;AAAA,EACtB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyB7B;;"}
1
+ {"version":3,"file":"AfterimageShader.cjs","sources":["../../src/shaders/AfterimageShader.ts"],"sourcesContent":["/**\n * Afterimage shader\n * I created this effect inspired by a demo on codepen:\n * https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type AfterimageShaderUniforms = {\n damp: IUniform<number>\n tNew: IUniform<Texture | null>\n tOld: IUniform<Texture | null>\n}\n\nexport interface IAfterimageShader extends IShader<AfterimageShaderUniforms> {}\n\nexport const AfterimageShader: IAfterimageShader = {\n uniforms: {\n damp: { value: 0.96 },\n tOld: { value: null },\n tNew: { value: null },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float damp;',\n\n 'uniform sampler2D tOld;',\n 'uniform sampler2D tNew;',\n\n 'varying vec2 vUv;',\n\n 'vec4 when_gt( vec4 x, float y ) {',\n\n '\treturn max( sign( x - y ), 0.0 );',\n\n '}',\n\n 'void main() {',\n\n '\tvec4 texelOld = texture2D( tOld, vUv );',\n '\tvec4 texelNew = texture2D( tNew, vUv );',\n\n '\ttexelOld *= damp * when_gt( texelOld, 0.1 );',\n\n '\tgl_FragColor = max(texelNew, texelOld);',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAiBO,MAAM,mBAAsC;AAAA,EACjD,UAAU;AAAA,IACR,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,MAAM,EAAE,OAAO,KAAK;AAAA,EACtB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -4,47 +4,28 @@ const AfterimageShader = {
4
4
  tOld: { value: null },
5
5
  tNew: { value: null }
6
6
  },
7
- vertexShader: (
8
- /* glsl */
9
- `
10
- varying vec2 vUv;
11
-
12
- void main() {
13
-
14
- vUv = uv;
15
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
-
17
- }
18
- `
19
- ),
20
- fragmentShader: (
21
- /* glsl */
22
- `
23
- uniform float damp;
24
-
25
- uniform sampler2D tOld;
26
- uniform sampler2D tNew;
27
-
28
- varying vec2 vUv;
29
-
30
- vec4 when_gt( vec4 x, float y ) {
31
-
32
- return max( sign( x - y ), 0.0 );
33
-
34
- }
35
-
36
- void main() {
37
-
38
- vec4 texelOld = texture2D( tOld, vUv );
39
- vec4 texelNew = texture2D( tNew, vUv );
40
-
41
- texelOld *= damp * when_gt( texelOld, 0.1 );
42
-
43
- gl_FragColor = max(texelNew, texelOld);
44
-
45
- }
46
- `
47
- )
7
+ vertexShader: [
8
+ "varying vec2 vUv;",
9
+ "void main() {",
10
+ " vUv = uv;",
11
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform float damp;",
16
+ "uniform sampler2D tOld;",
17
+ "uniform sampler2D tNew;",
18
+ "varying vec2 vUv;",
19
+ "vec4 when_gt( vec4 x, float y ) {",
20
+ " return max( sign( x - y ), 0.0 );",
21
+ "}",
22
+ "void main() {",
23
+ " vec4 texelOld = texture2D( tOld, vUv );",
24
+ " vec4 texelNew = texture2D( tNew, vUv );",
25
+ " texelOld *= damp * when_gt( texelOld, 0.1 );",
26
+ " gl_FragColor = max(texelNew, texelOld);",
27
+ "}"
28
+ ].join("\n")
48
29
  };
49
30
  export {
50
31
  AfterimageShader
@@ -1 +1 @@
1
- {"version":3,"file":"AfterimageShader.js","sources":["../../src/shaders/AfterimageShader.ts"],"sourcesContent":["/**\n * Afterimage shader\n * I created this effect inspired by a demo on codepen:\n * https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type AfterimageShaderUniforms = {\n damp: IUniform<number>\n tNew: IUniform<Texture | null>\n tOld: IUniform<Texture | null>\n}\n\nexport interface IAfterimageShader extends IShader<AfterimageShaderUniforms> {}\n\nexport const AfterimageShader: IAfterimageShader = {\n uniforms: {\n damp: { value: 0.96 },\n tOld: { value: null },\n tNew: { value: null },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float damp;\n\n uniform sampler2D tOld;\n uniform sampler2D tNew;\n\n varying vec2 vUv;\n\n vec4 when_gt( vec4 x, float y ) {\n\n \treturn max( sign( x - y ), 0.0 );\n\n }\n\n void main() {\n\n \tvec4 texelOld = texture2D( tOld, vUv );\n \tvec4 texelNew = texture2D( tNew, vUv );\n\n \ttexelOld *= damp * when_gt( texelOld, 0.1 );\n\n \tgl_FragColor = max(texelNew, texelOld);\n\n }\n `,\n}\n"],"names":[],"mappings":"AAiBO,MAAM,mBAAsC;AAAA,EACjD,UAAU;AAAA,IACR,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,MAAM,EAAE,OAAO,KAAK;AAAA,EACtB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyB7B;"}
1
+ {"version":3,"file":"AfterimageShader.js","sources":["../../src/shaders/AfterimageShader.ts"],"sourcesContent":["/**\n * Afterimage shader\n * I created this effect inspired by a demo on codepen:\n * https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type AfterimageShaderUniforms = {\n damp: IUniform<number>\n tNew: IUniform<Texture | null>\n tOld: IUniform<Texture | null>\n}\n\nexport interface IAfterimageShader extends IShader<AfterimageShaderUniforms> {}\n\nexport const AfterimageShader: IAfterimageShader = {\n uniforms: {\n damp: { value: 0.96 },\n tOld: { value: null },\n tNew: { value: null },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float damp;',\n\n 'uniform sampler2D tOld;',\n 'uniform sampler2D tNew;',\n\n 'varying vec2 vUv;',\n\n 'vec4 when_gt( vec4 x, float y ) {',\n\n '\treturn max( sign( x - y ), 0.0 );',\n\n '}',\n\n 'void main() {',\n\n '\tvec4 texelOld = texture2D( tOld, vUv );',\n '\tvec4 texelNew = texture2D( tNew, vUv );',\n\n '\ttexelOld *= damp * when_gt( texelOld, 0.1 );',\n\n '\tgl_FragColor = max(texelNew, texelOld);',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAiBO,MAAM,mBAAsC;AAAA,EACjD,UAAU;AAAA,IACR,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,MAAM,EAAE,OAAO,KAAK;AAAA,EACtB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -2,26 +2,12 @@
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const BasicShader = {
4
4
  uniforms: {},
5
- vertexShader: (
6
- /* glsl */
7
- `
8
- void main() {
9
-
10
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
11
-
12
- }
13
- `
14
- ),
15
- fragmentShader: (
16
- /* glsl */
17
- `
18
- void main() {
19
-
20
- gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );
21
-
22
- }
23
- `
24
- )
5
+ vertexShader: [
6
+ "void main() {",
7
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
8
+ "}"
9
+ ].join("\n"),
10
+ fragmentShader: ["void main() {", " gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );", "}"].join("\n")
25
11
  };
26
12
  exports.BasicShader = BasicShader;
27
13
  //# sourceMappingURL=BasicShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"BasicShader.cjs","sources":["../../src/shaders/BasicShader.ts"],"sourcesContent":["/**\n * Simple test shader\n */\n\nimport type { IShader } from './types'\n\nexport type BasicShaderUniforms = {}\n\nexport interface IBasicShader extends IShader<BasicShaderUniforms> {}\n\nexport const BasicShader: IBasicShader = {\n uniforms: {},\n\n vertexShader: /* glsl */ `\n void main() {\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n void main() {\n\n gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAUO,MAAM,cAA4B;AAAA,EACvC,UAAU,CAAC;AAAA,EAEX;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAO7B;;"}
1
+ {"version":3,"file":"BasicShader.cjs","sources":["../../src/shaders/BasicShader.ts"],"sourcesContent":["/**\n * Simple test shader\n */\n\nimport type { IShader } from './types'\n\nexport type BasicShaderUniforms = {}\n\nexport interface IBasicShader extends IShader<BasicShaderUniforms> {}\n\nexport const BasicShader: IBasicShader = {\n uniforms: {},\n\n vertexShader: [\n 'void main() {',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: ['void main() {', '\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );', '}'].join('\\n'),\n}\n"],"names":[],"mappings":";;AAUO,MAAM,cAA4B;AAAA,EACvC,UAAU,CAAC;AAAA,EAEX,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB,CAAC,iBAAiB,+CAA+C,GAAG,EAAE,KAAK,IAAI;AACjG;;"}
@@ -1,25 +1,11 @@
1
1
  const BasicShader = {
2
2
  uniforms: {},
3
- vertexShader: (
4
- /* glsl */
5
- `
6
- void main() {
7
-
8
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
9
-
10
- }
11
- `
12
- ),
13
- fragmentShader: (
14
- /* glsl */
15
- `
16
- void main() {
17
-
18
- gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );
19
-
20
- }
21
- `
22
- )
3
+ vertexShader: [
4
+ "void main() {",
5
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
6
+ "}"
7
+ ].join("\n"),
8
+ fragmentShader: ["void main() {", " gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );", "}"].join("\n")
23
9
  };
24
10
  export {
25
11
  BasicShader
@@ -1 +1 @@
1
- {"version":3,"file":"BasicShader.js","sources":["../../src/shaders/BasicShader.ts"],"sourcesContent":["/**\n * Simple test shader\n */\n\nimport type { IShader } from './types'\n\nexport type BasicShaderUniforms = {}\n\nexport interface IBasicShader extends IShader<BasicShaderUniforms> {}\n\nexport const BasicShader: IBasicShader = {\n uniforms: {},\n\n vertexShader: /* glsl */ `\n void main() {\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n void main() {\n\n gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAUO,MAAM,cAA4B;AAAA,EACvC,UAAU,CAAC;AAAA,EAEX;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAO7B;"}
1
+ {"version":3,"file":"BasicShader.js","sources":["../../src/shaders/BasicShader.ts"],"sourcesContent":["/**\n * Simple test shader\n */\n\nimport type { IShader } from './types'\n\nexport type BasicShaderUniforms = {}\n\nexport interface IBasicShader extends IShader<BasicShaderUniforms> {}\n\nexport const BasicShader: IBasicShader = {\n uniforms: {},\n\n vertexShader: [\n 'void main() {',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: ['void main() {', '\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );', '}'].join('\\n'),\n}\n"],"names":[],"mappings":"AAUO,MAAM,cAA4B;AAAA,EACvC,UAAU,CAAC;AAAA,EAEX,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB,CAAC,iBAAiB,+CAA+C,GAAG,EAAE,KAAK,IAAI;AACjG;"}
@@ -5,52 +5,32 @@ const BleachBypassShader = {
5
5
  tDiffuse: { value: null },
6
6
  opacity: { value: 1 }
7
7
  },
8
- vertexShader: (
9
- /* glsl */
10
- `
11
- varying vec2 vUv;
12
-
13
- void main() {
14
-
15
- vUv = uv;
16
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
-
18
- }
19
- `
20
- ),
21
- fragmentShader: (
22
- /* glsl */
23
- `
24
- uniform float opacity;
25
-
26
- uniform sampler2D tDiffuse;
27
-
28
- varying vec2 vUv;
29
-
30
- void main() {
31
-
32
- vec4 base = texture2D( tDiffuse, vUv );
33
-
34
- vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
35
- float lum = dot( lumCoeff, base.rgb );
36
- vec3 blend = vec3( lum );
37
-
38
- float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
39
-
40
- vec3 result1 = 2.0 * base.rgb * blend;
41
- vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
42
-
43
- vec3 newColor = mix( result1, result2, L );
44
-
45
- float A2 = opacity * base.a;
46
- vec3 mixRGB = A2 * newColor.rgb;
47
- mixRGB += ( ( 1.0 - A2 ) * base.rgb );
48
-
49
- gl_FragColor = vec4( mixRGB, base.a );
50
-
51
- }
52
- `
53
- )
8
+ vertexShader: [
9
+ "varying vec2 vUv;",
10
+ "void main() {",
11
+ " vUv = uv;",
12
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
+ "}"
14
+ ].join("\n"),
15
+ fragmentShader: [
16
+ "uniform float opacity;",
17
+ "uniform sampler2D tDiffuse;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " vec4 base = texture2D( tDiffuse, vUv );",
21
+ " vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
22
+ " float lum = dot( lumCoeff, base.rgb );",
23
+ " vec3 blend = vec3( lum );",
24
+ " float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
25
+ " vec3 result1 = 2.0 * base.rgb * blend;",
26
+ " vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
27
+ " vec3 newColor = mix( result1, result2, L );",
28
+ " float A2 = opacity * base.a;",
29
+ " vec3 mixRGB = A2 * newColor.rgb;",
30
+ " mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
31
+ " gl_FragColor = vec4( mixRGB, base.a );",
32
+ "}"
33
+ ].join("\n")
54
34
  };
55
35
  exports.BleachBypassShader = BleachBypassShader;
56
36
  //# sourceMappingURL=BleachBypassShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"BleachBypassShader.cjs","sources":["../../src/shaders/BleachBypassShader.ts"],"sourcesContent":["/**\n * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]\n * - based on Nvidia example\n * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type BleachBypassShaderUniforms = {\n opacity: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IBleachBypassShader extends IShader<BleachBypassShaderUniforms> {}\n\nexport const BleachBypassShader: IBleachBypassShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float opacity;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 base = texture2D( tDiffuse, vUv );\n\n \tvec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );\n \tfloat lum = dot( lumCoeff, base.rgb );\n \tvec3 blend = vec3( lum );\n\n \tfloat L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );\n\n \tvec3 result1 = 2.0 * base.rgb * blend;\n \tvec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );\n\n \tvec3 newColor = mix( result1, result2, L );\n\n \tfloat A2 = opacity * base.a;\n \tvec3 mixRGB = A2 * newColor.rgb;\n \tmixRGB += ( ( 1.0 - A2 ) * base.rgb );\n\n \tgl_FragColor = vec4( mixRGB, base.a );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAgBO,MAAM,qBAA0C;AAAA,EACrD,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA8B7B;;"}
1
+ {"version":3,"file":"BleachBypassShader.cjs","sources":["../../src/shaders/BleachBypassShader.ts"],"sourcesContent":["/**\n * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]\n * - based on Nvidia example\n * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type BleachBypassShaderUniforms = {\n opacity: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IBleachBypassShader extends IShader<BleachBypassShaderUniforms> {}\n\nexport const BleachBypassShader: IBleachBypassShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float opacity;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 base = texture2D( tDiffuse, vUv );',\n\n '\tvec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );',\n '\tfloat lum = dot( lumCoeff, base.rgb );',\n '\tvec3 blend = vec3( lum );',\n\n '\tfloat L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );',\n\n '\tvec3 result1 = 2.0 * base.rgb * blend;',\n '\tvec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );',\n\n '\tvec3 newColor = mix( result1, result2, L );',\n\n '\tfloat A2 = opacity * base.a;',\n '\tvec3 mixRGB = A2 * newColor.rgb;',\n '\tmixRGB += ( ( 1.0 - A2 ) * base.rgb );',\n\n '\tgl_FragColor = vec4( mixRGB, base.a );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAgBO,MAAM,qBAA0C;AAAA,EACrD,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -3,52 +3,32 @@ const BleachBypassShader = {
3
3
  tDiffuse: { value: null },
4
4
  opacity: { value: 1 }
5
5
  },
6
- vertexShader: (
7
- /* glsl */
8
- `
9
- varying vec2 vUv;
10
-
11
- void main() {
12
-
13
- vUv = uv;
14
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
15
-
16
- }
17
- `
18
- ),
19
- fragmentShader: (
20
- /* glsl */
21
- `
22
- uniform float opacity;
23
-
24
- uniform sampler2D tDiffuse;
25
-
26
- varying vec2 vUv;
27
-
28
- void main() {
29
-
30
- vec4 base = texture2D( tDiffuse, vUv );
31
-
32
- vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
33
- float lum = dot( lumCoeff, base.rgb );
34
- vec3 blend = vec3( lum );
35
-
36
- float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
37
-
38
- vec3 result1 = 2.0 * base.rgb * blend;
39
- vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
40
-
41
- vec3 newColor = mix( result1, result2, L );
42
-
43
- float A2 = opacity * base.a;
44
- vec3 mixRGB = A2 * newColor.rgb;
45
- mixRGB += ( ( 1.0 - A2 ) * base.rgb );
46
-
47
- gl_FragColor = vec4( mixRGB, base.a );
48
-
49
- }
50
- `
51
- )
6
+ vertexShader: [
7
+ "varying vec2 vUv;",
8
+ "void main() {",
9
+ " vUv = uv;",
10
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
11
+ "}"
12
+ ].join("\n"),
13
+ fragmentShader: [
14
+ "uniform float opacity;",
15
+ "uniform sampler2D tDiffuse;",
16
+ "varying vec2 vUv;",
17
+ "void main() {",
18
+ " vec4 base = texture2D( tDiffuse, vUv );",
19
+ " vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
20
+ " float lum = dot( lumCoeff, base.rgb );",
21
+ " vec3 blend = vec3( lum );",
22
+ " float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
23
+ " vec3 result1 = 2.0 * base.rgb * blend;",
24
+ " vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
25
+ " vec3 newColor = mix( result1, result2, L );",
26
+ " float A2 = opacity * base.a;",
27
+ " vec3 mixRGB = A2 * newColor.rgb;",
28
+ " mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
29
+ " gl_FragColor = vec4( mixRGB, base.a );",
30
+ "}"
31
+ ].join("\n")
52
32
  };
53
33
  export {
54
34
  BleachBypassShader
@@ -1 +1 @@
1
- {"version":3,"file":"BleachBypassShader.js","sources":["../../src/shaders/BleachBypassShader.ts"],"sourcesContent":["/**\n * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]\n * - based on Nvidia example\n * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type BleachBypassShaderUniforms = {\n opacity: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IBleachBypassShader extends IShader<BleachBypassShaderUniforms> {}\n\nexport const BleachBypassShader: IBleachBypassShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float opacity;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 base = texture2D( tDiffuse, vUv );\n\n \tvec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );\n \tfloat lum = dot( lumCoeff, base.rgb );\n \tvec3 blend = vec3( lum );\n\n \tfloat L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );\n\n \tvec3 result1 = 2.0 * base.rgb * blend;\n \tvec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );\n\n \tvec3 newColor = mix( result1, result2, L );\n\n \tfloat A2 = opacity * base.a;\n \tvec3 mixRGB = A2 * newColor.rgb;\n \tmixRGB += ( ( 1.0 - A2 ) * base.rgb );\n\n \tgl_FragColor = vec4( mixRGB, base.a );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAgBO,MAAM,qBAA0C;AAAA,EACrD,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA8B7B;"}
1
+ {"version":3,"file":"BleachBypassShader.js","sources":["../../src/shaders/BleachBypassShader.ts"],"sourcesContent":["/**\n * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]\n * - based on Nvidia example\n * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type BleachBypassShaderUniforms = {\n opacity: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IBleachBypassShader extends IShader<BleachBypassShaderUniforms> {}\n\nexport const BleachBypassShader: IBleachBypassShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float opacity;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 base = texture2D( tDiffuse, vUv );',\n\n '\tvec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );',\n '\tfloat lum = dot( lumCoeff, base.rgb );',\n '\tvec3 blend = vec3( lum );',\n\n '\tfloat L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );',\n\n '\tvec3 result1 = 2.0 * base.rgb * blend;',\n '\tvec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );',\n\n '\tvec3 newColor = mix( result1, result2, L );',\n\n '\tfloat A2 = opacity * base.a;',\n '\tvec3 mixRGB = A2 * newColor.rgb;',\n '\tmixRGB += ( ( 1.0 - A2 ) * base.rgb );',\n\n '\tgl_FragColor = vec4( mixRGB, base.a );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAgBO,MAAM,qBAA0C;AAAA,EACrD,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}