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
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- {"version":3,"file":"BokehShader2.js","sources":["../../src/shaders/BokehShader2.ts"],"sourcesContent":["import { IUniform, Texture, Vector2 } from 'three'\n\nexport interface BokehShader2Uniforms {\n textureWidth: IUniform<number>\n textureHeight: IUniform<number>\n\n focalDepth: IUniform<number>\n focalLength: IUniform<number>\n fstop: IUniform<number>\n\n tColor: IUniform<Texture | null>\n tDepth: IUniform<Texture | null>\n\n maxblur: IUniform<number>\n\n showFocus: IUniform<number>\n manualdof: IUniform<number>\n vignetting: IUniform<number>\n depthblur: IUniform<number>\n\n threshold: IUniform<number>\n gain: IUniform<number>\n bias: IUniform<number>\n fringe: IUniform<number>\n\n znear: IUniform<number>\n zfar: IUniform<number>\n\n noise: IUniform<number>\n dithering: IUniform<number>\n pentagon: IUniform<number>\n\n shaderFocus: IUniform<number>\n focusCoords: IUniform<Vector2>\n}\n\n/**\n * Depth-of-field shader with bokeh\n * ported from GLSL shader by Martins Upitis\n * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)\n *\n * Requires #define RINGS and SAMPLES integers\n */\n\nexport const BokehShader2: {\n uniforms: BokehShader2Uniforms\n vertexShader: string\n fragmentShader: string\n} = {\n uniforms: {\n textureWidth: { value: 1.0 },\n textureHeight: { value: 1.0 },\n\n focalDepth: { value: 1.0 },\n focalLength: { value: 24.0 },\n fstop: { value: 0.9 },\n\n tColor: { value: null },\n tDepth: { value: null },\n\n maxblur: { value: 1.0 },\n\n showFocus: { value: 0 },\n manualdof: { value: 0 },\n vignetting: { value: 0 },\n depthblur: { value: 0 },\n\n threshold: { value: 0.5 },\n gain: { value: 2.0 },\n bias: { value: 0.5 },\n fringe: { value: 0.7 },\n\n znear: { value: 0.1 },\n zfar: { value: 100 },\n\n noise: { value: 1 },\n dithering: { value: 0.0001 },\n pentagon: { value: 0 },\n\n shaderFocus: { value: 1 },\n focusCoords: { value: /* @__PURE__ */ new Vector2() },\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 #include <common>\n\n varying vec2 vUv;\n\n uniform sampler2D tColor;\n uniform sampler2D tDepth;\n uniform float textureWidth;\n uniform float textureHeight;\n\n uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below\n uniform float focalLength; //focal length in mm\n uniform float fstop; //f-stop value\n uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)\n\n /*\n make sure that these two values are the same for your camera, otherwise distances will be wrong.\n */\n\n uniform float znear; // camera clipping start\n uniform float zfar; // camera clipping end\n\n //------------------------------------------\n //user variables\n\n const int samples = SAMPLES; //samples on the first ring\n const int rings = RINGS; //ring count\n\n const int maxringsamples = rings * samples;\n\n uniform bool manualdof; // manual dof calculation\n float ndofstart = 1.0; // near dof blur start\n float ndofdist = 2.0; // near dof blur falloff distance\n float fdofstart = 1.0; // far dof blur start\n float fdofdist = 3.0; // far dof blur falloff distance\n\n float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)\n\n uniform bool vignetting; // use optical lens vignetting\n\n float vignout = 1.3; // vignetting outer border\n float vignin = 0.0; // vignetting inner border\n float vignfade = 22.0; // f-stops till vignete fades\n\n uniform bool shaderFocus;\n // disable if you use external focalDepth value\n\n uniform vec2 focusCoords;\n // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)\n // if center of screen use vec2(0.5, 0.5);\n\n uniform float maxblur;\n //clamp value of max blur (0.0 = no blur, 1.0 default)\n\n uniform float threshold; // highlight threshold;\n uniform float gain; // highlight gain;\n\n uniform float bias; // bokeh edge bias\n uniform float fringe; // bokeh chromatic aberration / fringing\n\n uniform bool noise; //use noise instead of pattern for sample dithering\n\n uniform float dithering;\n\n uniform bool depthblur; // blur the depth buffer\n float dbsize = 1.25; // depth blur size\n\n /*\n next part is experimental\n not looking good with small sample and ring count\n looks okay starting from samples = 4, rings = 4\n */\n\n uniform bool pentagon; //use pentagon as bokeh shape?\n float feather = 0.4; //pentagon shape feather\n\n //------------------------------------------\n\n float penta(vec2 coords) {\n \t//pentagonal shape\n \tfloat scale = float(rings) - 1.3;\n \tvec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);\n \tvec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);\n \tvec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);\n \tvec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);\n \tvec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);\n \tvec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);\n\n \tvec4 one = vec4( 1.0 );\n\n \tvec4 P = vec4((coords),vec2(scale, scale));\n\n \tvec4 dist = vec4(0.0);\n \tfloat inorout = -4.0;\n\n \tdist.x = dot( P, HS0 );\n \tdist.y = dot( P, HS1 );\n \tdist.z = dot( P, HS2 );\n \tdist.w = dot( P, HS3 );\n\n \tdist = smoothstep( -feather, feather, dist );\n\n \tinorout += dot( dist, one );\n\n \tdist.x = dot( P, HS4 );\n \tdist.y = HS5.w - abs( P.z );\n\n \tdist = smoothstep( -feather, feather, dist );\n \tinorout += dist.x;\n\n \treturn clamp( inorout, 0.0, 1.0 );\n }\n\n float bdepth(vec2 coords) {\n \t// Depth buffer blur\n \tfloat d = 0.0;\n \tfloat kernel[9];\n \tvec2 offset[9];\n\n \tvec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;\n\n \toffset[0] = vec2(-wh.x,-wh.y);\n \toffset[1] = vec2( 0.0, -wh.y);\n \toffset[2] = vec2( wh.x -wh.y);\n\n \toffset[3] = vec2(-wh.x, 0.0);\n \toffset[4] = vec2( 0.0, 0.0);\n \toffset[5] = vec2( wh.x, 0.0);\n\n \toffset[6] = vec2(-wh.x, wh.y);\n \toffset[7] = vec2( 0.0, wh.y);\n \toffset[8] = vec2( wh.x, wh.y);\n\n \tkernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;\n \tkernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;\n \tkernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;\n\n \tfor( int i=0; i<9; i++ ) {\n \t\tfloat tmp = texture2D(tDepth, coords + offset[i]).r;\n \t\td += tmp * kernel[i];\n \t}\n\n \treturn d;\n }\n\n vec3 color(vec2 coords,float blur) {\n \t//processing the sample\n\n \tvec3 col = vec3(0.0);\n \tvec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);\n\n \tcol.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;\n \tcol.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;\n \tcol.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;\n\n \tvec3 lumcoeff = vec3(0.299,0.587,0.114);\n \tfloat lum = dot(col.rgb, lumcoeff);\n \tfloat thresh = max((lum-threshold)*gain, 0.0);\n \treturn col+mix(vec3(0.0),col,thresh*blur);\n }\n\n vec3 debugFocus(vec3 col, float blur, float depth) {\n \tfloat edge = 0.002*depth; //distance based edge smoothing\n \tfloat m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);\n \tfloat e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);\n\n \tcol = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);\n \tcol = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);\n\n \treturn col;\n }\n\n float linearize(float depth) {\n \treturn -zfar * znear / (depth * (zfar - znear) - zfar);\n }\n\n float vignette() {\n \tfloat dist = distance(vUv.xy, vec2(0.5,0.5));\n \tdist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);\n \treturn clamp(dist,0.0,1.0);\n }\n\n float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {\n \tfloat rings2 = float(rings);\n \tfloat step = PI*2.0 / float(ringsamples);\n \tfloat pw = cos(j*step)*i;\n \tfloat ph = sin(j*step)*i;\n \tfloat p = 1.0;\n \tif (pentagon) {\n \t\tp = penta(vec2(pw,ph));\n \t}\n \tcol += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;\n \treturn 1.0 * mix(1.0, i /rings2, bias) * p;\n }\n\n void main() {\n \t//scene depth calculation\n\n \tfloat depth = linearize(texture2D(tDepth,vUv.xy).x);\n\n \t// Blur depth?\n \tif ( depthblur ) {\n \t\tdepth = linearize(bdepth(vUv.xy));\n \t}\n\n \t//focal plane calculation\n\n \tfloat fDepth = focalDepth;\n\n \tif (shaderFocus) {\n\n \t\tfDepth = linearize(texture2D(tDepth,focusCoords).x);\n\n \t}\n\n \t// dof blur factor calculation\n\n \tfloat blur = 0.0;\n\n \tif (manualdof) {\n \t\tfloat a = depth-fDepth; // Focal plane\n \t\tfloat b = (a-fdofstart)/fdofdist; // Far DoF\n \t\tfloat c = (-a-ndofstart)/ndofdist; // Near Dof\n \t\tblur = (a>0.0) ? b : c;\n \t} else {\n \t\tfloat f = focalLength; // focal length in mm\n \t\tfloat d = fDepth*1000.0; // focal plane in mm\n \t\tfloat o = depth*1000.0; // depth in mm\n\n \t\tfloat a = (o*f)/(o-f);\n \t\tfloat b = (d*f)/(d-f);\n \t\tfloat c = (d-f)/(d*fstop*CoC);\n\n \t\tblur = abs(a-b)*c;\n \t}\n\n \tblur = clamp(blur,0.0,1.0);\n\n \t// calculation of pattern for dithering\n\n \tvec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;\n\n \t// getting blur x and y step factor\n\n \tfloat w = (1.0/textureWidth)*blur*maxblur+noise.x;\n \tfloat h = (1.0/textureHeight)*blur*maxblur+noise.y;\n\n \t// calculation of final color\n\n \tvec3 col = vec3(0.0);\n\n \tif(blur < 0.05) {\n \t\t//some optimization thingy\n \t\tcol = texture2D(tColor, vUv.xy).rgb;\n \t} else {\n \t\tcol = texture2D(tColor, vUv.xy).rgb;\n \t\tfloat s = 1.0;\n \t\tint ringsamples;\n\n \t\tfor (int i = 1; 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+ {"version":3,"file":"BokehShader2.js","sources":["../../src/shaders/BokehShader2.ts"],"sourcesContent":["import { IUniform, Texture, Vector2 } from 'three'\n\nexport interface BokehShader2Uniforms {\n textureWidth: IUniform<number>\n textureHeight: IUniform<number>\n\n focalDepth: IUniform<number>\n focalLength: IUniform<number>\n fstop: IUniform<number>\n\n tColor: IUniform<Texture | null>\n tDepth: IUniform<Texture | null>\n\n maxblur: IUniform<number>\n\n showFocus: IUniform<number>\n manualdof: IUniform<number>\n vignetting: IUniform<number>\n depthblur: IUniform<number>\n\n threshold: IUniform<number>\n gain: IUniform<number>\n bias: IUniform<number>\n fringe: IUniform<number>\n\n znear: IUniform<number>\n zfar: IUniform<number>\n\n noise: IUniform<number>\n dithering: IUniform<number>\n pentagon: IUniform<number>\n\n shaderFocus: IUniform<number>\n focusCoords: IUniform<Vector2>\n}\n\n/**\n * Depth-of-field shader with bokeh\n * ported from GLSL shader by Martins Upitis\n * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)\n *\n * Requires #define RINGS and SAMPLES integers\n */\n\nexport const BokehShader2: {\n uniforms: BokehShader2Uniforms\n vertexShader: string\n fragmentShader: string\n} = {\n uniforms: {\n textureWidth: { value: 1.0 },\n textureHeight: { value: 1.0 },\n\n focalDepth: { value: 1.0 },\n focalLength: { value: 24.0 },\n fstop: { value: 0.9 },\n\n tColor: { value: null },\n tDepth: { value: null },\n\n maxblur: { value: 1.0 },\n\n showFocus: { value: 0 },\n manualdof: { value: 0 },\n vignetting: { value: 0 },\n depthblur: { value: 0 },\n\n threshold: { value: 0.5 },\n gain: { value: 2.0 },\n bias: { value: 0.5 },\n fringe: { value: 0.7 },\n\n znear: { value: 0.1 },\n zfar: { value: 100 },\n\n noise: { value: 1 },\n dithering: { value: 0.0001 },\n pentagon: { value: 0 },\n\n shaderFocus: { value: 1 },\n focusCoords: { value: new Vector2() },\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 '#include <common>',\n\n 'varying vec2 vUv;',\n\n 'uniform sampler2D tColor;',\n 'uniform sampler2D tDepth;',\n 'uniform float textureWidth;',\n 'uniform float textureHeight;',\n\n 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below',\n 'uniform float focalLength; //focal length in mm',\n 'uniform float fstop; //f-stop value',\n 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)',\n\n '/*',\n 'make sure that these two values are the same for your camera, otherwise distances will be wrong.',\n '*/',\n\n 'uniform float znear; // camera clipping start',\n 'uniform float zfar; // camera clipping end',\n\n '//------------------------------------------',\n '//user variables',\n\n 'const int samples = SAMPLES; //samples on the first ring',\n 'const int rings = RINGS; //ring count',\n\n 'const int maxringsamples = rings * samples;',\n\n 'uniform bool manualdof; // manual dof calculation',\n 'float ndofstart = 1.0; // near dof blur start',\n 'float ndofdist = 2.0; // near dof blur falloff distance',\n 'float fdofstart = 1.0; // far dof blur start',\n 'float fdofdist = 3.0; // far dof blur falloff distance',\n\n 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)',\n\n 'uniform bool vignetting; // use optical lens vignetting',\n\n 'float vignout = 1.3; // vignetting outer border',\n 'float vignin = 0.0; // vignetting inner border',\n 'float vignfade = 22.0; // f-stops till vignete fades',\n\n 'uniform bool shaderFocus;',\n '// disable if you use external focalDepth value',\n\n 'uniform vec2 focusCoords;',\n '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)',\n '// if center of screen use vec2(0.5, 0.5);',\n\n 'uniform float maxblur;',\n '//clamp value of max blur (0.0 = no blur, 1.0 default)',\n\n 'uniform float threshold; // highlight threshold;',\n 'uniform float gain; // highlight gain;',\n\n 'uniform float bias; // bokeh edge bias',\n 'uniform float fringe; // bokeh chromatic aberration / fringing',\n\n 'uniform bool noise; //use noise instead of pattern for sample dithering',\n\n 'uniform float dithering;',\n\n 'uniform bool depthblur; // blur the depth buffer',\n 'float dbsize = 1.25; // depth blur size',\n\n '/*',\n 'next part is experimental',\n 'not looking good with small sample and ring count',\n 'looks okay starting from samples = 4, rings = 4',\n '*/',\n\n 'uniform bool pentagon; //use pentagon as bokeh shape?',\n 'float feather = 0.4; //pentagon shape feather',\n\n '//------------------------------------------',\n\n 'float penta(vec2 coords) {',\n '\t//pentagonal shape',\n '\tfloat scale = float(rings) - 1.3;',\n '\tvec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);',\n '\tvec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);',\n '\tvec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);',\n '\tvec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);',\n '\tvec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);',\n '\tvec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);',\n\n '\tvec4 one = vec4( 1.0 );',\n\n '\tvec4 P = vec4((coords),vec2(scale, scale));',\n\n '\tvec4 dist = vec4(0.0);',\n '\tfloat inorout = -4.0;',\n\n '\tdist.x = dot( P, HS0 );',\n '\tdist.y = dot( P, HS1 );',\n '\tdist.z = dot( P, HS2 );',\n '\tdist.w = dot( P, HS3 );',\n\n '\tdist = smoothstep( -feather, feather, dist );',\n\n '\tinorout += dot( dist, one );',\n\n '\tdist.x = dot( P, HS4 );',\n '\tdist.y = HS5.w - abs( P.z );',\n\n '\tdist = smoothstep( -feather, feather, dist );',\n '\tinorout += dist.x;',\n\n '\treturn clamp( inorout, 0.0, 1.0 );',\n '}',\n\n 'float bdepth(vec2 coords) {',\n '\t// Depth buffer blur',\n '\tfloat d = 0.0;',\n '\tfloat kernel[9];',\n '\tvec2 offset[9];',\n\n '\tvec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;',\n\n '\toffset[0] = vec2(-wh.x,-wh.y);',\n '\toffset[1] = vec2( 0.0, -wh.y);',\n '\toffset[2] = vec2( wh.x -wh.y);',\n\n '\toffset[3] = vec2(-wh.x, 0.0);',\n '\toffset[4] = vec2( 0.0, 0.0);',\n '\toffset[5] = vec2( wh.x, 0.0);',\n\n '\toffset[6] = vec2(-wh.x, wh.y);',\n '\toffset[7] = vec2( 0.0, wh.y);',\n '\toffset[8] = vec2( wh.x, wh.y);',\n\n '\tkernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;',\n '\tkernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;',\n '\tkernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;',\n\n '\tfor( int i=0; i<9; i++ ) {',\n '\t\tfloat tmp = texture2D(tDepth, coords + offset[i]).r;',\n '\t\td += tmp * kernel[i];',\n '\t}',\n\n '\treturn d;',\n '}',\n\n 'vec3 color(vec2 coords,float blur) {',\n '\t//processing the sample',\n\n '\tvec3 col = vec3(0.0);',\n '\tvec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);',\n\n '\tcol.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;',\n '\tcol.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;',\n '\tcol.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;',\n\n '\tvec3 lumcoeff = vec3(0.299,0.587,0.114);',\n '\tfloat lum = dot(col.rgb, lumcoeff);',\n '\tfloat thresh = max((lum-threshold)*gain, 0.0);',\n '\treturn col+mix(vec3(0.0),col,thresh*blur);',\n '}',\n\n 'vec3 debugFocus(vec3 col, float blur, float depth) {',\n '\tfloat edge = 0.002*depth; //distance based edge smoothing',\n '\tfloat m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);',\n '\tfloat e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);',\n\n '\tcol = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);',\n '\tcol = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);',\n\n '\treturn col;',\n '}',\n\n 'float linearize(float depth) {',\n '\treturn -zfar * znear / (depth * (zfar - znear) - zfar);',\n '}',\n\n 'float vignette() {',\n '\tfloat dist = distance(vUv.xy, vec2(0.5,0.5));',\n '\tdist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);',\n '\treturn clamp(dist,0.0,1.0);',\n '}',\n\n 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {',\n '\tfloat rings2 = float(rings);',\n '\tfloat step = PI*2.0 / float(ringsamples);',\n '\tfloat pw = cos(j*step)*i;',\n '\tfloat ph = sin(j*step)*i;',\n '\tfloat p = 1.0;',\n '\tif (pentagon) {',\n '\t\tp = penta(vec2(pw,ph));',\n '\t}',\n '\tcol += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;',\n '\treturn 1.0 * mix(1.0, i /rings2, bias) * p;',\n '}',\n\n 'void main() {',\n '\t//scene depth calculation',\n\n '\tfloat depth = linearize(texture2D(tDepth,vUv.xy).x);',\n\n '\t// Blur depth?',\n '\tif ( depthblur ) {',\n '\t\tdepth = linearize(bdepth(vUv.xy));',\n '\t}',\n\n '\t//focal plane calculation',\n\n '\tfloat fDepth = focalDepth;',\n\n '\tif (shaderFocus) {',\n\n '\t\tfDepth = linearize(texture2D(tDepth,focusCoords).x);',\n\n '\t}',\n\n '\t// dof blur factor calculation',\n\n '\tfloat blur = 0.0;',\n\n '\tif (manualdof) {',\n '\t\tfloat a = depth-fDepth; // Focal plane',\n '\t\tfloat b = (a-fdofstart)/fdofdist; // Far DoF',\n '\t\tfloat c = (-a-ndofstart)/ndofdist; // Near Dof',\n '\t\tblur = (a>0.0) ? b : c;',\n '\t} else {',\n '\t\tfloat f = focalLength; // focal length in mm',\n '\t\tfloat d = fDepth*1000.0; // focal plane in mm',\n '\t\tfloat o = depth*1000.0; // depth in mm',\n\n '\t\tfloat a = (o*f)/(o-f);',\n '\t\tfloat b = (d*f)/(d-f);',\n '\t\tfloat c = (d-f)/(d*fstop*CoC);',\n\n '\t\tblur = abs(a-b)*c;',\n '\t}',\n\n '\tblur = clamp(blur,0.0,1.0);',\n\n '\t// calculation of pattern for dithering',\n\n '\tvec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;',\n\n '\t// getting blur x and y step factor',\n\n '\tfloat w = (1.0/textureWidth)*blur*maxblur+noise.x;',\n '\tfloat h = (1.0/textureHeight)*blur*maxblur+noise.y;',\n\n '\t// calculation of final color',\n\n '\tvec3 col = vec3(0.0);',\n\n '\tif(blur < 0.05) {',\n '\t\t//some optimization thingy',\n '\t\tcol = texture2D(tColor, vUv.xy).rgb;',\n '\t} else {',\n '\t\tcol = texture2D(tColor, vUv.xy).rgb;',\n '\t\tfloat s = 1.0;',\n '\t\tint ringsamples;',\n\n '\t\tfor (int i = 1; i <= rings; i++) {',\n '\t\t\t/*unboxstart*/',\n '\t\t\tringsamples = i * samples;',\n\n '\t\t\tfor (int j = 0 ; j < maxringsamples ; j++) {',\n '\t\t\t\tif (j >= ringsamples) break;',\n '\t\t\t\ts += gather(float(i), float(j), ringsamples, col, w, h, blur);',\n '\t\t\t}',\n '\t\t\t/*unboxend*/',\n '\t\t}',\n\n '\t\tcol /= s; //divide by sample count',\n '\t}',\n\n '\tif (showFocus) {',\n '\t\tcol = debugFocus(col, blur, depth);',\n '\t}',\n\n '\tif (vignetting) {',\n '\t\tcol *= vignette();',\n '\t}',\n\n '\tgl_FragColor.rgb = col;',\n '\tgl_FragColor.a = 1.0;',\n '} ',\n ].join('\\n'),\n}\n\nexport const BokehDepthShader = {\n uniforms: {\n mNear: { value: 1.0 },\n mFar: { value: 1000.0 },\n },\n\n vertexShader: [\n 'varying float vViewZDepth;',\n\n 'void main() {',\n\n '\t#include <begin_vertex>',\n '\t#include <project_vertex>',\n\n '\tvViewZDepth = - mvPosition.z;',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float mNear;',\n 'uniform float mFar;',\n\n 'varying float vViewZDepth;',\n\n 'void main() {',\n\n '\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );',\n '\tgl_FragColor = vec4( vec3( color ), 1.0 );',\n\n '} ',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AA4CO,MAAM,eAIT;AAAA,EACF,UAAU;AAAA,IACR,cAAc,EAAE,OAAO,EAAI;AAAA,IAC3B,eAAe,EAAE,OAAO,EAAI;AAAA,IAE5B,YAAY,EAAE,OAAO,EAAI;AAAA,IACzB,aAAa,EAAE,OAAO,GAAK;AAAA,IAC3B,OAAO,EAAE,OAAO,IAAI;AAAA,IAEpB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA,IAEtB,SAAS,EAAE,OAAO,EAAI;AAAA,IAEtB,WAAW,EAAE,OAAO,EAAE;AAAA,IACtB,WAAW,EAAE,OAAO,EAAE;AAAA,IACtB,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,WAAW,EAAE,OAAO,EAAE;AAAA,IAEtB,WAAW,EAAE,OAAO,IAAI;AAAA,IACxB,MAAM,EAAE,OAAO,EAAI;AAAA,IACnB,MAAM,EAAE,OAAO,IAAI;AAAA,IACnB,QAAQ,EAAE,OAAO,IAAI;AAAA,IAErB,OAAO,EAAE,OAAO,IAAI;AAAA,IACpB,MAAM,EAAE,OAAO,IAAI;AAAA,IAEnB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,WAAW,EAAE,OAAO,KAAO;AAAA,IAC3B,UAAU,EAAE,OAAO,EAAE;AAAA,IAErB,aAAa,EAAE,OAAO,EAAE;AAAA,IACxB,aAAa,EAAE,OAAO,IAAI,UAAU;AAAA,EACtC;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,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAEO,MAAM,mBAAmB;AAAA,EAC9B,UAAU;AAAA,IACR,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,MAAM,EAAE,OAAO,IAAO;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -6,44 +6,28 @@ const BrightnessContrastShader = {
6
6
  brightness: { value: 0 },
7
7
  contrast: { value: 0 }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
-
18
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
19
-
20
- }
21
- `
22
- ),
23
- fragmentShader: (
24
- /* glsl */
25
- `
26
- uniform sampler2D tDiffuse;
27
- uniform float brightness;
28
- uniform float contrast;
29
-
30
- varying vec2 vUv;
31
-
32
- void main() {
33
-
34
- gl_FragColor = texture2D( tDiffuse, vUv );
35
-
36
- gl_FragColor.rgb += brightness;
37
-
38
- if (contrast > 0.0) {
39
- gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;
40
- } else {
41
- gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;
42
- }
43
-
44
- }
45
- `
46
- )
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 sampler2D tDiffuse;",
18
+ "uniform float brightness;",
19
+ "uniform float contrast;",
20
+ "varying vec2 vUv;",
21
+ "void main() {",
22
+ " gl_FragColor = texture2D( tDiffuse, vUv );",
23
+ " gl_FragColor.rgb += brightness;",
24
+ " if (contrast > 0.0) {",
25
+ " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
26
+ " } else {",
27
+ " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
28
+ " }",
29
+ "}"
30
+ ].join("\n")
47
31
  };
48
32
  exports.BrightnessContrastShader = BrightnessContrastShader;
49
33
  //# sourceMappingURL=BrightnessContrastShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"BrightnessContrastShader.cjs","sources":["../../src/shaders/BrightnessContrastShader.ts"],"sourcesContent":["/**\n * Brightness and contrast adjustment\n * https://github.com/evanw/glfx.js\n * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)\n * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const BrightnessContrastShader = {\n uniforms: {\n tDiffuse: { value: null },\n brightness: { value: 0 },\n contrast: { value: 0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float brightness;\n uniform float contrast;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n\n \tgl_FragColor.rgb += brightness;\n\n \tif (contrast > 0.0) {\n \t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;\n \t} else {\n \t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,UAAU,EAAE,OAAO,EAAE;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAqB7B;;"}
1
+ {"version":3,"file":"BrightnessContrastShader.cjs","sources":["../../src/shaders/BrightnessContrastShader.ts"],"sourcesContent":["/**\n * Brightness and contrast adjustment\n * https://github.com/evanw/glfx.js\n * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)\n * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const BrightnessContrastShader = {\n uniforms: {\n tDiffuse: { value: null },\n brightness: { value: 0 },\n contrast: { value: 0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float brightness;',\n 'uniform float contrast;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tgl_FragColor = texture2D( tDiffuse, vUv );',\n\n '\tgl_FragColor.rgb += brightness;',\n\n '\tif (contrast > 0.0) {',\n '\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;',\n '\t} else {',\n '\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;',\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,UAAU,EAAE,OAAO,EAAE;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -4,44 +4,28 @@ const BrightnessContrastShader = {
4
4
  brightness: { value: 0 },
5
5
  contrast: { value: 0 }
6
6
  },
7
- vertexShader: (
8
- /* glsl */
9
- `
10
- varying vec2 vUv;
11
-
12
- void main() {
13
-
14
- vUv = uv;
15
-
16
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
-
18
- }
19
- `
20
- ),
21
- fragmentShader: (
22
- /* glsl */
23
- `
24
- uniform sampler2D tDiffuse;
25
- uniform float brightness;
26
- uniform float contrast;
27
-
28
- varying vec2 vUv;
29
-
30
- void main() {
31
-
32
- gl_FragColor = texture2D( tDiffuse, vUv );
33
-
34
- gl_FragColor.rgb += brightness;
35
-
36
- if (contrast > 0.0) {
37
- gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;
38
- } else {
39
- gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;
40
- }
41
-
42
- }
43
- `
44
- )
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 sampler2D tDiffuse;",
16
+ "uniform float brightness;",
17
+ "uniform float contrast;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " gl_FragColor = texture2D( tDiffuse, vUv );",
21
+ " gl_FragColor.rgb += brightness;",
22
+ " if (contrast > 0.0) {",
23
+ " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
24
+ " } else {",
25
+ " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
26
+ " }",
27
+ "}"
28
+ ].join("\n")
45
29
  };
46
30
  export {
47
31
  BrightnessContrastShader
@@ -1 +1 @@
1
- {"version":3,"file":"BrightnessContrastShader.js","sources":["../../src/shaders/BrightnessContrastShader.ts"],"sourcesContent":["/**\n * Brightness and contrast adjustment\n * https://github.com/evanw/glfx.js\n * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)\n * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const BrightnessContrastShader = {\n uniforms: {\n tDiffuse: { value: null },\n brightness: { value: 0 },\n contrast: { value: 0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float brightness;\n uniform float contrast;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n\n \tgl_FragColor.rgb += brightness;\n\n \tif (contrast > 0.0) {\n \t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;\n \t} else {\n \t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":"AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,UAAU,EAAE,OAAO,EAAE;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAqB7B;"}
1
+ {"version":3,"file":"BrightnessContrastShader.js","sources":["../../src/shaders/BrightnessContrastShader.ts"],"sourcesContent":["/**\n * Brightness and contrast adjustment\n * https://github.com/evanw/glfx.js\n * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)\n * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const BrightnessContrastShader = {\n uniforms: {\n tDiffuse: { value: null },\n brightness: { value: 0 },\n contrast: { value: 0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float brightness;',\n 'uniform float contrast;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tgl_FragColor = texture2D( tDiffuse, vUv );',\n\n '\tgl_FragColor.rgb += brightness;',\n\n '\tif (contrast > 0.0) {',\n '\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;',\n '\t} else {',\n '\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;',\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,UAAU,EAAE,OAAO,EAAE;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -4,42 +4,28 @@ const THREE = require("three");
4
4
  const ColorCorrectionShader = {
5
5
  uniforms: {
6
6
  tDiffuse: { value: null },
7
- powRGB: { value: /* @__PURE__ */ new THREE.Vector3(2, 2, 2) },
8
- mulRGB: { value: /* @__PURE__ */ new THREE.Vector3(1, 1, 1) },
9
- addRGB: { value: /* @__PURE__ */ new THREE.Vector3(0, 0, 0) }
7
+ powRGB: { value: new THREE.Vector3(2, 2, 2) },
8
+ mulRGB: { value: new THREE.Vector3(1, 1, 1) },
9
+ addRGB: { value: new THREE.Vector3(0, 0, 0) }
10
10
  },
11
- vertexShader: (
12
- /* glsl */
13
- `
14
- varying vec2 vUv;
15
-
16
- void main() {
17
-
18
- vUv = uv;
19
-
20
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
21
-
22
- }
23
- `
24
- ),
25
- fragmentShader: (
26
- /* glsl */
27
- `
28
- uniform sampler2D tDiffuse;
29
- uniform vec3 powRGB;
30
- uniform vec3 mulRGB;
31
- uniform vec3 addRGB;
32
-
33
- varying vec2 vUv;
34
-
35
- void main() {
36
-
37
- gl_FragColor = texture2D( tDiffuse, vUv );
38
- gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );
39
-
40
- }
41
- `
42
- )
11
+ vertexShader: [
12
+ "varying vec2 vUv;",
13
+ "void main() {",
14
+ " vUv = uv;",
15
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
16
+ "}"
17
+ ].join("\n"),
18
+ fragmentShader: [
19
+ "uniform sampler2D tDiffuse;",
20
+ "uniform vec3 powRGB;",
21
+ "uniform vec3 mulRGB;",
22
+ "uniform vec3 addRGB;",
23
+ "varying vec2 vUv;",
24
+ "void main() {",
25
+ " gl_FragColor = texture2D( tDiffuse, vUv );",
26
+ " gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
27
+ "}"
28
+ ].join("\n")
43
29
  };
44
30
  exports.ColorCorrectionShader = ColorCorrectionShader;
45
31
  //# sourceMappingURL=ColorCorrectionShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"ColorCorrectionShader.cjs","sources":["../../src/shaders/ColorCorrectionShader.ts"],"sourcesContent":["import { Vector3 } from 'three'\n\n/**\n * Color correction\n */\n\nexport const ColorCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n powRGB: { value: /* @__PURE__ */ new Vector3(2, 2, 2) },\n mulRGB: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },\n addRGB: { value: /* @__PURE__ */ new Vector3(0, 0, 0) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform vec3 powRGB;\n uniform vec3 mulRGB;\n uniform vec3 addRGB;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n \tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );\n\n }\n `,\n}\n"],"names":["Vector3"],"mappings":";;;AAMO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAuB,oBAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,QAAQ,EAAE,OAAuB,oBAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,QAAQ,EAAE,OAAuB,oBAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,EACxD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAe7B;;"}
1
+ {"version":3,"file":"ColorCorrectionShader.cjs","sources":["../../src/shaders/ColorCorrectionShader.ts"],"sourcesContent":["import { Vector3 } from 'three'\n\n/**\n * Color correction\n */\n\nexport const ColorCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n powRGB: { value: new Vector3(2, 2, 2) },\n mulRGB: { value: new Vector3(1, 1, 1) },\n addRGB: { value: new Vector3(0, 0, 0) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform vec3 powRGB;',\n 'uniform vec3 mulRGB;',\n 'uniform vec3 addRGB;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tgl_FragColor = texture2D( tDiffuse, vUv );',\n '\tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":["Vector3"],"mappings":";;;AAMO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtC,QAAQ,EAAE,OAAO,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtC,QAAQ,EAAE,OAAO,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,EACxC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -2,42 +2,28 @@ import { Vector3 } from "three";
2
2
  const ColorCorrectionShader = {
3
3
  uniforms: {
4
4
  tDiffuse: { value: null },
5
- powRGB: { value: /* @__PURE__ */ new Vector3(2, 2, 2) },
6
- mulRGB: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },
7
- addRGB: { value: /* @__PURE__ */ new Vector3(0, 0, 0) }
5
+ powRGB: { value: new Vector3(2, 2, 2) },
6
+ mulRGB: { value: new Vector3(1, 1, 1) },
7
+ addRGB: { value: new Vector3(0, 0, 0) }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
-
18
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
19
-
20
- }
21
- `
22
- ),
23
- fragmentShader: (
24
- /* glsl */
25
- `
26
- uniform sampler2D tDiffuse;
27
- uniform vec3 powRGB;
28
- uniform vec3 mulRGB;
29
- uniform vec3 addRGB;
30
-
31
- varying vec2 vUv;
32
-
33
- void main() {
34
-
35
- gl_FragColor = texture2D( tDiffuse, vUv );
36
- gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );
37
-
38
- }
39
- `
40
- )
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 sampler2D tDiffuse;",
18
+ "uniform vec3 powRGB;",
19
+ "uniform vec3 mulRGB;",
20
+ "uniform vec3 addRGB;",
21
+ "varying vec2 vUv;",
22
+ "void main() {",
23
+ " gl_FragColor = texture2D( tDiffuse, vUv );",
24
+ " gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
25
+ "}"
26
+ ].join("\n")
41
27
  };
42
28
  export {
43
29
  ColorCorrectionShader
@@ -1 +1 @@
1
- {"version":3,"file":"ColorCorrectionShader.js","sources":["../../src/shaders/ColorCorrectionShader.ts"],"sourcesContent":["import { Vector3 } from 'three'\n\n/**\n * Color correction\n */\n\nexport const ColorCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n powRGB: { value: /* @__PURE__ */ new Vector3(2, 2, 2) },\n mulRGB: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },\n addRGB: { value: /* @__PURE__ */ new Vector3(0, 0, 0) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform vec3 powRGB;\n uniform vec3 mulRGB;\n uniform vec3 addRGB;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n \tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );\n\n }\n `,\n}\n"],"names":[],"mappings":";AAMO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAuB,oBAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,QAAQ,EAAE,OAAuB,oBAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,QAAQ,EAAE,OAAuB,oBAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,EACxD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAe7B;"}
1
+ {"version":3,"file":"ColorCorrectionShader.js","sources":["../../src/shaders/ColorCorrectionShader.ts"],"sourcesContent":["import { Vector3 } from 'three'\n\n/**\n * Color correction\n */\n\nexport const ColorCorrectionShader = {\n uniforms: {\n tDiffuse: { value: null },\n powRGB: { value: new Vector3(2, 2, 2) },\n mulRGB: { value: new Vector3(1, 1, 1) },\n addRGB: { value: new Vector3(0, 0, 0) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform vec3 powRGB;',\n 'uniform vec3 mulRGB;',\n 'uniform vec3 addRGB;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tgl_FragColor = texture2D( tDiffuse, vUv );',\n '\tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AAMO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtC,QAAQ,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtC,QAAQ,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,EACxC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -4,41 +4,26 @@ const THREE = require("three");
4
4
  const ColorifyShader = {
5
5
  uniforms: {
6
6
  tDiffuse: { value: null },
7
- color: { value: /* @__PURE__ */ new THREE.Color(16777215) }
7
+ color: { value: new THREE.Color(16777215) }
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 vec3 color;
26
- uniform sampler2D tDiffuse;
27
-
28
- varying vec2 vUv;
29
-
30
- void main() {
31
-
32
- vec4 texel = texture2D( tDiffuse, vUv );
33
-
34
- vec3 luma = vec3( 0.299, 0.587, 0.114 );
35
- float v = dot( texel.xyz, luma );
36
-
37
- gl_FragColor = vec4( v * color, texel.w );
38
-
39
- }
40
- `
41
- )
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 vec3 color;",
18
+ "uniform sampler2D tDiffuse;",
19
+ "varying vec2 vUv;",
20
+ "void main() {",
21
+ " vec4 texel = texture2D( tDiffuse, vUv );",
22
+ " vec3 luma = vec3( 0.299, 0.587, 0.114 );",
23
+ " float v = dot( texel.xyz, luma );",
24
+ " gl_FragColor = vec4( v * color, texel.w );",
25
+ "}"
26
+ ].join("\n")
42
27
  };
43
28
  exports.ColorifyShader = ColorifyShader;
44
29
  //# sourceMappingURL=ColorifyShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"ColorifyShader.cjs","sources":["../../src/shaders/ColorifyShader.ts"],"sourcesContent":["import { Color } from 'three'\n\n/**\n * Colorify shader\n */\n\nexport const ColorifyShader = {\n uniforms: {\n tDiffuse: { value: null },\n color: { value: /* @__PURE__ */ new Color(0xffffff) },\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 vec3 color;\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 texel = texture2D( tDiffuse, vUv );\n\n \tvec3 luma = vec3( 0.299, 0.587, 0.114 );\n \tfloat v = dot( texel.xyz, luma );\n\n \tgl_FragColor = vec4( v * color, texel.w );\n\n }\n `,\n}\n"],"names":["Color"],"mappings":";;;AAMO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAA2B,oBAAAA,MAAA,MAAM,QAAQ,EAAE;AAAA,EACtD;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;AAiB7B;;"}
1
+ {"version":3,"file":"ColorifyShader.cjs","sources":["../../src/shaders/ColorifyShader.ts"],"sourcesContent":["import { Color } from 'three'\n\n/**\n * Colorify shader\n */\n\nexport const ColorifyShader = {\n uniforms: {\n tDiffuse: { value: null },\n color: { value: new Color(0xffffff) },\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 vec3 color;',\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 texel = texture2D( tDiffuse, vUv );',\n\n '\tvec3 luma = vec3( 0.299, 0.587, 0.114 );',\n '\tfloat v = dot( texel.xyz, luma );',\n\n '\tgl_FragColor = vec4( v * color, texel.w );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":["Color"],"mappings":";;;AAMO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,IAAIA,MAAA,MAAM,QAAQ,EAAE;AAAA,EACtC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -2,41 +2,26 @@ import { Color } from "three";
2
2
  const ColorifyShader = {
3
3
  uniforms: {
4
4
  tDiffuse: { value: null },
5
- color: { value: /* @__PURE__ */ new Color(16777215) }
5
+ color: { value: new Color(16777215) }
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 vec3 color;
24
- uniform sampler2D tDiffuse;
25
-
26
- varying vec2 vUv;
27
-
28
- void main() {
29
-
30
- vec4 texel = texture2D( tDiffuse, vUv );
31
-
32
- vec3 luma = vec3( 0.299, 0.587, 0.114 );
33
- float v = dot( texel.xyz, luma );
34
-
35
- gl_FragColor = vec4( v * color, texel.w );
36
-
37
- }
38
- `
39
- )
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 vec3 color;",
16
+ "uniform sampler2D tDiffuse;",
17
+ "varying vec2 vUv;",
18
+ "void main() {",
19
+ " vec4 texel = texture2D( tDiffuse, vUv );",
20
+ " vec3 luma = vec3( 0.299, 0.587, 0.114 );",
21
+ " float v = dot( texel.xyz, luma );",
22
+ " gl_FragColor = vec4( v * color, texel.w );",
23
+ "}"
24
+ ].join("\n")
40
25
  };
41
26
  export {
42
27
  ColorifyShader
@@ -1 +1 @@
1
- {"version":3,"file":"ColorifyShader.js","sources":["../../src/shaders/ColorifyShader.ts"],"sourcesContent":["import { Color } from 'three'\n\n/**\n * Colorify shader\n */\n\nexport const ColorifyShader = {\n uniforms: {\n tDiffuse: { value: null },\n color: { value: /* @__PURE__ */ new Color(0xffffff) },\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 vec3 color;\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 texel = texture2D( tDiffuse, vUv );\n\n \tvec3 luma = vec3( 0.299, 0.587, 0.114 );\n \tfloat v = dot( texel.xyz, luma );\n\n \tgl_FragColor = vec4( v * color, texel.w );\n\n }\n `,\n}\n"],"names":[],"mappings":";AAMO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,EACtD;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;AAiB7B;"}
1
+ {"version":3,"file":"ColorifyShader.js","sources":["../../src/shaders/ColorifyShader.ts"],"sourcesContent":["import { Color } from 'three'\n\n/**\n * Colorify shader\n */\n\nexport const ColorifyShader = {\n uniforms: {\n tDiffuse: { value: null },\n color: { value: new Color(0xffffff) },\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 vec3 color;',\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 texel = texture2D( tDiffuse, vUv );',\n\n '\tvec3 luma = vec3( 0.299, 0.587, 0.114 );',\n '\tfloat v = dot( texel.xyz, luma );',\n\n '\tgl_FragColor = vec4( v * color, texel.w );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AAMO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,IAAI,MAAM,QAAQ,EAAE;AAAA,EACtC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -8,51 +8,32 @@ const ConvolutionShader = {
8
8
  },
9
9
  uniforms: {
10
10
  tDiffuse: { value: null },
11
- uImageIncrement: { value: /* @__PURE__ */ new THREE.Vector2(1953125e-9, 0) },
11
+ uImageIncrement: { value: new THREE.Vector2(1953125e-9, 0) },
12
12
  cKernel: { value: [] }
13
13
  },
14
- vertexShader: (
15
- /* glsl */
16
- `
17
- uniform vec2 uImageIncrement;
18
-
19
- varying vec2 vUv;
20
-
21
- void main() {
22
-
23
- vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;
24
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
25
-
26
- }
27
- `
28
- ),
29
- fragmentShader: (
30
- /* glsl */
31
- `
32
- uniform float cKernel[ KERNEL_SIZE_INT ];
33
-
34
- uniform sampler2D tDiffuse;
35
- uniform vec2 uImageIncrement;
36
-
37
- varying vec2 vUv;
38
-
39
- void main() {
40
-
41
- vec2 imageCoord = vUv;
42
- vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
43
-
44
- for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {
45
-
46
- sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];
47
- imageCoord += uImageIncrement;
48
-
49
- }
50
-
51
- gl_FragColor = sum;
52
-
53
- }
54
- `
55
- ),
14
+ vertexShader: [
15
+ "uniform vec2 uImageIncrement;",
16
+ "varying vec2 vUv;",
17
+ "void main() {",
18
+ " vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
19
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
20
+ "}"
21
+ ].join("\n"),
22
+ fragmentShader: [
23
+ "uniform float cKernel[ KERNEL_SIZE_INT ];",
24
+ "uniform sampler2D tDiffuse;",
25
+ "uniform vec2 uImageIncrement;",
26
+ "varying vec2 vUv;",
27
+ "void main() {",
28
+ " vec2 imageCoord = vUv;",
29
+ " vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
30
+ " for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
31
+ " sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
32
+ " imageCoord += uImageIncrement;",
33
+ " }",
34
+ " gl_FragColor = sum;",
35
+ "}"
36
+ ].join("\n"),
56
37
  buildKernel: function(sigma) {
57
38
  function gauss(x, sigma2) {
58
39
  return Math.exp(-(x * x) / (2 * sigma2 * sigma2));