three-stdlib 2.35.4 → 2.35.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +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
  408. package/shaders/LuminosityShader.js.map +1 -1
  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
  446. package/shaders/SepiaShader.cjs.map +1 -1
  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
@@ -7,110 +7,81 @@ const DepthLimitedBlurShader = {
7
7
  },
8
8
  uniforms: {
9
9
  tDiffuse: { value: null },
10
- size: { value: /* @__PURE__ */ new Vector2(512, 512) },
11
- sampleUvOffsets: { value: [/* @__PURE__ */ new Vector2(0, 0)] },
10
+ size: { value: new Vector2(512, 512) },
11
+ sampleUvOffsets: { value: [new Vector2(0, 0)] },
12
12
  sampleWeights: { value: [1] },
13
13
  tDepth: { value: null },
14
14
  cameraNear: { value: 10 },
15
15
  cameraFar: { value: 1e3 },
16
16
  depthCutoff: { value: 10 }
17
17
  },
18
- vertexShader: (
19
- /* glsl */
20
- `
21
- #include <common>
22
-
23
- uniform vec2 size;
24
-
25
- varying vec2 vUv;
26
- varying vec2 vInvSize;
27
-
28
- void main() {
29
- vUv = uv;
30
- vInvSize = 1.0 / size;
31
-
32
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
33
- }
34
- `
35
- ),
36
- fragmentShader: (
37
- /* glsl */
38
- `
39
- #include <common>
40
- #include <packing>
41
-
42
- uniform sampler2D tDiffuse;
43
- uniform sampler2D tDepth;
44
-
45
- uniform float cameraNear;
46
- uniform float cameraFar;
47
- uniform float depthCutoff;
48
-
49
- uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
50
- uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
51
-
52
- varying vec2 vUv;
53
- varying vec2 vInvSize;
54
-
55
- float getDepth( const in vec2 screenPosition ) {
56
- #if DEPTH_PACKING == 1
57
- return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
58
- #else
59
- return texture2D( tDepth, screenPosition ).x;
60
- #endif
61
- }
62
-
63
- float getViewZ( const in float depth ) {
64
- #if PERSPECTIVE_CAMERA == 1
65
- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
66
- #else
67
- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
68
- #endif
69
- }
70
-
71
- void main() {
72
- float depth = getDepth( vUv );
73
- if( depth >= ( 1.0 - EPSILON ) ) {
74
- discard;
75
- }
76
-
77
- float centerViewZ = -getViewZ( depth );
78
- bool rBreak = false, lBreak = false;
79
-
80
- float weightSum = sampleWeights[0];
81
- vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
82
-
83
- for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
84
-
85
- float sampleWeight = sampleWeights[i];
86
- vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
87
-
88
- vec2 sampleUv = vUv + sampleUvOffset;
89
- float viewZ = -getViewZ( getDepth( sampleUv ) );
90
-
91
- if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
92
-
93
- if( ! rBreak ) {
94
- diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
95
- weightSum += sampleWeight;
96
- }
97
-
98
- sampleUv = vUv - sampleUvOffset;
99
- viewZ = -getViewZ( getDepth( sampleUv ) );
100
-
101
- if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
102
-
103
- if( ! lBreak ) {
104
- diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
105
- weightSum += sampleWeight;
106
- }
107
-
108
- }
109
-
110
- gl_FragColor = diffuseSum / weightSum;
111
- }
112
- `
113
- )
18
+ vertexShader: [
19
+ "#include <common>",
20
+ "uniform vec2 size;",
21
+ "varying vec2 vUv;",
22
+ "varying vec2 vInvSize;",
23
+ "void main() {",
24
+ " vUv = uv;",
25
+ " vInvSize = 1.0 / size;",
26
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
27
+ "}"
28
+ ].join("\n"),
29
+ fragmentShader: [
30
+ "#include <common>",
31
+ "#include <packing>",
32
+ "uniform sampler2D tDiffuse;",
33
+ "uniform sampler2D tDepth;",
34
+ "uniform float cameraNear;",
35
+ "uniform float cameraFar;",
36
+ "uniform float depthCutoff;",
37
+ "uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
38
+ "uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
39
+ "varying vec2 vUv;",
40
+ "varying vec2 vInvSize;",
41
+ "float getDepth( const in vec2 screenPosition ) {",
42
+ " #if DEPTH_PACKING == 1",
43
+ " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
44
+ " #else",
45
+ " return texture2D( tDepth, screenPosition ).x;",
46
+ " #endif",
47
+ "}",
48
+ "float getViewZ( const in float depth ) {",
49
+ " #if PERSPECTIVE_CAMERA == 1",
50
+ " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
51
+ " #else",
52
+ " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
53
+ " #endif",
54
+ "}",
55
+ "void main() {",
56
+ " float depth = getDepth( vUv );",
57
+ " if( depth >= ( 1.0 - EPSILON ) ) {",
58
+ " discard;",
59
+ " }",
60
+ " float centerViewZ = -getViewZ( depth );",
61
+ " bool rBreak = false, lBreak = false;",
62
+ " float weightSum = sampleWeights[0];",
63
+ " vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
64
+ " for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
65
+ " float sampleWeight = sampleWeights[i];",
66
+ " vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
67
+ " vec2 sampleUv = vUv + sampleUvOffset;",
68
+ " float viewZ = -getViewZ( getDepth( sampleUv ) );",
69
+ " if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
70
+ " if( ! rBreak ) {",
71
+ " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
72
+ " weightSum += sampleWeight;",
73
+ " }",
74
+ " sampleUv = vUv - sampleUvOffset;",
75
+ " viewZ = -getViewZ( getDepth( sampleUv ) );",
76
+ " if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
77
+ " if( ! lBreak ) {",
78
+ " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
79
+ " weightSum += sampleWeight;",
80
+ " }",
81
+ " }",
82
+ " gl_FragColor = diffuseSum / weightSum;",
83
+ "}"
84
+ ].join("\n")
114
85
  };
115
86
  const BlurShaderUtils = {
116
87
  createSampleWeights: (kernelRadius, stdDev) => {
@@ -1 +1 @@
1
- {"version":3,"file":"DepthLimitedBlurShader.js","sources":["../../src/shaders/DepthLimitedBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type DepthLimitedBlurShaderDefines = {\n DEPTH_PACKING: number\n KERNEL_RADIUS: number\n PERSPECTIVE_CAMERA: number\n}\n\nexport type DepthLimitedBlurShaderUniforms = {\n cameraFar: IUniform<number>\n cameraNear: IUniform<number>\n depthCutoff: IUniform<number>\n sampleUvOffsets: IUniform<Vector2[]>\n sampleWeights: IUniform<number[]>\n size: IUniform<Vector2>\n tDepth: IUniform<Texture | null>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IDepthLimitedBlurShader\n extends IShader<DepthLimitedBlurShaderUniforms, DepthLimitedBlurShaderDefines> {\n defines: DepthLimitedBlurShaderDefines\n needsUpdate?: boolean\n}\n\nexport const DepthLimitedBlurShader: IDepthLimitedBlurShader = {\n defines: {\n KERNEL_RADIUS: 4,\n DEPTH_PACKING: 1,\n PERSPECTIVE_CAMERA: 1,\n },\n uniforms: {\n tDiffuse: { value: null },\n size: { value: /* @__PURE__ */ new Vector2(512, 512) },\n sampleUvOffsets: { value: [/* @__PURE__ */ new Vector2(0, 0)] },\n sampleWeights: { value: [1.0] },\n tDepth: { value: null },\n cameraNear: { value: 10 },\n cameraFar: { value: 1000 },\n depthCutoff: { value: 10 },\n },\n vertexShader: /* glsl */ `\n #include <common>\n\n uniform vec2 size;\n\n varying vec2 vUv;\n varying vec2 vInvSize;\n\n void main() {\n \tvUv = uv;\n \tvInvSize = 1.0 / size;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n `,\n fragmentShader: /* glsl */ `\n #include <common>\n #include <packing>\n\n uniform sampler2D tDiffuse;\n uniform sampler2D tDepth;\n\n uniform float cameraNear;\n uniform float cameraFar;\n uniform float depthCutoff;\n\n uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];\n uniform float sampleWeights[ KERNEL_RADIUS + 1 ];\n\n varying vec2 vUv;\n varying vec2 vInvSize;\n\n float getDepth( const in vec2 screenPosition ) {\n \t#if DEPTH_PACKING == 1\n \treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );\n \t#else\n \treturn texture2D( tDepth, screenPosition ).x;\n \t#endif\n }\n\n float getViewZ( const in float depth ) {\n \t#if PERSPECTIVE_CAMERA == 1\n \treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n \t#else\n \treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n \t#endif\n }\n\n void main() {\n \tfloat depth = getDepth( vUv );\n \tif( depth >= ( 1.0 - EPSILON ) ) {\n \t\tdiscard;\n \t}\n\n \tfloat centerViewZ = -getViewZ( depth );\n \tbool rBreak = false, lBreak = false;\n\n \tfloat weightSum = sampleWeights[0];\n \tvec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;\n\n \tfor( int i = 1; i <= KERNEL_RADIUS; i ++ ) {\n\n \t\tfloat sampleWeight = sampleWeights[i];\n \t\tvec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;\n\n \t\tvec2 sampleUv = vUv + sampleUvOffset;\n \t\tfloat viewZ = -getViewZ( getDepth( sampleUv ) );\n\n \t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;\n\n \t\tif( ! rBreak ) {\n \t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;\n \t\t\tweightSum += sampleWeight;\n \t\t}\n\n \t\tsampleUv = vUv - sampleUvOffset;\n \t\tviewZ = -getViewZ( getDepth( sampleUv ) );\n\n \t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;\n\n \t\tif( ! lBreak ) {\n \t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;\n \t\t\tweightSum += sampleWeight;\n \t\t}\n\n \t}\n\n \tgl_FragColor = diffuseSum / weightSum;\n }\n `,\n}\n\nexport const BlurShaderUtils = {\n createSampleWeights: (kernelRadius: number, stdDev: number): number[] => {\n const gaussian = (x: number, stdDev: number): number => {\n return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev)\n }\n\n const weights: number[] = []\n\n for (let i = 0; i <= kernelRadius; i++) {\n weights.push(gaussian(i, stdDev))\n }\n\n return weights\n },\n\n createSampleOffsets: (kernelRadius: number, uvIncrement: Vector2): Vector2[] => {\n const offsets: Vector2[] = []\n\n for (let i = 0; i <= kernelRadius; i++) {\n offsets.push(uvIncrement.clone().multiplyScalar(i))\n }\n\n return offsets\n },\n\n configure: (shader: IDepthLimitedBlurShader, kernelRadius: number, stdDev: number, uvIncrement: Vector2): void => {\n shader.defines['KERNEL_RADIUS'] = kernelRadius\n shader.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement)\n shader.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev)\n shader.needsUpdate = true\n },\n}\n"],"names":["stdDev"],"mappings":";AA2BO,MAAM,yBAAkD;AAAA,EAC7D,SAAS;AAAA,IACP,eAAe;AAAA,IACf,eAAe;AAAA,IACf,oBAAoB;AAAA,EACtB;AAAA,EACA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,MAAM,EAAE,2BAA2B,QAAQ,KAAK,GAAG,EAAE;AAAA,IACrD,iBAAiB,EAAE,OAAO,qBAAqB,QAAQ,GAAG,CAAC,CAAC,EAAE;AAAA,IAC9D,eAAe,EAAE,OAAO,CAAC,CAAG,EAAE;AAAA,IAC9B,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,YAAY,EAAE,OAAO,GAAG;AAAA,IACxB,WAAW,EAAE,OAAO,IAAK;AAAA,IACzB,aAAa,EAAE,OAAO,GAAG;AAAA,EAC3B;AAAA,EACA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAezB;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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2E7B;AAEO,MAAM,kBAAkB;AAAA,EAC7B,qBAAqB,CAAC,cAAsB,WAA6B;AACjE,UAAA,WAAW,CAAC,GAAWA,YAA2B;AACtD,aAAO,KAAK,IAAI,EAAE,IAAI,MAAM,KAAOA,UAASA,SAAQ,KAAK,KAAK,KAAK,IAAM,KAAK,EAAE,IAAIA;AAAAA,IAAA;AAGtF,UAAM,UAAoB,CAAA;AAE1B,aAAS,IAAI,GAAG,KAAK,cAAc,KAAK;AACtC,cAAQ,KAAK,SAAS,GAAG,MAAM,CAAC;AAAA,IAClC;AAEO,WAAA;AAAA,EACT;AAAA,EAEA,qBAAqB,CAAC,cAAsB,gBAAoC;AAC9E,UAAM,UAAqB,CAAA;AAE3B,aAAS,IAAI,GAAG,KAAK,cAAc,KAAK;AACtC,cAAQ,KAAK,YAAY,MAAQ,EAAA,eAAe,CAAC,CAAC;AAAA,IACpD;AAEO,WAAA;AAAA,EACT;AAAA,EAEA,WAAW,CAAC,QAAiC,cAAsB,QAAgB,gBAA+B;AACzG,WAAA,QAAQ,eAAe,IAAI;AAClC,WAAO,SAAS,iBAAiB,EAAE,QAAQ,gBAAgB,oBAAoB,cAAc,WAAW;AACxG,WAAO,SAAS,eAAe,EAAE,QAAQ,gBAAgB,oBAAoB,cAAc,MAAM;AACjG,WAAO,cAAc;AAAA,EACvB;AACF;"}
1
+ {"version":3,"file":"DepthLimitedBlurShader.js","sources":["../../src/shaders/DepthLimitedBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type DepthLimitedBlurShaderDefines = {\n DEPTH_PACKING: number\n KERNEL_RADIUS: number\n PERSPECTIVE_CAMERA: number\n}\n\nexport type DepthLimitedBlurShaderUniforms = {\n cameraFar: IUniform<number>\n cameraNear: IUniform<number>\n depthCutoff: IUniform<number>\n sampleUvOffsets: IUniform<Vector2[]>\n sampleWeights: IUniform<number[]>\n size: IUniform<Vector2>\n tDepth: IUniform<Texture | null>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IDepthLimitedBlurShader\n extends IShader<DepthLimitedBlurShaderUniforms, DepthLimitedBlurShaderDefines> {\n defines: DepthLimitedBlurShaderDefines\n needsUpdate?: boolean\n}\n\nexport const DepthLimitedBlurShader: IDepthLimitedBlurShader = {\n defines: {\n KERNEL_RADIUS: 4,\n DEPTH_PACKING: 1,\n PERSPECTIVE_CAMERA: 1,\n },\n uniforms: {\n tDiffuse: { value: null },\n size: { value: new Vector2(512, 512) },\n sampleUvOffsets: { value: [new Vector2(0, 0)] },\n sampleWeights: { value: [1.0] },\n tDepth: { value: null },\n cameraNear: { value: 10 },\n cameraFar: { value: 1000 },\n depthCutoff: { value: 10 },\n },\n vertexShader: [\n '#include <common>',\n\n 'uniform vec2 size;',\n\n 'varying vec2 vUv;',\n 'varying vec2 vInvSize;',\n\n 'void main() {',\n '\tvUv = uv;',\n '\tvInvSize = 1.0 / size;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '}',\n ].join('\\n'),\n fragmentShader: [\n '#include <common>',\n '#include <packing>',\n\n 'uniform sampler2D tDiffuse;',\n 'uniform sampler2D tDepth;',\n\n 'uniform float cameraNear;',\n 'uniform float cameraFar;',\n 'uniform float depthCutoff;',\n\n 'uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];',\n 'uniform float sampleWeights[ KERNEL_RADIUS + 1 ];',\n\n 'varying vec2 vUv;',\n 'varying vec2 vInvSize;',\n\n 'float getDepth( const in vec2 screenPosition ) {',\n '\t#if DEPTH_PACKING == 1',\n '\treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );',\n '\t#else',\n '\treturn texture2D( tDepth, screenPosition ).x;',\n '\t#endif',\n '}',\n\n 'float getViewZ( const in float depth ) {',\n '\t#if PERSPECTIVE_CAMERA == 1',\n '\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );',\n '\t#else',\n '\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );',\n '\t#endif',\n '}',\n\n 'void main() {',\n '\tfloat depth = getDepth( vUv );',\n '\tif( depth >= ( 1.0 - EPSILON ) ) {',\n '\t\tdiscard;',\n '\t}',\n\n '\tfloat centerViewZ = -getViewZ( depth );',\n '\tbool rBreak = false, lBreak = false;',\n\n '\tfloat weightSum = sampleWeights[0];',\n '\tvec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;',\n\n '\tfor( int i = 1; i <= KERNEL_RADIUS; i ++ ) {',\n\n '\t\tfloat sampleWeight = sampleWeights[i];',\n '\t\tvec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;',\n\n '\t\tvec2 sampleUv = vUv + sampleUvOffset;',\n '\t\tfloat viewZ = -getViewZ( getDepth( sampleUv ) );',\n\n '\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;',\n\n '\t\tif( ! rBreak ) {',\n '\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;',\n '\t\t\tweightSum += sampleWeight;',\n '\t\t}',\n\n '\t\tsampleUv = vUv - sampleUvOffset;',\n '\t\tviewZ = -getViewZ( getDepth( sampleUv ) );',\n\n '\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;',\n\n '\t\tif( ! lBreak ) {',\n '\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;',\n '\t\t\tweightSum += sampleWeight;',\n '\t\t}',\n\n '\t}',\n\n '\tgl_FragColor = diffuseSum / weightSum;',\n '}',\n ].join('\\n'),\n}\n\nexport const BlurShaderUtils = {\n createSampleWeights: (kernelRadius: number, stdDev: number): number[] => {\n const gaussian = (x: number, stdDev: number): number => {\n return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev)\n }\n\n const weights: number[] = []\n\n for (let i = 0; i <= kernelRadius; i++) {\n weights.push(gaussian(i, stdDev))\n }\n\n return weights\n },\n\n createSampleOffsets: (kernelRadius: number, uvIncrement: Vector2): Vector2[] => {\n const offsets: Vector2[] = []\n\n for (let i = 0; i <= kernelRadius; i++) {\n offsets.push(uvIncrement.clone().multiplyScalar(i))\n }\n\n return offsets\n },\n\n configure: (shader: IDepthLimitedBlurShader, kernelRadius: number, stdDev: number, uvIncrement: Vector2): void => {\n shader.defines['KERNEL_RADIUS'] = kernelRadius\n shader.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement)\n shader.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev)\n shader.needsUpdate = true\n },\n}\n"],"names":["stdDev"],"mappings":";AA2BO,MAAM,yBAAkD;AAAA,EAC7D,SAAS;AAAA,IACP,eAAe;AAAA,IACf,eAAe;AAAA,IACf,oBAAoB;AAAA,EACtB;AAAA,EACA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,MAAM,EAAE,OAAO,IAAI,QAAQ,KAAK,GAAG,EAAE;AAAA,IACrC,iBAAiB,EAAE,OAAO,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC,EAAE;AAAA,IAC9C,eAAe,EAAE,OAAO,CAAC,CAAG,EAAE;AAAA,IAC9B,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,YAAY,EAAE,OAAO,GAAG;AAAA,IACxB,WAAW,EAAE,OAAO,IAAK;AAAA,IACzB,aAAa,EAAE,OAAO,GAAG;AAAA,EAC3B;AAAA,EACA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EACX,gBAAgB;AAAA,IACd;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,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;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,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAEO,MAAM,kBAAkB;AAAA,EAC7B,qBAAqB,CAAC,cAAsB,WAA6B;AACjE,UAAA,WAAW,CAAC,GAAWA,YAA2B;AACtD,aAAO,KAAK,IAAI,EAAE,IAAI,MAAM,KAAOA,UAASA,SAAQ,KAAK,KAAK,KAAK,IAAM,KAAK,EAAE,IAAIA;AAAAA,IAAA;AAGtF,UAAM,UAAoB,CAAA;AAE1B,aAAS,IAAI,GAAG,KAAK,cAAc,KAAK;AACtC,cAAQ,KAAK,SAAS,GAAG,MAAM,CAAC;AAAA,IAClC;AAEO,WAAA;AAAA,EACT;AAAA,EAEA,qBAAqB,CAAC,cAAsB,gBAAoC;AAC9E,UAAM,UAAqB,CAAA;AAE3B,aAAS,IAAI,GAAG,KAAK,cAAc,KAAK;AACtC,cAAQ,KAAK,YAAY,MAAQ,EAAA,eAAe,CAAC,CAAC;AAAA,IACpD;AAEO,WAAA;AAAA,EACT;AAAA,EAEA,WAAW,CAAC,QAAiC,cAAsB,QAAgB,gBAA+B;AACzG,WAAA,QAAQ,eAAe,IAAI;AAClC,WAAO,SAAS,iBAAiB,EAAE,QAAQ,gBAAgB,oBAAoB,cAAc,WAAW;AACxG,WAAO,SAAS,eAAe,EAAE,QAAQ,gBAAgB,oBAAoB,cAAc,MAAM;AACjG,WAAO,cAAc;AAAA,EACvB;AACF;"}
@@ -19,79 +19,68 @@ const DigitalGlitch = {
19
19
  distortion_y: { value: 0.6 },
20
20
  col_s: { value: 0.05 }
21
21
  },
22
- vertexShader: (
23
- /* glsl */
24
- `
25
- varying vec2 vUv;
22
+ vertexShader: `varying vec2 vUv;
23
+ void main() {
24
+ vUv = uv;
25
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
26
+ }`,
27
+ fragmentShader: `uniform int byp; //should we apply the glitch ?
28
+ uniform sampler2D tDiffuse;
29
+ uniform sampler2D tDisp;
30
+ uniform float amount;
31
+ uniform float angle;
32
+ uniform float seed;
33
+ uniform float seed_x;
34
+ uniform float seed_y;
35
+ uniform float distortion_x;
36
+ uniform float distortion_y;
37
+ uniform float col_s;
26
38
 
27
- void main() {
28
- vUv = uv;
29
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
30
- }
31
- `
32
- ),
33
- fragmentShader: (
34
- /* glsl */
35
- `
36
- uniform int byp; //should we apply the glitch ?
37
- uniform sampler2D tDiffuse;
38
- uniform sampler2D tDisp;
39
- uniform float amount;
40
- uniform float angle;
41
- uniform float seed;
42
- uniform float seed_x;
43
- uniform float seed_y;
44
- uniform float distortion_x;
45
- uniform float distortion_y;
46
- uniform float col_s;
39
+ varying vec2 vUv;
47
40
 
48
- varying vec2 vUv;
41
+ float rand(vec2 co){
42
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
43
+ }
49
44
 
50
- float rand(vec2 co){
51
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
52
- }
53
-
54
- void main() {
55
- if(byp<1) {
56
- vec2 p = vUv;
57
- float xs = floor(gl_FragCoord.x / 0.5);
58
- float ys = floor(gl_FragCoord.y / 0.5);
59
- //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
60
- vec4 normal = texture2D (tDisp, p*seed*seed);
61
- if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
62
- if(seed_x>0.){
63
- p.y = 1. - (p.y + distortion_y);
64
- }
65
- else {
66
- p.y = distortion_y;
67
- }
68
- }
69
- if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
70
- if(seed_y>0.){
71
- p.x=distortion_x;
72
- }
73
- else {
74
- p.x = 1. - (p.x + distortion_x);
75
- }
76
- }
77
- p.x+=normal.x*seed_x*(seed/5.);
78
- p.y+=normal.y*seed_y*(seed/5.);
79
- //base from RGB shift shader
80
- vec2 offset = amount * vec2( cos(angle), sin(angle));
81
- vec4 cr = texture2D(tDiffuse, p + offset);
82
- vec4 cga = texture2D(tDiffuse, p);
83
- vec4 cb = texture2D(tDiffuse, p - offset);
84
- gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
85
- //add noise
86
- vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
87
- gl_FragColor = gl_FragColor+ snow;
88
- }
89
- else {
90
- gl_FragColor=texture2D (tDiffuse, vUv);
91
- }
92
- }
93
- `
94
- )
45
+ void main() {
46
+ if(byp<1) {
47
+ vec2 p = vUv;
48
+ float xs = floor(gl_FragCoord.x / 0.5);
49
+ float ys = floor(gl_FragCoord.y / 0.5);
50
+ //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
51
+ vec4 normal = texture2D (tDisp, p*seed*seed);
52
+ if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
53
+ if(seed_x>0.){
54
+ p.y = 1. - (p.y + distortion_y);
55
+ }
56
+ else {
57
+ p.y = distortion_y;
58
+ }
59
+ }
60
+ if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
61
+ if(seed_y>0.){
62
+ p.x=distortion_x;
63
+ }
64
+ else {
65
+ p.x = 1. - (p.x + distortion_x);
66
+ }
67
+ }
68
+ p.x+=normal.x*seed_x*(seed/5.);
69
+ p.y+=normal.y*seed_y*(seed/5.);
70
+ //base from RGB shift shader
71
+ vec2 offset = amount * vec2( cos(angle), sin(angle));
72
+ vec4 cr = texture2D(tDiffuse, p + offset);
73
+ vec4 cga = texture2D(tDiffuse, p);
74
+ vec4 cb = texture2D(tDiffuse, p - offset);
75
+ gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
76
+ //add noise
77
+ vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
78
+ gl_FragColor = gl_FragColor+ snow;
79
+ }
80
+ else {
81
+ gl_FragColor=texture2D (tDiffuse, vUv);
82
+ }
83
+ }`
95
84
  };
96
85
  exports.DigitalGlitch = DigitalGlitch;
97
86
  //# sourceMappingURL=DigitalGlitch.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"DigitalGlitch.cjs","sources":["../../src/shaders/DigitalGlitch.ts"],"sourcesContent":["export const DigitalGlitch = {\n uniforms: {\n tDiffuse: { value: null }, //diffuse texture\n tDisp: { value: null }, //displacement texture for digital glitch squares\n byp: { value: 0 }, //apply the glitch ?\n amount: { value: 0.08 },\n angle: { value: 0.02 },\n seed: { value: 0.02 },\n seed_x: { value: 0.02 }, //-1,1\n seed_y: { value: 0.02 }, //-1,1\n distortion_x: { value: 0.5 },\n distortion_y: { value: 0.6 },\n col_s: { value: 0.05 },\n },\n\n vertexShader: /* glsl */ `\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}\n\t`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform int byp; //should we apply the glitch ?\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tDisp;\n\t\tuniform float amount;\n\t\tuniform float angle;\n\t\tuniform float seed;\n\t\tuniform float seed_x;\n\t\tuniform float seed_y;\n\t\tuniform float distortion_x;\n\t\tuniform float distortion_y;\n\t\tuniform float col_s;\n\n\t\tvarying vec2 vUv;\n\n\t\tfloat rand(vec2 co){\n\t\t\treturn fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n\t\t}\n\n\t\tvoid main() {\n\t\t\tif(byp<1) {\n\t\t\t\tvec2 p = vUv;\n\t\t\t\tfloat xs = floor(gl_FragCoord.x / 0.5);\n\t\t\t\tfloat ys = floor(gl_FragCoord.y / 0.5);\n\t\t//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n\t\t\t\tvec4 normal = texture2D (tDisp, p*seed*seed);\n\t\t\t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n\t\t\t\t\tif(seed_x>0.){\n\t\t\t\t\t\tp.y = 1. - (p.y + distortion_y);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tp.y = distortion_y;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n\t\t\t\t\tif(seed_y>0.){\n\t\t\t\t\t\tp.x=distortion_x;\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tp.x = 1. - (p.x + distortion_x);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tp.x+=normal.x*seed_x*(seed/5.);\n\t\t\t\tp.y+=normal.y*seed_y*(seed/5.);\n\t\t//base from RGB shift shader\n\t\t\t\tvec2 offset = amount * vec2( cos(angle), sin(angle));\n\t\t\t\tvec4 cr = texture2D(tDiffuse, p + offset);\n\t\t\t\tvec4 cga = texture2D(tDiffuse, p);\n\t\t\t\tvec4 cb = texture2D(tDiffuse, p - offset);\n\t\t\t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n\t\t//add noise\n\t\t\t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n\t\t\t\tgl_FragColor = gl_FragColor+ snow;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tgl_FragColor=texture2D (tDiffuse, vUv);\n\t\t\t}\n\t\t}\n`,\n}\n"],"names":[],"mappings":";;AAAO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA;AAAA,IACrB,KAAK,EAAE,OAAO,EAAE;AAAA;AAAA,IAChB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,OAAO,EAAE,OAAO,KAAK;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASzB;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;AAAA;AAAA;AAAA;AAAA;AA2D7B;;"}
1
+ {"version":3,"file":"DigitalGlitch.cjs","sources":["../../src/shaders/DigitalGlitch.ts"],"sourcesContent":["export const DigitalGlitch = {\n uniforms: {\n tDiffuse: { value: null }, //diffuse texture\n tDisp: { value: null }, //displacement texture for digital glitch squares\n byp: { value: 0 }, //apply the glitch ?\n amount: { value: 0.08 },\n angle: { value: 0.02 },\n seed: { value: 0.02 },\n seed_x: { value: 0.02 }, //-1,1\n seed_y: { value: 0.02 }, //-1,1\n distortion_x: { value: 0.5 },\n distortion_y: { value: 0.6 },\n col_s: { value: 0.05 },\n },\n\n vertexShader: `varying vec2 vUv;\n void main() {\n \t vUv = uv;\n \t gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }`,\n\n fragmentShader: `uniform int byp; //should we apply the glitch ?\n uniform sampler2D tDiffuse;\n uniform sampler2D tDisp;\n uniform float amount;\n uniform float angle;\n uniform float seed;\n uniform float seed_x;\n uniform float seed_y;\n uniform float distortion_x;\n uniform float distortion_y;\n uniform float col_s;\n\n varying vec2 vUv;\n\n float rand(vec2 co){\n \t return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n }\n\n void main() {\n \tif(byp<1) {\n \t\tvec2 p = vUv;\n \t\tfloat xs = floor(gl_FragCoord.x / 0.5);\n \t\tfloat ys = floor(gl_FragCoord.y / 0.5);\n //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n \t\tvec4 normal = texture2D (tDisp, p*seed*seed);\n \t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n \t\t\tif(seed_x>0.){\n \t\t\t\tp.y = 1. - (p.y + distortion_y);\n \t\t\t}\n \t\t\telse {\n \t\t\t\tp.y = distortion_y;\n \t\t\t}\n \t\t}\n \t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n \t\t\tif(seed_y>0.){\n \t\t\t\tp.x=distortion_x;\n \t\t\t}\n \t\t\telse {\n \t\t\t\tp.x = 1. - (p.x + distortion_x);\n \t\t\t}\n \t\t}\n \t\tp.x+=normal.x*seed_x*(seed/5.);\n \t\tp.y+=normal.y*seed_y*(seed/5.);\n //base from RGB shift shader\n \t\tvec2 offset = amount * vec2( cos(angle), sin(angle));\n \t\tvec4 cr = texture2D(tDiffuse, p + offset);\n \t\tvec4 cga = texture2D(tDiffuse, p);\n \t\tvec4 cb = texture2D(tDiffuse, p - offset);\n \t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n //add noise\n \t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n \t\tgl_FragColor = gl_FragColor+ snow;\n \t}\n \telse {\n \t\tgl_FragColor=texture2D (tDiffuse, vUv);\n \t}\n }`,\n}\n"],"names":[],"mappings":";;AAAO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA;AAAA,IACrB,KAAK,EAAE,OAAO,EAAE;AAAA;AAAA,IAChB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,OAAO,EAAE,OAAO,KAAK;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA;AAAA;AAAA;AAAA;AAAA,EAMd,gBAAgB;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;AAAA;AAyDlB;;"}
@@ -17,79 +17,68 @@ const DigitalGlitch = {
17
17
  distortion_y: { value: 0.6 },
18
18
  col_s: { value: 0.05 }
19
19
  },
20
- vertexShader: (
21
- /* glsl */
22
- `
23
- varying vec2 vUv;
20
+ vertexShader: `varying vec2 vUv;
21
+ void main() {
22
+ vUv = uv;
23
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
24
+ }`,
25
+ fragmentShader: `uniform int byp; //should we apply the glitch ?
26
+ uniform sampler2D tDiffuse;
27
+ uniform sampler2D tDisp;
28
+ uniform float amount;
29
+ uniform float angle;
30
+ uniform float seed;
31
+ uniform float seed_x;
32
+ uniform float seed_y;
33
+ uniform float distortion_x;
34
+ uniform float distortion_y;
35
+ uniform float col_s;
24
36
 
25
- void main() {
26
- vUv = uv;
27
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
28
- }
29
- `
30
- ),
31
- fragmentShader: (
32
- /* glsl */
33
- `
34
- uniform int byp; //should we apply the glitch ?
35
- uniform sampler2D tDiffuse;
36
- uniform sampler2D tDisp;
37
- uniform float amount;
38
- uniform float angle;
39
- uniform float seed;
40
- uniform float seed_x;
41
- uniform float seed_y;
42
- uniform float distortion_x;
43
- uniform float distortion_y;
44
- uniform float col_s;
37
+ varying vec2 vUv;
45
38
 
46
- varying vec2 vUv;
39
+ float rand(vec2 co){
40
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
41
+ }
47
42
 
48
- float rand(vec2 co){
49
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
50
- }
51
-
52
- void main() {
53
- if(byp<1) {
54
- vec2 p = vUv;
55
- float xs = floor(gl_FragCoord.x / 0.5);
56
- float ys = floor(gl_FragCoord.y / 0.5);
57
- //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
58
- vec4 normal = texture2D (tDisp, p*seed*seed);
59
- if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
60
- if(seed_x>0.){
61
- p.y = 1. - (p.y + distortion_y);
62
- }
63
- else {
64
- p.y = distortion_y;
65
- }
66
- }
67
- if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
68
- if(seed_y>0.){
69
- p.x=distortion_x;
70
- }
71
- else {
72
- p.x = 1. - (p.x + distortion_x);
73
- }
74
- }
75
- p.x+=normal.x*seed_x*(seed/5.);
76
- p.y+=normal.y*seed_y*(seed/5.);
77
- //base from RGB shift shader
78
- vec2 offset = amount * vec2( cos(angle), sin(angle));
79
- vec4 cr = texture2D(tDiffuse, p + offset);
80
- vec4 cga = texture2D(tDiffuse, p);
81
- vec4 cb = texture2D(tDiffuse, p - offset);
82
- gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
83
- //add noise
84
- vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
85
- gl_FragColor = gl_FragColor+ snow;
86
- }
87
- else {
88
- gl_FragColor=texture2D (tDiffuse, vUv);
89
- }
90
- }
91
- `
92
- )
43
+ void main() {
44
+ if(byp<1) {
45
+ vec2 p = vUv;
46
+ float xs = floor(gl_FragCoord.x / 0.5);
47
+ float ys = floor(gl_FragCoord.y / 0.5);
48
+ //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
49
+ vec4 normal = texture2D (tDisp, p*seed*seed);
50
+ if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
51
+ if(seed_x>0.){
52
+ p.y = 1. - (p.y + distortion_y);
53
+ }
54
+ else {
55
+ p.y = distortion_y;
56
+ }
57
+ }
58
+ if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
59
+ if(seed_y>0.){
60
+ p.x=distortion_x;
61
+ }
62
+ else {
63
+ p.x = 1. - (p.x + distortion_x);
64
+ }
65
+ }
66
+ p.x+=normal.x*seed_x*(seed/5.);
67
+ p.y+=normal.y*seed_y*(seed/5.);
68
+ //base from RGB shift shader
69
+ vec2 offset = amount * vec2( cos(angle), sin(angle));
70
+ vec4 cr = texture2D(tDiffuse, p + offset);
71
+ vec4 cga = texture2D(tDiffuse, p);
72
+ vec4 cb = texture2D(tDiffuse, p - offset);
73
+ gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
74
+ //add noise
75
+ vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
76
+ gl_FragColor = gl_FragColor+ snow;
77
+ }
78
+ else {
79
+ gl_FragColor=texture2D (tDiffuse, vUv);
80
+ }
81
+ }`
93
82
  };
94
83
  export {
95
84
  DigitalGlitch
@@ -1 +1 @@
1
- {"version":3,"file":"DigitalGlitch.js","sources":["../../src/shaders/DigitalGlitch.ts"],"sourcesContent":["export const DigitalGlitch = {\n uniforms: {\n tDiffuse: { value: null }, //diffuse texture\n tDisp: { value: null }, //displacement texture for digital glitch squares\n byp: { value: 0 }, //apply the glitch ?\n amount: { value: 0.08 },\n angle: { value: 0.02 },\n seed: { value: 0.02 },\n seed_x: { value: 0.02 }, //-1,1\n seed_y: { value: 0.02 }, //-1,1\n distortion_x: { value: 0.5 },\n distortion_y: { value: 0.6 },\n col_s: { value: 0.05 },\n },\n\n vertexShader: /* glsl */ `\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}\n\t`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform int byp; //should we apply the glitch ?\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tDisp;\n\t\tuniform float amount;\n\t\tuniform float angle;\n\t\tuniform float seed;\n\t\tuniform float seed_x;\n\t\tuniform float seed_y;\n\t\tuniform float distortion_x;\n\t\tuniform float distortion_y;\n\t\tuniform float col_s;\n\n\t\tvarying vec2 vUv;\n\n\t\tfloat rand(vec2 co){\n\t\t\treturn fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n\t\t}\n\n\t\tvoid main() {\n\t\t\tif(byp<1) {\n\t\t\t\tvec2 p = vUv;\n\t\t\t\tfloat xs = floor(gl_FragCoord.x / 0.5);\n\t\t\t\tfloat ys = floor(gl_FragCoord.y / 0.5);\n\t\t//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n\t\t\t\tvec4 normal = texture2D (tDisp, p*seed*seed);\n\t\t\t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n\t\t\t\t\tif(seed_x>0.){\n\t\t\t\t\t\tp.y = 1. - (p.y + distortion_y);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tp.y = distortion_y;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n\t\t\t\t\tif(seed_y>0.){\n\t\t\t\t\t\tp.x=distortion_x;\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tp.x = 1. - (p.x + distortion_x);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tp.x+=normal.x*seed_x*(seed/5.);\n\t\t\t\tp.y+=normal.y*seed_y*(seed/5.);\n\t\t//base from RGB shift shader\n\t\t\t\tvec2 offset = amount * vec2( cos(angle), sin(angle));\n\t\t\t\tvec4 cr = texture2D(tDiffuse, p + offset);\n\t\t\t\tvec4 cga = texture2D(tDiffuse, p);\n\t\t\t\tvec4 cb = texture2D(tDiffuse, p - offset);\n\t\t\t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n\t\t//add noise\n\t\t\t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n\t\t\t\tgl_FragColor = gl_FragColor+ snow;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tgl_FragColor=texture2D (tDiffuse, vUv);\n\t\t\t}\n\t\t}\n`,\n}\n"],"names":[],"mappings":"AAAO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA;AAAA,IACrB,KAAK,EAAE,OAAO,EAAE;AAAA;AAAA,IAChB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,OAAO,EAAE,OAAO,KAAK;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASzB;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;AAAA;AAAA;AAAA;AAAA;AA2D7B;"}
1
+ {"version":3,"file":"DigitalGlitch.js","sources":["../../src/shaders/DigitalGlitch.ts"],"sourcesContent":["export const DigitalGlitch = {\n uniforms: {\n tDiffuse: { value: null }, //diffuse texture\n tDisp: { value: null }, //displacement texture for digital glitch squares\n byp: { value: 0 }, //apply the glitch ?\n amount: { value: 0.08 },\n angle: { value: 0.02 },\n seed: { value: 0.02 },\n seed_x: { value: 0.02 }, //-1,1\n seed_y: { value: 0.02 }, //-1,1\n distortion_x: { value: 0.5 },\n distortion_y: { value: 0.6 },\n col_s: { value: 0.05 },\n },\n\n vertexShader: `varying vec2 vUv;\n void main() {\n \t vUv = uv;\n \t gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }`,\n\n fragmentShader: `uniform int byp; //should we apply the glitch ?\n uniform sampler2D tDiffuse;\n uniform sampler2D tDisp;\n uniform float amount;\n uniform float angle;\n uniform float seed;\n uniform float seed_x;\n uniform float seed_y;\n uniform float distortion_x;\n uniform float distortion_y;\n uniform float col_s;\n\n varying vec2 vUv;\n\n float rand(vec2 co){\n \t return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n }\n\n void main() {\n \tif(byp<1) {\n \t\tvec2 p = vUv;\n \t\tfloat xs = floor(gl_FragCoord.x / 0.5);\n \t\tfloat ys = floor(gl_FragCoord.y / 0.5);\n //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n \t\tvec4 normal = texture2D (tDisp, p*seed*seed);\n \t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n \t\t\tif(seed_x>0.){\n \t\t\t\tp.y = 1. - (p.y + distortion_y);\n \t\t\t}\n \t\t\telse {\n \t\t\t\tp.y = distortion_y;\n \t\t\t}\n \t\t}\n \t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n \t\t\tif(seed_y>0.){\n \t\t\t\tp.x=distortion_x;\n \t\t\t}\n \t\t\telse {\n \t\t\t\tp.x = 1. - (p.x + distortion_x);\n \t\t\t}\n \t\t}\n \t\tp.x+=normal.x*seed_x*(seed/5.);\n \t\tp.y+=normal.y*seed_y*(seed/5.);\n //base from RGB shift shader\n \t\tvec2 offset = amount * vec2( cos(angle), sin(angle));\n \t\tvec4 cr = texture2D(tDiffuse, p + offset);\n \t\tvec4 cga = texture2D(tDiffuse, p);\n \t\tvec4 cb = texture2D(tDiffuse, p - offset);\n \t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n //add noise\n \t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n \t\tgl_FragColor = gl_FragColor+ snow;\n \t}\n \telse {\n \t\tgl_FragColor=texture2D (tDiffuse, vUv);\n \t}\n }`,\n}\n"],"names":[],"mappings":"AAAO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA;AAAA,IACrB,KAAK,EAAE,OAAO,EAAE;AAAA;AAAA,IAChB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,OAAO,EAAE,OAAO,KAAK;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA;AAAA;AAAA;AAAA;AAAA,EAMd,gBAAgB;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;AAAA;AAyDlB;"}
@@ -4,58 +4,37 @@ const THREE = require("three");
4
4
  const DotScreenShader = {
5
5
  uniforms: {
6
6
  tDiffuse: { value: null },
7
- tSize: { value: /* @__PURE__ */ new THREE.Vector2(256, 256) },
8
- center: { value: /* @__PURE__ */ new THREE.Vector2(0.5, 0.5) },
7
+ tSize: { value: new THREE.Vector2(256, 256) },
8
+ center: { value: new THREE.Vector2(0.5, 0.5) },
9
9
  angle: { value: 1.57 },
10
10
  scale: { value: 1 }
11
11
  },
12
- vertexShader: (
13
- /* glsl */
14
- `
15
- varying vec2 vUv;
16
-
17
- void main() {
18
-
19
- vUv = uv;
20
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
21
-
22
- }
23
- `
24
- ),
25
- fragmentShader: (
26
- /* glsl */
27
- `
28
- uniform vec2 center;
29
- uniform float angle;
30
- uniform float scale;
31
- uniform vec2 tSize;
32
-
33
- uniform sampler2D tDiffuse;
34
-
35
- varying vec2 vUv;
36
-
37
- float pattern() {
38
-
39
- float s = sin( angle ), c = cos( angle );
40
-
41
- vec2 tex = vUv * tSize - center;
42
- vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;
43
-
44
- return ( sin( point.x ) * sin( point.y ) ) * 4.0;
45
-
46
- }
47
-
48
- void main() {
49
-
50
- vec4 color = texture2D( tDiffuse, vUv );
51
-
52
- float average = ( color.r + color.g + color.b ) / 3.0;
53
-
54
- gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
55
-
56
- }
57
- `
58
- )
12
+ vertexShader: [
13
+ "varying vec2 vUv;",
14
+ "void main() {",
15
+ " vUv = uv;",
16
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
17
+ "}"
18
+ ].join("\n"),
19
+ fragmentShader: [
20
+ "uniform vec2 center;",
21
+ "uniform float angle;",
22
+ "uniform float scale;",
23
+ "uniform vec2 tSize;",
24
+ "uniform sampler2D tDiffuse;",
25
+ "varying vec2 vUv;",
26
+ "float pattern() {",
27
+ " float s = sin( angle ), c = cos( angle );",
28
+ " vec2 tex = vUv * tSize - center;",
29
+ " vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
30
+ " return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
31
+ "}",
32
+ "void main() {",
33
+ " vec4 color = texture2D( tDiffuse, vUv );",
34
+ " float average = ( color.r + color.g + color.b ) / 3.0;",
35
+ " gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
36
+ "}"
37
+ ].join("\n")
59
38
  };
60
39
  exports.DotScreenShader = DotScreenShader;
61
40
  //# sourceMappingURL=DotScreenShader.cjs.map