three-stdlib 2.35.4 → 2.35.5

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Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +17 -20
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +17 -20
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +715 -722
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +716 -723
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +1 -2
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +2 -3
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +1 -2
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +2 -3
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +1 -2
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +2 -3
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +122 -133
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +21 -23
  68. package/exporters/DRACOExporter.js +122 -133
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +167 -170
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +167 -170
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +515 -524
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +515 -524
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +1 -2
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +2 -3
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +435 -441
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +435 -441
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +1 -2
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +2 -3
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +374 -377
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +374 -377
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +4 -5
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +5 -6
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +43 -46
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +43 -46
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1688 -1694
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1688 -1694
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +50 -53
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +50 -53
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +268 -271
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +269 -272
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +1 -2
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +2 -3
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +206 -209
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +206 -209
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +146 -154
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +146 -154
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +180 -183
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +180 -183
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +161 -164
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +161 -164
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +32 -35
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +6 -100
  258. package/objects/Sky.js +32 -35
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +1 -2
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +2 -3
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +140 -143
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +140 -143
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +264 -267
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +264 -267
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +250 -253
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +250 -253
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +376 -379
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +376 -379
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +202 -205
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +202 -205
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +46 -71
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +22 -41
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +22 -41
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +6 -20
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +6 -20
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +26 -46
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +26 -46
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +19 -33
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +19 -33
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +90 -117
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +90 -117
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +232 -333
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +232 -333
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +22 -38
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +22 -38
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +21 -35
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +21 -35
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +19 -34
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +19 -34
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +24 -43
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +24 -43
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +16 -30
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +16 -30
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +21 -38
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +21 -38
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +69 -98
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +69 -98
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +59 -70
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +59 -70
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +28 -49
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +28 -49
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1089 -1098
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1089 -1098
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +29 -57
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +29 -57
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +43 -70
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +43 -70
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +53 -74
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +53 -74
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +35 -55
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +35 -55
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +19 -33
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +19 -33
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +116 -193
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +116 -193
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +192 -270
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +192 -270
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +27 -43
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +27 -43
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +31 -47
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  409. package/shaders/MirrorShader.cjs +26 -39
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  413. package/shaders/NormalMapShader.cjs +21 -36
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  417. package/shaders/ParallaxShader.cjs +97 -147
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  421. package/shaders/PixelShader.cjs +18 -31
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  423. package/shaders/PixelShader.js +18 -31
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
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  429. package/shaders/SAOShader.cjs +117 -154
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  441. package/shaders/SSRShader.cjs +4 -4
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  443. package/shaders/SSRShader.js +4 -4
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  445. package/shaders/SepiaShader.cjs +20 -36
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  447. package/shaders/SepiaShader.js +20 -36
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  449. package/shaders/SobelOperatorShader.cjs +37 -64
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  451. package/shaders/SobelOperatorShader.js +37 -64
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  453. package/shaders/TechnicolorShader.cjs +16 -29
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  455. package/shaders/TechnicolorShader.js +16 -29
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  457. package/shaders/ToneMapShader.cjs +35 -55
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  461. package/shaders/ToonShader.cjs +165 -275
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  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +27 -50
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  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
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  475. package/shaders/VerticalTiltShiftShader.js +27 -43
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  477. package/shaders/VignetteShader.cjs +27 -43
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  479. package/shaders/VignetteShader.js +27 -43
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  485. package/shaders/WaterRefractionShader.cjs +35 -63
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  489. package/utils/GeometryCompressionUtils.cjs +1 -2
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  493. package/utils/RoughnessMipmapper.cjs +3 -3
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  497. package/webxr/ARButton.cjs +106 -109
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -4
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  502. package/webxr/OculusHandPointerModel.cjs +2 -2
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  504. package/webxr/OculusHandPointerModel.js +2 -2
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  506. package/webxr/VRButton.cjs +95 -98
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  508. package/webxr/VRButton.d.ts +5 -6
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  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
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  513. package/webxr/XRHandPrimitiveModel.js +3 -3
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@@ -7,110 +7,81 @@ const DepthLimitedBlurShader = {
7
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  },
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  uniforms: {
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  tDiffuse: { value: null },
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- size: { value: /* @__PURE__ */ new Vector2(512, 512) },
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- sampleUvOffsets: { value: [/* @__PURE__ */ new Vector2(0, 0)] },
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+ size: { value: new Vector2(512, 512) },
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+ sampleUvOffsets: { value: [new Vector2(0, 0)] },
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  sampleWeights: { value: [1] },
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  tDepth: { value: null },
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  cameraNear: { value: 10 },
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  cameraFar: { value: 1e3 },
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  depthCutoff: { value: 10 }
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  },
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- vertexShader: (
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- /* glsl */
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- `
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- #include <common>
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-
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- uniform vec2 size;
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-
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- varying vec2 vUv;
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- varying vec2 vInvSize;
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-
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- void main() {
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- vUv = uv;
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- vInvSize = 1.0 / size;
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-
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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- }
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- `
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- ),
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- fragmentShader: (
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- /* glsl */
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- `
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- #include <common>
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- #include <packing>
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-
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- uniform sampler2D tDiffuse;
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- uniform sampler2D tDepth;
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-
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- uniform float cameraNear;
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- uniform float cameraFar;
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- uniform float depthCutoff;
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-
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- uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
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- uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
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-
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- varying vec2 vUv;
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- varying vec2 vInvSize;
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-
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- float getDepth( const in vec2 screenPosition ) {
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- #if DEPTH_PACKING == 1
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- return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
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- #else
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- return texture2D( tDepth, screenPosition ).x;
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- #endif
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- }
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-
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- float getViewZ( const in float depth ) {
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- #if PERSPECTIVE_CAMERA == 1
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- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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- #else
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- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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- #endif
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- }
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-
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- void main() {
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- float depth = getDepth( vUv );
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- if( depth >= ( 1.0 - EPSILON ) ) {
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- discard;
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- }
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-
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- float centerViewZ = -getViewZ( depth );
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- bool rBreak = false, lBreak = false;
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-
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- float weightSum = sampleWeights[0];
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- vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
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-
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- for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
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-
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- float sampleWeight = sampleWeights[i];
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- vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
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-
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- vec2 sampleUv = vUv + sampleUvOffset;
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- float viewZ = -getViewZ( getDepth( sampleUv ) );
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-
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- if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
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-
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- if( ! rBreak ) {
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- diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
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- weightSum += sampleWeight;
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- }
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-
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- sampleUv = vUv - sampleUvOffset;
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- viewZ = -getViewZ( getDepth( sampleUv ) );
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-
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- if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
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-
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- if( ! lBreak ) {
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- diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
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- weightSum += sampleWeight;
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- }
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-
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- }
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-
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- gl_FragColor = diffuseSum / weightSum;
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- }
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- `
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- )
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+ vertexShader: [
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+ "#include <common>",
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+ "uniform vec2 size;",
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+ "varying vec2 vUv;",
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+ "varying vec2 vInvSize;",
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+ "void main() {",
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+ " vUv = uv;",
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+ " vInvSize = 1.0 / size;",
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+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ "}"
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+ ].join("\n"),
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+ fragmentShader: [
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+ "#include <common>",
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+ "#include <packing>",
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+ "uniform sampler2D tDiffuse;",
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+ "uniform sampler2D tDepth;",
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+ "uniform float cameraNear;",
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+ "uniform float cameraFar;",
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+ "uniform float depthCutoff;",
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+ "uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
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+ "uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
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+ "varying vec2 vUv;",
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+ "varying vec2 vInvSize;",
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+ "float getDepth( const in vec2 screenPosition ) {",
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+ " #if DEPTH_PACKING == 1",
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+ " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
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+ " #else",
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+ " return texture2D( tDepth, screenPosition ).x;",
46
+ " #endif",
47
+ "}",
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+ "float getViewZ( const in float depth ) {",
49
+ " #if PERSPECTIVE_CAMERA == 1",
50
+ " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
51
+ " #else",
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+ " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
53
+ " #endif",
54
+ "}",
55
+ "void main() {",
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+ " float depth = getDepth( vUv );",
57
+ " if( depth >= ( 1.0 - EPSILON ) ) {",
58
+ " discard;",
59
+ " }",
60
+ " float centerViewZ = -getViewZ( depth );",
61
+ " bool rBreak = false, lBreak = false;",
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+ " float weightSum = sampleWeights[0];",
63
+ " vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
64
+ " for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
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+ " float sampleWeight = sampleWeights[i];",
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+ " vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
67
+ " vec2 sampleUv = vUv + sampleUvOffset;",
68
+ " float viewZ = -getViewZ( getDepth( sampleUv ) );",
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+ " if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
70
+ " if( ! rBreak ) {",
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+ " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
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+ " weightSum += sampleWeight;",
73
+ " }",
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+ " sampleUv = vUv - sampleUvOffset;",
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+ " viewZ = -getViewZ( getDepth( sampleUv ) );",
76
+ " if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
77
+ " if( ! lBreak ) {",
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+ " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
79
+ " weightSum += sampleWeight;",
80
+ " }",
81
+ " }",
82
+ " gl_FragColor = diffuseSum / weightSum;",
83
+ "}"
84
+ ].join("\n")
114
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  };
115
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  const BlurShaderUtils = {
116
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  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;"}
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+ {"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