three-stdlib 2.35.4 → 2.35.5
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- package/_polyfill/CapsuleGeometry.cjs +17 -20
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +17 -20
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +715 -722
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +716 -723
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +1 -2
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +2 -3
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +1 -2
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +2 -3
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +1 -2
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +2 -3
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +122 -133
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +21 -23
- package/exporters/DRACOExporter.js +122 -133
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +167 -170
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +167 -170
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +515 -524
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +515 -524
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +1 -2
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +2 -3
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +435 -441
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +435 -441
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +1 -2
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +2 -3
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +374 -377
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +374 -377
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +4 -5
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +5 -6
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +43 -46
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +43 -46
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1688 -1694
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1688 -1694
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +50 -53
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +50 -53
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +268 -271
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +269 -272
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +1 -2
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +2 -3
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +206 -209
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +206 -209
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +146 -154
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +146 -154
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +180 -183
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +180 -183
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +161 -164
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +161 -164
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +32 -35
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +6 -100
- package/objects/Sky.js +32 -35
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +1 -2
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +2 -3
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +140 -143
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +140 -143
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +264 -267
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +264 -267
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +250 -253
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +250 -253
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +376 -379
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +376 -379
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +202 -205
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +202 -205
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +46 -71
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +22 -41
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +22 -41
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +6 -20
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +6 -20
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +26 -46
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +26 -46
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +19 -33
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +19 -33
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +90 -117
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +90 -117
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +232 -333
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +232 -333
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +22 -38
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +22 -38
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +21 -35
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +21 -35
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +19 -34
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +19 -34
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +24 -43
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +24 -43
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +16 -30
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +16 -30
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +21 -38
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +21 -38
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +69 -98
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +69 -98
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +59 -70
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +59 -70
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +28 -49
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +28 -49
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1089 -1098
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1089 -1098
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +29 -57
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +29 -57
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +43 -70
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +43 -70
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +53 -74
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +53 -74
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +35 -55
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +35 -55
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +19 -33
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +19 -33
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +116 -193
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +116 -193
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +192 -270
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +192 -270
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +27 -43
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +27 -43
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +31 -47
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +31 -47
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +24 -37
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +24 -37
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +24 -43
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +24 -43
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +17 -34
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +17 -34
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +26 -39
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +26 -39
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +21 -36
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +21 -36
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +97 -147
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +97 -147
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +18 -31
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +18 -31
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +20 -33
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +20 -33
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +117 -154
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +117 -154
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +270 -358
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +270 -358
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +142 -236
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +142 -236
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +20 -36
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +20 -36
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +37 -64
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +37 -64
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +16 -29
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +16 -29
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +35 -55
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +35 -55
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +165 -275
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +165 -275
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +27 -50
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +27 -50
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +17 -32
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +17 -32
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +27 -43
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +27 -43
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +27 -43
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +27 -43
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +213 -264
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +213 -264
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +35 -63
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +35 -63
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +1 -2
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +2 -3
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +106 -109
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +3 -4
- package/webxr/ARButton.js +106 -109
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +95 -98
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +5 -6
- package/webxr/VRButton.js +95 -98
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -16,292 +16,214 @@ const HalftoneShader = {
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vertexShader:
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#define
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#define
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#define
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#define
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uniform
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uniform
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uniform
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uniform
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uniform int shape;
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uniform bool disable;
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uniform float blending;
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uniform int blendingMode;
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varying vec2 vUV;
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const int samples = 8;
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float blend( float a, float b, float t ) {
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vertexShader: [
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"varying vec2 vUV;",
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"void main() {",
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" vUV = uv;",
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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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"#define SQRT2_MINUS_ONE 0.41421356",
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"#define SQRT2_HALF_MINUS_ONE 0.20710678",
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"#define PI2 6.28318531",
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"#define SHAPE_DOT 1",
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"#define SHAPE_ELLIPSE 2",
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"#define SHAPE_LINE 3",
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"#define SHAPE_SQUARE 4",
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"#define BLENDING_LINEAR 1",
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"#define BLENDING_MULTIPLY 2",
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"#define BLENDING_ADD 3",
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"#define BLENDING_LIGHTER 4",
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"#define BLENDING_DARKER 5",
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"uniform sampler2D tDiffuse;",
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"uniform float radius;",
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"uniform float rotateR;",
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"uniform float rotateG;",
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"uniform float rotateB;",
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"uniform float scatter;",
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"uniform float width;",
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"uniform float height;",
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"uniform int shape;",
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"uniform bool disable;",
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"uniform float blending;",
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"uniform int blendingMode;",
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"varying vec2 vUV;",
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"uniform bool greyscale;",
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"const int samples = 8;",
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"float blend( float a, float b, float t ) {",
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float hypot( float x, float y ) {
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"float hypot( float x, float y ) {",
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float rand( vec2 seed ){
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float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
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"float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
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return rad - dist;
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struct Cell {
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" rad = pow( abs( rad ), 1.125 ) * rad_max;",
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" rad = pow( abs( rad ), 1.125 ) * rad_max;",
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" if ( dist != 0.0 ) {",
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" float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
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" dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
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" }",
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" float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
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"}",
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"};",
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"vec4 getSample( vec2 point ) {",
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}
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float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
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Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
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" c.samp1 = getSample( c.p1 ).r;",
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" c.samp2 = getSample( c.p2 ).r;",
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" c.samp3 = getSample( c.p3 ).r;",
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" c.samp4 = getSample( c.p4 ).r;",
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" } else if (channel == 1) {",
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" c.samp1 = getSample( c.p1 ).g;",
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" c.samp4 = getSample( c.p4 ).g;",
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" dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
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" dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
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" dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
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" dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
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" res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
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" res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
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" res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
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" res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
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"}",
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"Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
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" float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
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" float off_mag = scatter * threshold * 0.5;",
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" float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
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float blendColour( float a, float b, float t ) {
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" float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
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" float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
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" c.p2.x = c.p1.x - n.x * normal_step;",
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" c.p2.y = c.p1.y - n.y * normal_step;",
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" c.p3.y = c.p1.y - n.x * line_step;",
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" c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
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" c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
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" return c;",
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" if ( blendingMode == BLENDING_LINEAR ) {",
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" return blend( a, b, 1.0 - t );",
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" } else if ( blendingMode == BLENDING_ADD ) {",
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" return blend( a, min( 1.0, a + b ), t );",
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" } else if ( blendingMode == BLENDING_MULTIPLY ) {",
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" return blend( a, max( 0.0, a * b ), t );",
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" } else if ( blendingMode == BLENDING_LIGHTER ) {",
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" return blend( a, max( a, b ), t );",
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" } else if ( blendingMode == BLENDING_DARKER ) {",
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" return blend( a, min( a, b ), t );",
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" } else {",
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" return blend( a, b, 1.0 - t );",
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" if ( ! disable ) {",
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" vec2 p = vec2( vUV.x * width, vUV.y * height );",
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" float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
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" Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
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" Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
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" Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
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" float r = getDotColour( cell_r, p, 0, rotateR, aa );",
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" float g = getDotColour( cell_g, p, 1, rotateG, aa );",
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" float b = getDotColour( cell_b, p, 2, rotateB, aa );",
|
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// blend with original
|
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gl_FragColor = texture2D( tDiffuse, vUV );
|
299
|
-
|
300
|
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}
|
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|
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|
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}
|
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`
|
304
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)
|
214
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" vec4 colour = texture2D( tDiffuse, vUV );",
|
215
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" r = blendColour( r, colour.r, blending );",
|
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" g = blendColour( g, colour.g, blending );",
|
217
|
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" b = blendColour( b, colour.b, blending );",
|
218
|
+
" if ( greyscale ) {",
|
219
|
+
" r = g = b = (r + b + g) / 3.0;",
|
220
|
+
" }",
|
221
|
+
" gl_FragColor = vec4( r, g, b, 1.0 );",
|
222
|
+
" } else {",
|
223
|
+
" gl_FragColor = texture2D( tDiffuse, vUV );",
|
224
|
+
" }",
|
225
|
+
"}"
|
226
|
+
].join("\n")
|
305
227
|
};
|
306
228
|
exports.HalftoneShader = HalftoneShader;
|
307
229
|
//# sourceMappingURL=HalftoneShader.cjs.map
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"HalftoneShader.cjs","sources":["../../src/shaders/HalftoneShader.ts"],"sourcesContent":["/**\n * RGB Halftone shader for three.js.\n *\tNOTE:\n * \t\tShape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)\n *\t\tBlending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)\n */\n\nexport const HalftoneShader = {\n uniforms: {\n tDiffuse: { value: null },\n shape: { value: 1 },\n radius: { value: 4 },\n rotateR: { value: (Math.PI / 12) * 1 },\n rotateG: { value: (Math.PI / 12) * 2 },\n rotateB: { value: (Math.PI / 12) * 3 },\n scatter: { value: 0 },\n width: { value: 1 },\n height: { value: 1 },\n blending: { value: 1 },\n blendingMode: { value: 1 },\n greyscale: { value: false },\n disable: { value: false },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUV;\n\n void main() {\n\n \tvUV = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #define SQRT2_MINUS_ONE 0.41421356\n #define SQRT2_HALF_MINUS_ONE 0.20710678\n #define PI2 6.28318531\n #define SHAPE_DOT 1\n #define SHAPE_ELLIPSE 2\n #define SHAPE_LINE 3\n #define SHAPE_SQUARE 4\n #define BLENDING_LINEAR 1\n #define BLENDING_MULTIPLY 2\n #define BLENDING_ADD 3\n #define BLENDING_LIGHTER 4\n #define BLENDING_DARKER 5\n uniform sampler2D tDiffuse;\n uniform float radius;\n uniform float rotateR;\n uniform float rotateG;\n uniform float rotateB;\n uniform float scatter;\n uniform float width;\n uniform float height;\n uniform int shape;\n uniform bool disable;\n uniform float blending;\n uniform int blendingMode;\n varying vec2 vUV;\n uniform bool greyscale;\n const int samples = 8;\n\n float blend( float a, float b, float t ) {\n\n // linear blend\n \treturn a * ( 1.0 - t ) + b * t;\n\n }\n\n float hypot( float x, float y ) {\n\n // vector magnitude\n \treturn sqrt( x * x + y * y );\n\n }\n\n float rand( vec2 seed ){\n\n // get pseudo-random number\n return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );\n\n }\n\n float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {\n\n // apply shape-specific transforms\n \tfloat dist = hypot( coord.x - p.x, coord.y - p.y );\n \tfloat rad = channel;\n\n \tif ( shape == SHAPE_DOT ) {\n\n \t\trad = pow( abs( rad ), 1.125 ) * rad_max;\n\n \t} else if ( shape == SHAPE_ELLIPSE ) {\n\n \t\trad = pow( abs( rad ), 1.125 ) * rad_max;\n\n \t\tif ( dist != 0.0 ) {\n \t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );\n \t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;\n \t\t}\n\n \t} else if ( shape == SHAPE_LINE ) {\n\n \t\trad = pow( abs( rad ), 1.5) * rad_max;\n \t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;\n \t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );\n\n \t} else if ( shape == SHAPE_SQUARE ) {\n\n \t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;\n \t\tfloat sin_t = abs( sin( theta ) );\n \t\tfloat cos_t = abs( cos( theta ) );\n \t\trad = pow( abs( rad ), 1.4 );\n \t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );\n\n \t}\n\n \treturn rad - dist;\n\n }\n\n struct Cell {\n\n // grid sample positions\n \tvec2 normal;\n \tvec2 p1;\n \tvec2 p2;\n \tvec2 p3;\n \tvec2 p4;\n \tfloat samp2;\n \tfloat samp1;\n \tfloat samp3;\n \tfloat samp4;\n\n };\n\n vec4 getSample( vec2 point ) {\n\n // multi-sampled point\n \tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );\n \tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;\n \tfloat step = PI2 / float( samples );\n \tfloat dist = radius * 0.66;\n\n \tfor ( int i = 0; i < samples; ++i ) {\n\n \t\tfloat r = base + step * float( i );\n \t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );\n \t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );\n\n \t}\n\n \ttex /= float( samples ) + 1.0;\n \treturn tex;\n\n }\n\n float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {\n\n // get colour for given point\n \tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;\n\n \tif ( channel == 0 ) {\n\n \t\tc.samp1 = getSample( c.p1 ).r;\n \t\tc.samp2 = getSample( c.p2 ).r;\n \t\tc.samp3 = getSample( c.p3 ).r;\n \t\tc.samp4 = getSample( c.p4 ).r;\n\n \t} else if (channel == 1) {\n\n \t\tc.samp1 = getSample( c.p1 ).g;\n \t\tc.samp2 = getSample( c.p2 ).g;\n \t\tc.samp3 = getSample( c.p3 ).g;\n \t\tc.samp4 = getSample( c.p4 ).g;\n\n \t} else {\n\n \t\tc.samp1 = getSample( c.p1 ).b;\n \t\tc.samp3 = getSample( c.p3 ).b;\n \t\tc.samp2 = getSample( c.p2 ).b;\n \t\tc.samp4 = getSample( c.p4 ).b;\n\n \t}\n\n \tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );\n \tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );\n \tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );\n \tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );\n \tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;\n \tres = clamp( res, 0.0, 1.0 );\n\n \treturn res;\n\n }\n\n Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {\n\n // get containing cell\n \tCell c;\n\n // calc grid\n \tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );\n \tfloat threshold = step * 0.5;\n \tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );\n \tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );\n \tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );\n \tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );\n \tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;\n \tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;\n \tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );\n \tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;\n \tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;\n\n // get closest corner\n \tc.normal = n;\n \tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;\n \tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;\n\n // scatter\n \tif ( scatter != 0.0 ) {\n\n \t\tfloat off_mag = scatter * threshold * 0.5;\n \t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;\n \t\tc.p1.x += cos( off_angle ) * off_mag;\n \t\tc.p1.y += sin( off_angle ) * off_mag;\n\n \t}\n\n // find corners\n \tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );\n \tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );\n \tc.p2.x = c.p1.x - n.x * normal_step;\n \tc.p2.y = c.p1.y - n.y * normal_step;\n \tc.p3.x = c.p1.x + n.y * line_step;\n \tc.p3.y = c.p1.y - n.x * line_step;\n \tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;\n \tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;\n\n \treturn c;\n\n }\n\n float blendColour( float a, float b, float t ) {\n\n // blend colours\n \tif ( blendingMode == BLENDING_LINEAR ) {\n \t\treturn blend( a, b, 1.0 - t );\n \t} else if ( blendingMode == BLENDING_ADD ) {\n \t\treturn blend( a, min( 1.0, a + b ), t );\n \t} else if ( blendingMode == BLENDING_MULTIPLY ) {\n \t\treturn blend( a, max( 0.0, a * b ), t );\n \t} else if ( blendingMode == BLENDING_LIGHTER ) {\n \t\treturn blend( a, max( a, b ), t );\n \t} else if ( blendingMode == BLENDING_DARKER ) {\n \t\treturn blend( a, min( a, b ), t );\n \t} else {\n \t\treturn blend( a, b, 1.0 - t );\n \t}\n\n }\n\n void main() {\n\n \tif ( ! disable ) {\n\n // setup\n \t\tvec2 p = vec2( vUV.x * width, vUV.y * height );\n \t\tvec2 origin = vec2( 0, 0 );\n \t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;\n\n // get channel samples\n \t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );\n \t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );\n \t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );\n \t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );\n \t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );\n \t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );\n\n // blend with original\n \t\tvec4 colour = texture2D( tDiffuse, vUV );\n \t\tr = blendColour( r, colour.r, blending );\n \t\tg = blendColour( g, colour.g, blending );\n \t\tb = blendColour( b, colour.b, blending );\n\n \t\tif ( greyscale ) {\n \t\t\tr = g = b = (r + b + g) / 3.0;\n \t\t}\n\n \t\tgl_FragColor = vec4( r, g, b, 1.0 );\n\n \t} else {\n\n \t\tgl_FragColor = texture2D( tDiffuse, vUV );\n\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAOO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAO,EAAE;AAAA,IACpB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,UAAU,EAAE,OAAO,EAAE;AAAA,IACrB,cAAc,EAAE,OAAO,EAAE;AAAA,IACzB,WAAW,EAAE,OAAO,MAAM;AAAA,IAC1B,SAAS,EAAE,OAAO,MAAM;AAAA,EAC1B;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA8Q7B;;"}
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{"version":3,"file":"HalftoneShader.cjs","sources":["../../src/shaders/HalftoneShader.ts"],"sourcesContent":["/**\n * RGB Halftone shader for three.js.\n *\tNOTE:\n * \t\tShape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)\n *\t\tBlending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)\n */\n\nexport const HalftoneShader = {\n uniforms: {\n tDiffuse: { value: null },\n shape: { value: 1 },\n radius: { value: 4 },\n rotateR: { value: (Math.PI / 12) * 1 },\n rotateG: { value: (Math.PI / 12) * 2 },\n rotateB: { value: (Math.PI / 12) * 3 },\n scatter: { value: 0 },\n width: { value: 1 },\n height: { value: 1 },\n blending: { value: 1 },\n blendingMode: { value: 1 },\n greyscale: { value: false },\n disable: { value: false },\n },\n\n vertexShader: [\n 'varying vec2 vUV;',\n\n 'void main() {',\n\n '\tvUV = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n '#define SQRT2_MINUS_ONE 0.41421356',\n '#define SQRT2_HALF_MINUS_ONE 0.20710678',\n '#define PI2 6.28318531',\n '#define SHAPE_DOT 1',\n '#define SHAPE_ELLIPSE 2',\n '#define SHAPE_LINE 3',\n '#define SHAPE_SQUARE 4',\n '#define BLENDING_LINEAR 1',\n '#define BLENDING_MULTIPLY 2',\n '#define BLENDING_ADD 3',\n '#define BLENDING_LIGHTER 4',\n '#define BLENDING_DARKER 5',\n 'uniform sampler2D tDiffuse;',\n 'uniform float radius;',\n 'uniform float rotateR;',\n 'uniform float rotateG;',\n 'uniform float rotateB;',\n 'uniform float scatter;',\n 'uniform float width;',\n 'uniform float height;',\n 'uniform int shape;',\n 'uniform bool disable;',\n 'uniform float blending;',\n 'uniform int blendingMode;',\n 'varying vec2 vUV;',\n 'uniform bool greyscale;',\n 'const int samples = 8;',\n\n 'float blend( float a, float b, float t ) {',\n\n // linear blend\n '\treturn a * ( 1.0 - t ) + b * t;',\n\n '}',\n\n 'float hypot( float x, float y ) {',\n\n // vector magnitude\n '\treturn sqrt( x * x + y * y );',\n\n '}',\n\n 'float rand( vec2 seed ){',\n\n // get pseudo-random number\n 'return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );',\n\n '}',\n\n 'float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {',\n\n // apply shape-specific transforms\n '\tfloat dist = hypot( coord.x - p.x, coord.y - p.y );',\n '\tfloat rad = channel;',\n\n '\tif ( shape == SHAPE_DOT ) {',\n\n '\t\trad = pow( abs( rad ), 1.125 ) * rad_max;',\n\n '\t} else if ( shape == SHAPE_ELLIPSE ) {',\n\n '\t\trad = pow( abs( rad ), 1.125 ) * rad_max;',\n\n '\t\tif ( dist != 0.0 ) {',\n '\t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );',\n '\t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;',\n '\t\t}',\n\n '\t} else if ( shape == SHAPE_LINE ) {',\n\n '\t\trad = pow( abs( rad ), 1.5) * rad_max;',\n '\t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;',\n '\t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );',\n\n '\t} else if ( shape == SHAPE_SQUARE ) {',\n\n '\t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;',\n '\t\tfloat sin_t = abs( sin( theta ) );',\n '\t\tfloat cos_t = abs( cos( theta ) );',\n '\t\trad = pow( abs( rad ), 1.4 );',\n '\t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );',\n\n '\t}',\n\n '\treturn rad - dist;',\n\n '}',\n\n 'struct Cell {',\n\n // grid sample positions\n '\tvec2 normal;',\n '\tvec2 p1;',\n '\tvec2 p2;',\n '\tvec2 p3;',\n '\tvec2 p4;',\n '\tfloat samp2;',\n '\tfloat samp1;',\n '\tfloat samp3;',\n '\tfloat samp4;',\n\n '};',\n\n 'vec4 getSample( vec2 point ) {',\n\n // multi-sampled point\n '\tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );',\n '\tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;',\n '\tfloat step = PI2 / float( samples );',\n '\tfloat dist = radius * 0.66;',\n\n '\tfor ( int i = 0; i < samples; ++i ) {',\n\n '\t\tfloat r = base + step * float( i );',\n '\t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );',\n '\t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );',\n\n '\t}',\n\n '\ttex /= float( samples ) + 1.0;',\n '\treturn tex;',\n\n '}',\n\n 'float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {',\n\n // get colour for given point\n '\tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;',\n\n '\tif ( channel == 0 ) {',\n\n '\t\tc.samp1 = getSample( c.p1 ).r;',\n '\t\tc.samp2 = getSample( c.p2 ).r;',\n '\t\tc.samp3 = getSample( c.p3 ).r;',\n '\t\tc.samp4 = getSample( c.p4 ).r;',\n\n '\t} else if (channel == 1) {',\n\n '\t\tc.samp1 = getSample( c.p1 ).g;',\n '\t\tc.samp2 = getSample( c.p2 ).g;',\n '\t\tc.samp3 = getSample( c.p3 ).g;',\n '\t\tc.samp4 = getSample( c.p4 ).g;',\n\n '\t} else {',\n\n '\t\tc.samp1 = getSample( c.p1 ).b;',\n '\t\tc.samp3 = getSample( c.p3 ).b;',\n '\t\tc.samp2 = getSample( c.p2 ).b;',\n '\t\tc.samp4 = getSample( c.p4 ).b;',\n\n '\t}',\n\n '\tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );',\n '\tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );',\n '\tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );',\n '\tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );',\n '\tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres = clamp( res, 0.0, 1.0 );',\n\n '\treturn res;',\n\n '}',\n\n 'Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {',\n\n // get containing cell\n '\tCell c;',\n\n // calc grid\n '\tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );',\n '\tfloat threshold = step * 0.5;',\n '\tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );',\n '\tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );',\n '\tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );',\n '\tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );',\n '\tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;',\n '\tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;',\n '\tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );',\n '\tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;',\n '\tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;',\n\n // get closest corner\n '\tc.normal = n;',\n '\tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;',\n '\tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;',\n\n // scatter\n '\tif ( scatter != 0.0 ) {',\n\n '\t\tfloat off_mag = scatter * threshold * 0.5;',\n '\t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;',\n '\t\tc.p1.x += cos( off_angle ) * off_mag;',\n '\t\tc.p1.y += sin( off_angle ) * off_mag;',\n\n '\t}',\n\n // find corners\n '\tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );',\n '\tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );',\n '\tc.p2.x = c.p1.x - n.x * normal_step;',\n '\tc.p2.y = c.p1.y - n.y * normal_step;',\n '\tc.p3.x = c.p1.x + n.y * line_step;',\n '\tc.p3.y = c.p1.y - n.x * line_step;',\n '\tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;',\n '\tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;',\n\n '\treturn c;',\n\n '}',\n\n 'float blendColour( float a, float b, float t ) {',\n\n // blend colours\n '\tif ( blendingMode == BLENDING_LINEAR ) {',\n '\t\treturn blend( a, b, 1.0 - t );',\n '\t} else if ( blendingMode == BLENDING_ADD ) {',\n '\t\treturn blend( a, min( 1.0, a + b ), t );',\n '\t} else if ( blendingMode == BLENDING_MULTIPLY ) {',\n '\t\treturn blend( a, max( 0.0, a * b ), t );',\n '\t} else if ( blendingMode == BLENDING_LIGHTER ) {',\n '\t\treturn blend( a, max( a, b ), t );',\n '\t} else if ( blendingMode == BLENDING_DARKER ) {',\n '\t\treturn blend( a, min( a, b ), t );',\n '\t} else {',\n '\t\treturn blend( a, b, 1.0 - t );',\n '\t}',\n\n '}',\n\n 'void main() {',\n\n '\tif ( ! disable ) {',\n\n // setup\n '\t\tvec2 p = vec2( vUV.x * width, vUV.y * height );',\n '\t\tvec2 origin = vec2( 0, 0 );',\n '\t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;',\n\n // get channel samples\n '\t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );',\n '\t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );',\n '\t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );',\n '\t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );',\n '\t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );',\n '\t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );',\n\n // blend with original\n '\t\tvec4 colour = texture2D( tDiffuse, vUV );',\n '\t\tr = blendColour( r, colour.r, blending );',\n '\t\tg = blendColour( g, colour.g, blending );',\n '\t\tb = blendColour( b, colour.b, blending );',\n\n '\t\tif ( greyscale ) {',\n '\t\t\tr = g = b = (r + b + g) / 3.0;',\n '\t\t}',\n\n '\t\tgl_FragColor = vec4( r, g, b, 1.0 );',\n\n '\t} else {',\n\n '\t\tgl_FragColor = texture2D( tDiffuse, vUV );',\n\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAOO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAO,EAAE;AAAA,IACpB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,UAAU,EAAE,OAAO,EAAE;AAAA,IACrB,cAAc,EAAE,OAAO,EAAE;AAAA,IACzB,WAAW,EAAE,OAAO,MAAM;AAAA,IAC1B,SAAS,EAAE,OAAO,MAAM;AAAA,EAC1B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
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