three-stdlib 2.35.4 → 2.35.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +17 -20
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +17 -20
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +715 -722
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +716 -723
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +1 -2
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +2 -3
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +1 -2
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +2 -3
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +1 -2
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +2 -3
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +122 -133
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +21 -23
  68. package/exporters/DRACOExporter.js +122 -133
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +167 -170
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +167 -170
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +515 -524
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +515 -524
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +1 -2
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +2 -3
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +435 -441
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +435 -441
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +1 -2
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +2 -3
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +374 -377
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +374 -377
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +4 -5
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +5 -6
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +43 -46
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +43 -46
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1688 -1694
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1688 -1694
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +50 -53
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +50 -53
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +268 -271
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +269 -272
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +1 -2
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +2 -3
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +206 -209
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +206 -209
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +146 -154
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +146 -154
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +180 -183
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +180 -183
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +161 -164
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +161 -164
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +32 -35
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +6 -100
  258. package/objects/Sky.js +32 -35
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +1 -2
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +2 -3
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +140 -143
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +140 -143
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +264 -267
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +264 -267
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +250 -253
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +250 -253
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +376 -379
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +376 -379
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +202 -205
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +202 -205
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +46 -71
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +22 -41
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +22 -41
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +6 -20
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +6 -20
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +26 -46
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +26 -46
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +19 -33
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +19 -33
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +90 -117
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +90 -117
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +232 -333
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +232 -333
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +22 -38
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +22 -38
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +21 -35
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +21 -35
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +19 -34
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +19 -34
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +24 -43
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +24 -43
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +16 -30
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +16 -30
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +21 -38
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +21 -38
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +69 -98
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +69 -98
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +59 -70
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +59 -70
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +28 -49
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +28 -49
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1089 -1098
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1089 -1098
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +29 -57
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +29 -57
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +43 -70
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +43 -70
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +53 -74
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +53 -74
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +35 -55
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +35 -55
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +19 -33
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +19 -33
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +116 -193
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +116 -193
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +192 -270
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +192 -270
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +27 -43
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +27 -43
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  409. package/shaders/MirrorShader.cjs +26 -39
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  421. package/shaders/PixelShader.cjs +18 -31
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  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
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  427. package/shaders/RGBShiftShader.js +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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  445. package/shaders/SepiaShader.cjs +20 -36
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  449. package/shaders/SobelOperatorShader.cjs +37 -64
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  453. package/shaders/TechnicolorShader.cjs +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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  469. package/shaders/UnpackDepthRGBAShader.cjs +17 -32
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +17 -32
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +27 -43
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +27 -43
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +27 -43
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  479. package/shaders/VignetteShader.js +27 -43
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +213 -264
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  483. package/shaders/VolumeShader.js +213 -264
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +35 -63
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  489. package/utils/GeometryCompressionUtils.cjs +1 -2
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  492. package/utils/GeometryCompressionUtils.js.map +1 -1
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  497. package/webxr/ARButton.cjs +106 -109
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  499. package/webxr/ARButton.d.ts +3 -4
  500. package/webxr/ARButton.js +106 -109
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +95 -98
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +5 -6
  509. package/webxr/VRButton.js +95 -98
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"HorizontalTiltShiftShader.cjs","sources":["../../src/shaders/HorizontalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const HorizontalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n h: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float h;\n uniform float r;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 sum = vec4( 0.0 );\n\n \tfloat hh = h * abs( r - vUv.y );\n\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;\n\n \tgl_FragColor = sum;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AASO,MAAM,4BAA4B;AAAA,EACvC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;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;AA2B7B;;"}
1
+ {"version":3,"file":"HorizontalTiltShiftShader.cjs","sources":["../../src/shaders/HorizontalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const HorizontalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n h: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float h;',\n 'uniform float r;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 sum = vec4( 0.0 );',\n\n '\tfloat hh = h * abs( r - vUv.y );',\n\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;',\n\n '\tgl_FragColor = sum;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AASO,MAAM,4BAA4B;AAAA,EACvC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;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,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -4,49 +4,33 @@ const HorizontalTiltShiftShader = {
4
4
  h: { value: 1 / 512 },
5
5
  r: { value: 0.35 }
6
6
  },
7
- vertexShader: (
8
- /* glsl */
9
- `
10
- varying vec2 vUv;
11
-
12
- void main() {
13
-
14
- vUv = uv;
15
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
-
17
- }
18
- `
19
- ),
20
- fragmentShader: (
21
- /* glsl */
22
- `
23
- uniform sampler2D tDiffuse;
24
- uniform float h;
25
- uniform float r;
26
-
27
- varying vec2 vUv;
28
-
29
- void main() {
30
-
31
- vec4 sum = vec4( 0.0 );
32
-
33
- float hh = h * abs( r - vUv.y );
34
-
35
- sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
36
- sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
37
- sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
38
- sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;
39
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
40
- sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;
41
- sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
42
- sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
43
- sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;
44
-
45
- gl_FragColor = sum;
46
-
47
- }
48
- `
49
- )
7
+ vertexShader: [
8
+ "varying vec2 vUv;",
9
+ "void main() {",
10
+ " vUv = uv;",
11
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform sampler2D tDiffuse;",
16
+ "uniform float h;",
17
+ "uniform float r;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " vec4 sum = vec4( 0.0 );",
21
+ " float hh = h * abs( r - vUv.y );",
22
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
23
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
24
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
25
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
26
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
27
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
28
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
29
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
30
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
31
+ " gl_FragColor = sum;",
32
+ "}"
33
+ ].join("\n")
50
34
  };
51
35
  export {
52
36
  HorizontalTiltShiftShader
@@ -1 +1 @@
1
- {"version":3,"file":"HorizontalTiltShiftShader.js","sources":["../../src/shaders/HorizontalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const HorizontalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n h: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float h;\n uniform float r;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 sum = vec4( 0.0 );\n\n \tfloat hh = h * abs( r - vUv.y );\n\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;\n\n \tgl_FragColor = sum;\n\n }\n `,\n}\n"],"names":[],"mappings":"AASO,MAAM,4BAA4B;AAAA,EACvC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;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;AA2B7B;"}
1
+ {"version":3,"file":"HorizontalTiltShiftShader.js","sources":["../../src/shaders/HorizontalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const HorizontalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n h: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float h;',\n 'uniform float r;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 sum = vec4( 0.0 );',\n\n '\tfloat hh = h * abs( r - vUv.y );',\n\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;',\n\n '\tgl_FragColor = sum;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AASO,MAAM,4BAA4B;AAAA,EACvC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;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,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -6,55 +6,39 @@ const HueSaturationShader = {
6
6
  hue: { value: 0 },
7
7
  saturation: { value: 0 }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
-
18
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
19
-
20
- }
21
- `
22
- ),
23
- fragmentShader: (
24
- /* glsl */
25
- `
26
- uniform sampler2D tDiffuse;
27
- uniform float hue;
28
- uniform float saturation;
29
-
30
- varying vec2 vUv;
31
-
32
- void main() {
33
-
34
- gl_FragColor = texture2D( tDiffuse, vUv );
35
-
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform sampler2D tDiffuse;",
18
+ "uniform float hue;",
19
+ "uniform float saturation;",
20
+ "varying vec2 vUv;",
21
+ "void main() {",
22
+ " gl_FragColor = texture2D( tDiffuse, vUv );",
36
23
  // hue
37
- float angle = hue * 3.14159265;
38
- float s = sin(angle), c = cos(angle);
39
- vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;
40
- float len = length(gl_FragColor.rgb);
41
- gl_FragColor.rgb = vec3(
42
- dot(gl_FragColor.rgb, weights.xyz),
43
- dot(gl_FragColor.rgb, weights.zxy),
44
- dot(gl_FragColor.rgb, weights.yzx)
45
- );
46
-
24
+ " float angle = hue * 3.14159265;",
25
+ " float s = sin(angle), c = cos(angle);",
26
+ " vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
27
+ " float len = length(gl_FragColor.rgb);",
28
+ " gl_FragColor.rgb = vec3(",
29
+ " dot(gl_FragColor.rgb, weights.xyz),",
30
+ " dot(gl_FragColor.rgb, weights.zxy),",
31
+ " dot(gl_FragColor.rgb, weights.yzx)",
32
+ " );",
47
33
  // saturation
48
- float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;
49
- if (saturation > 0.0) {
50
- gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));
51
- } else {
52
- gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);
53
- }
54
-
55
- }
56
- `
57
- )
34
+ " float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
35
+ " if (saturation > 0.0) {",
36
+ " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
37
+ " } else {",
38
+ " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
39
+ " }",
40
+ "}"
41
+ ].join("\n")
58
42
  };
59
43
  exports.HueSaturationShader = HueSaturationShader;
60
44
  //# sourceMappingURL=HueSaturationShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"HueSaturationShader.cjs","sources":["../../src/shaders/HueSaturationShader.ts"],"sourcesContent":["/**\n * Hue and saturation adjustment\n * https://github.com/evanw/glfx.js\n * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.\n * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const HueSaturationShader = {\n uniforms: {\n tDiffuse: { value: null },\n hue: { value: 0 },\n saturation: { value: 0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float hue;\n uniform float saturation;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n\n // hue\n \tfloat angle = hue * 3.14159265;\n \tfloat s = sin(angle), c = cos(angle);\n \tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;\n \tfloat len = length(gl_FragColor.rgb);\n \tgl_FragColor.rgb = vec3(\n \t\tdot(gl_FragColor.rgb, weights.xyz),\n \t\tdot(gl_FragColor.rgb, weights.zxy),\n \t\tdot(gl_FragColor.rgb, weights.yzx)\n \t);\n\n // saturation\n \tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;\n \tif (saturation > 0.0) {\n \t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));\n \t} else {\n \t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAOO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,KAAK,EAAE,OAAO,EAAE;AAAA,IAChB,YAAY,EAAE,OAAO,EAAE;AAAA,EACzB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAgC7B;;"}
1
+ {"version":3,"file":"HueSaturationShader.cjs","sources":["../../src/shaders/HueSaturationShader.ts"],"sourcesContent":["/**\n * Hue and saturation adjustment\n * https://github.com/evanw/glfx.js\n * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.\n * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const HueSaturationShader = {\n uniforms: {\n tDiffuse: { value: null },\n hue: { value: 0 },\n saturation: { value: 0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float hue;',\n 'uniform float saturation;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tgl_FragColor = texture2D( tDiffuse, vUv );',\n\n // hue\n '\tfloat angle = hue * 3.14159265;',\n '\tfloat s = sin(angle), c = cos(angle);',\n '\tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;',\n '\tfloat len = length(gl_FragColor.rgb);',\n '\tgl_FragColor.rgb = vec3(',\n '\t\tdot(gl_FragColor.rgb, weights.xyz),',\n '\t\tdot(gl_FragColor.rgb, weights.zxy),',\n '\t\tdot(gl_FragColor.rgb, weights.yzx)',\n '\t);',\n\n // saturation\n '\tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;',\n '\tif (saturation > 0.0) {',\n '\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));',\n '\t} else {',\n '\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);',\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAOO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,KAAK,EAAE,OAAO,EAAE;AAAA,IAChB,YAAY,EAAE,OAAO,EAAE;AAAA,EACzB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -4,55 +4,39 @@ const HueSaturationShader = {
4
4
  hue: { value: 0 },
5
5
  saturation: { value: 0 }
6
6
  },
7
- vertexShader: (
8
- /* glsl */
9
- `
10
- varying vec2 vUv;
11
-
12
- void main() {
13
-
14
- vUv = uv;
15
-
16
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
-
18
- }
19
- `
20
- ),
21
- fragmentShader: (
22
- /* glsl */
23
- `
24
- uniform sampler2D tDiffuse;
25
- uniform float hue;
26
- uniform float saturation;
27
-
28
- varying vec2 vUv;
29
-
30
- void main() {
31
-
32
- gl_FragColor = texture2D( tDiffuse, vUv );
33
-
7
+ vertexShader: [
8
+ "varying vec2 vUv;",
9
+ "void main() {",
10
+ " vUv = uv;",
11
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform sampler2D tDiffuse;",
16
+ "uniform float hue;",
17
+ "uniform float saturation;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " gl_FragColor = texture2D( tDiffuse, vUv );",
34
21
  // hue
35
- float angle = hue * 3.14159265;
36
- float s = sin(angle), c = cos(angle);
37
- vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;
38
- float len = length(gl_FragColor.rgb);
39
- gl_FragColor.rgb = vec3(
40
- dot(gl_FragColor.rgb, weights.xyz),
41
- dot(gl_FragColor.rgb, weights.zxy),
42
- dot(gl_FragColor.rgb, weights.yzx)
43
- );
44
-
22
+ " float angle = hue * 3.14159265;",
23
+ " float s = sin(angle), c = cos(angle);",
24
+ " vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
25
+ " float len = length(gl_FragColor.rgb);",
26
+ " gl_FragColor.rgb = vec3(",
27
+ " dot(gl_FragColor.rgb, weights.xyz),",
28
+ " dot(gl_FragColor.rgb, weights.zxy),",
29
+ " dot(gl_FragColor.rgb, weights.yzx)",
30
+ " );",
45
31
  // saturation
46
- float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;
47
- if (saturation > 0.0) {
48
- gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));
49
- } else {
50
- gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);
51
- }
52
-
53
- }
54
- `
55
- )
32
+ " float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
33
+ " if (saturation > 0.0) {",
34
+ " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
35
+ " } else {",
36
+ " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
37
+ " }",
38
+ "}"
39
+ ].join("\n")
56
40
  };
57
41
  export {
58
42
  HueSaturationShader
@@ -1 +1 @@
1
- {"version":3,"file":"HueSaturationShader.js","sources":["../../src/shaders/HueSaturationShader.ts"],"sourcesContent":["/**\n * Hue and saturation adjustment\n * https://github.com/evanw/glfx.js\n * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.\n * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const HueSaturationShader = {\n uniforms: {\n tDiffuse: { value: null },\n hue: { value: 0 },\n saturation: { value: 0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float hue;\n uniform float saturation;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n\n // hue\n \tfloat angle = hue * 3.14159265;\n \tfloat s = sin(angle), c = cos(angle);\n \tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;\n \tfloat len = length(gl_FragColor.rgb);\n \tgl_FragColor.rgb = vec3(\n \t\tdot(gl_FragColor.rgb, weights.xyz),\n \t\tdot(gl_FragColor.rgb, weights.zxy),\n \t\tdot(gl_FragColor.rgb, weights.yzx)\n \t);\n\n // saturation\n \tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;\n \tif (saturation > 0.0) {\n \t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));\n \t} else {\n \t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":"AAOO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,KAAK,EAAE,OAAO,EAAE;AAAA,IAChB,YAAY,EAAE,OAAO,EAAE;AAAA,EACzB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAgC7B;"}
1
+ {"version":3,"file":"HueSaturationShader.js","sources":["../../src/shaders/HueSaturationShader.ts"],"sourcesContent":["/**\n * Hue and saturation adjustment\n * https://github.com/evanw/glfx.js\n * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.\n * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const HueSaturationShader = {\n uniforms: {\n tDiffuse: { value: null },\n hue: { value: 0 },\n saturation: { value: 0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float hue;',\n 'uniform float saturation;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tgl_FragColor = texture2D( tDiffuse, vUv );',\n\n // hue\n '\tfloat angle = hue * 3.14159265;',\n '\tfloat s = sin(angle), c = cos(angle);',\n '\tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;',\n '\tfloat len = length(gl_FragColor.rgb);',\n '\tgl_FragColor.rgb = vec3(',\n '\t\tdot(gl_FragColor.rgb, weights.xyz),',\n '\t\tdot(gl_FragColor.rgb, weights.zxy),',\n '\t\tdot(gl_FragColor.rgb, weights.yzx)',\n '\t);',\n\n // saturation\n '\tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;',\n '\tif (saturation > 0.0) {',\n '\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));',\n '\t} else {',\n '\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);',\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAOO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,KAAK,EAAE,OAAO,EAAE;AAAA,IAChB,YAAY,EAAE,OAAO,EAAE;AAAA,EACzB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -6,43 +6,30 @@ const KaleidoShader = {
6
6
  sides: { value: 6 },
7
7
  angle: { value: 0 }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
-
19
- }
20
- `
21
- ),
22
- fragmentShader: (
23
- /* glsl */
24
- `
25
- uniform sampler2D tDiffuse;
26
- uniform float sides;
27
- uniform float angle;
28
-
29
- varying vec2 vUv;
30
-
31
- void main() {
32
-
33
- vec2 p = vUv - 0.5;
34
- float r = length(p);
35
- float a = atan(p.y, p.x) + angle;
36
- float tau = 2. * 3.1416 ;
37
- a = mod(a, tau/sides);
38
- a = abs(a - tau/sides/2.) ;
39
- p = r * vec2(cos(a), sin(a));
40
- vec4 color = texture2D(tDiffuse, p + 0.5);
41
- gl_FragColor = color;
42
-
43
- }
44
- `
45
- )
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform sampler2D tDiffuse;",
18
+ "uniform float sides;",
19
+ "uniform float angle;",
20
+ "varying vec2 vUv;",
21
+ "void main() {",
22
+ " vec2 p = vUv - 0.5;",
23
+ " float r = length(p);",
24
+ " float a = atan(p.y, p.x) + angle;",
25
+ " float tau = 2. * 3.1416 ;",
26
+ " a = mod(a, tau/sides);",
27
+ " a = abs(a - tau/sides/2.) ;",
28
+ " p = r * vec2(cos(a), sin(a));",
29
+ " vec4 color = texture2D(tDiffuse, p + 0.5);",
30
+ " gl_FragColor = color;",
31
+ "}"
32
+ ].join("\n")
46
33
  };
47
34
  exports.KaleidoShader = KaleidoShader;
48
35
  //# sourceMappingURL=KaleidoShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"KaleidoShader.cjs","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float sides;\n uniform float angle;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 p = vUv - 0.5;\n \tfloat r = length(p);\n \tfloat a = atan(p.y, p.x) + angle;\n \tfloat tau = 2. * 3.1416 ;\n \ta = mod(a, tau/sides);\n \ta = abs(a - tau/sides/2.) ;\n \tp = r * vec2(cos(a), sin(a));\n \tvec4 color = texture2D(tDiffuse, p + 0.5);\n \tgl_FragColor = color;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAqB7B;;"}
1
+ {"version":3,"file":"KaleidoShader.cjs","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float sides;',\n 'uniform float angle;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 p = vUv - 0.5;',\n '\tfloat r = length(p);',\n '\tfloat a = atan(p.y, p.x) + angle;',\n '\tfloat tau = 2. * 3.1416 ;',\n '\ta = mod(a, tau/sides);',\n '\ta = abs(a - tau/sides/2.) ;',\n '\tp = r * vec2(cos(a), sin(a));',\n '\tvec4 color = texture2D(tDiffuse, p + 0.5);',\n '\tgl_FragColor = color;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -4,43 +4,30 @@ const KaleidoShader = {
4
4
  sides: { value: 6 },
5
5
  angle: { value: 0 }
6
6
  },
7
- vertexShader: (
8
- /* glsl */
9
- `
10
- varying vec2 vUv;
11
-
12
- void main() {
13
-
14
- vUv = uv;
15
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
-
17
- }
18
- `
19
- ),
20
- fragmentShader: (
21
- /* glsl */
22
- `
23
- uniform sampler2D tDiffuse;
24
- uniform float sides;
25
- uniform float angle;
26
-
27
- varying vec2 vUv;
28
-
29
- void main() {
30
-
31
- vec2 p = vUv - 0.5;
32
- float r = length(p);
33
- float a = atan(p.y, p.x) + angle;
34
- float tau = 2. * 3.1416 ;
35
- a = mod(a, tau/sides);
36
- a = abs(a - tau/sides/2.) ;
37
- p = r * vec2(cos(a), sin(a));
38
- vec4 color = texture2D(tDiffuse, p + 0.5);
39
- gl_FragColor = color;
40
-
41
- }
42
- `
43
- )
7
+ vertexShader: [
8
+ "varying vec2 vUv;",
9
+ "void main() {",
10
+ " vUv = uv;",
11
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform sampler2D tDiffuse;",
16
+ "uniform float sides;",
17
+ "uniform float angle;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " vec2 p = vUv - 0.5;",
21
+ " float r = length(p);",
22
+ " float a = atan(p.y, p.x) + angle;",
23
+ " float tau = 2. * 3.1416 ;",
24
+ " a = mod(a, tau/sides);",
25
+ " a = abs(a - tau/sides/2.) ;",
26
+ " p = r * vec2(cos(a), sin(a));",
27
+ " vec4 color = texture2D(tDiffuse, p + 0.5);",
28
+ " gl_FragColor = color;",
29
+ "}"
30
+ ].join("\n")
44
31
  };
45
32
  export {
46
33
  KaleidoShader
@@ -1 +1 @@
1
- {"version":3,"file":"KaleidoShader.js","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float sides;\n uniform float angle;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 p = vUv - 0.5;\n \tfloat r = length(p);\n \tfloat a = atan(p.y, p.x) + angle;\n \tfloat tau = 2. * 3.1416 ;\n \ta = mod(a, tau/sides);\n \ta = abs(a - tau/sides/2.) ;\n \tp = r * vec2(cos(a), sin(a));\n \tvec4 color = texture2D(tDiffuse, p + 0.5);\n \tgl_FragColor = color;\n\n }\n `,\n}\n"],"names":[],"mappings":"AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAqB7B;"}
1
+ {"version":3,"file":"KaleidoShader.js","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float sides;',\n 'uniform float angle;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 p = vUv - 0.5;',\n '\tfloat r = length(p);',\n '\tfloat a = atan(p.y, p.x) + angle;',\n '\tfloat tau = 2. * 3.1416 ;',\n '\ta = mod(a, tau/sides);',\n '\ta = abs(a - tau/sides/2.) ;',\n '\tp = r * vec2(cos(a), sin(a));',\n '\tvec4 color = texture2D(tDiffuse, p + 0.5);',\n '\tgl_FragColor = color;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -7,51 +7,32 @@ const LuminosityHighPassShader = {
7
7
  tDiffuse: { value: null },
8
8
  luminosityThreshold: { value: 1 },
9
9
  smoothWidth: { value: 1 },
10
- defaultColor: { value: /* @__PURE__ */ new THREE.Color(0) },
10
+ defaultColor: { value: new THREE.Color(0) },
11
11
  defaultOpacity: { value: 0 }
12
12
  },
13
- vertexShader: (
14
- /* glsl */
15
- `
16
- varying vec2 vUv;
17
-
18
- void main() {
19
-
20
- vUv = uv;
21
-
22
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
23
-
24
- }
25
- `
26
- ),
27
- fragmentShader: (
28
- /* glsl */
29
- `
30
- uniform sampler2D tDiffuse;
31
- uniform vec3 defaultColor;
32
- uniform float defaultOpacity;
33
- uniform float luminosityThreshold;
34
- uniform float smoothWidth;
35
-
36
- varying vec2 vUv;
37
-
38
- void main() {
39
-
40
- vec4 texel = texture2D( tDiffuse, vUv );
41
-
42
- vec3 luma = vec3( 0.299, 0.587, 0.114 );
43
-
44
- float v = dot( texel.xyz, luma );
45
-
46
- vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
47
-
48
- float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
49
-
50
- gl_FragColor = mix( outputColor, texel, alpha );
51
-
52
- }
53
- `
54
- )
13
+ vertexShader: [
14
+ "varying vec2 vUv;",
15
+ "void main() {",
16
+ " vUv = uv;",
17
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
18
+ "}"
19
+ ].join("\n"),
20
+ fragmentShader: [
21
+ "uniform sampler2D tDiffuse;",
22
+ "uniform vec3 defaultColor;",
23
+ "uniform float defaultOpacity;",
24
+ "uniform float luminosityThreshold;",
25
+ "uniform float smoothWidth;",
26
+ "varying vec2 vUv;",
27
+ "void main() {",
28
+ " vec4 texel = texture2D( tDiffuse, vUv );",
29
+ " vec3 luma = vec3( 0.299, 0.587, 0.114 );",
30
+ " float v = dot( texel.xyz, luma );",
31
+ " vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
32
+ " float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
33
+ " gl_FragColor = mix( outputColor, texel, alpha );",
34
+ "}"
35
+ ].join("\n")
55
36
  };
56
37
  exports.LuminosityHighPassShader = LuminosityHighPassShader;
57
38
  //# sourceMappingURL=LuminosityHighPassShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"LuminosityHighPassShader.cjs","sources":["../../src/shaders/LuminosityHighPassShader.ts"],"sourcesContent":["import { Color } from 'three'\n\n/**\n * Luminosity\n * http://en.wikipedia.org/wiki/Luminosity\n */\n\nexport const LuminosityHighPassShader = {\n shaderID: 'luminosityHighPass',\n\n uniforms: {\n tDiffuse: { value: null },\n luminosityThreshold: { value: 1.0 },\n smoothWidth: { value: 1.0 },\n defaultColor: { value: /* @__PURE__ */ new Color(0x000000) },\n defaultOpacity: { value: 0.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform vec3 defaultColor;\n uniform float defaultOpacity;\n uniform float luminosityThreshold;\n uniform float smoothWidth;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 texel = texture2D( tDiffuse, vUv );\n\n \tvec3 luma = vec3( 0.299, 0.587, 0.114 );\n\n \tfloat v = dot( texel.xyz, luma );\n\n \tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );\n\n \tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );\n\n \tgl_FragColor = mix( outputColor, texel, alpha );\n\n }\n `,\n}\n"],"names":["Color"],"mappings":";;;AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,EAEV,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,qBAAqB,EAAE,OAAO,EAAI;AAAA,IAClC,aAAa,EAAE,OAAO,EAAI;AAAA,IAC1B,cAAc,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC3D,gBAAgB,EAAE,OAAO,EAAI;AAAA,EAC/B;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyB7B;;"}
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+ {"version":3,"file":"LuminosityHighPassShader.cjs","sources":["../../src/shaders/LuminosityHighPassShader.ts"],"sourcesContent":["import { Color } from 'three'\n\n/**\n * Luminosity\n * http://en.wikipedia.org/wiki/Luminosity\n */\n\nexport const LuminosityHighPassShader = {\n shaderID: 'luminosityHighPass',\n\n uniforms: {\n tDiffuse: { value: null },\n luminosityThreshold: { value: 1.0 },\n smoothWidth: { value: 1.0 },\n defaultColor: { value: new Color(0x000000) },\n defaultOpacity: { value: 0.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform vec3 defaultColor;',\n 'uniform float defaultOpacity;',\n 'uniform float luminosityThreshold;',\n 'uniform float smoothWidth;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 texel = texture2D( tDiffuse, vUv );',\n\n '\tvec3 luma = vec3( 0.299, 0.587, 0.114 );',\n\n '\tfloat v = dot( texel.xyz, luma );',\n\n '\tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );',\n\n '\tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );',\n\n '\tgl_FragColor = mix( outputColor, texel, alpha );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":["Color"],"mappings":";;;AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,EAEV,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,qBAAqB,EAAE,OAAO,EAAI;AAAA,IAClC,aAAa,EAAE,OAAO,EAAI;AAAA,IAC1B,cAAc,EAAE,OAAO,IAAIA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC3C,gBAAgB,EAAE,OAAO,EAAI;AAAA,EAC/B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}