three-stdlib 2.35.4 → 2.35.5

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Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +17 -20
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +17 -20
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +715 -722
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +716 -723
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +1 -2
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +2 -3
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +1 -2
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +2 -3
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +1 -2
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +2 -3
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +122 -133
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +21 -23
  68. package/exporters/DRACOExporter.js +122 -133
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +167 -170
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +167 -170
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +515 -524
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +515 -524
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +1 -2
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +2 -3
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +435 -441
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +435 -441
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +1 -2
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +2 -3
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +374 -377
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +374 -377
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +4 -5
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +5 -6
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +43 -46
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +43 -46
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1688 -1694
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1688 -1694
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +50 -53
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +50 -53
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +268 -271
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +269 -272
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +1 -2
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +2 -3
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +206 -209
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +206 -209
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +146 -154
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +146 -154
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +180 -183
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +180 -183
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +161 -164
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +161 -164
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +32 -35
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +6 -100
  258. package/objects/Sky.js +32 -35
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +1 -2
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +2 -3
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +140 -143
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +140 -143
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +264 -267
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +264 -267
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +250 -253
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +250 -253
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +376 -379
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +376 -379
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +202 -205
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +202 -205
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +46 -71
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +22 -41
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +22 -41
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +6 -20
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +6 -20
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +26 -46
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +26 -46
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +19 -33
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +19 -33
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +90 -117
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +90 -117
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +232 -333
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +232 -333
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +22 -38
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +22 -38
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +21 -35
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +21 -35
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +19 -34
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +19 -34
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +24 -43
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +24 -43
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +16 -30
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +16 -30
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +21 -38
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +21 -38
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +69 -98
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +69 -98
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +59 -70
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +59 -70
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +28 -49
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +28 -49
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1089 -1098
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1089 -1098
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +29 -57
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +29 -57
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +43 -70
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +43 -70
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +53 -74
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +53 -74
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +35 -55
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +35 -55
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +19 -33
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +19 -33
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +116 -193
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +116 -193
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +192 -270
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +192 -270
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +27 -43
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +27 -43
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +31 -47
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +31 -47
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  397. package/shaders/KaleidoShader.cjs +24 -37
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  399. package/shaders/KaleidoShader.js +24 -37
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  401. package/shaders/LuminosityHighPassShader.cjs +24 -43
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
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  405. package/shaders/LuminosityShader.cjs +17 -34
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +17 -34
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  409. package/shaders/MirrorShader.cjs +26 -39
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +26 -39
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +21 -36
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  417. package/shaders/ParallaxShader.cjs +97 -147
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  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +18 -31
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +18 -31
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +20 -33
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +117 -154
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  433. package/shaders/SMAAShader.cjs +270 -358
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  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +142 -236
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  439. package/shaders/SSAOShader.js +142 -236
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +20 -36
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  447. package/shaders/SepiaShader.js +20 -36
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  449. package/shaders/SobelOperatorShader.cjs +37 -64
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +37 -64
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +16 -29
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  457. package/shaders/ToneMapShader.cjs +35 -55
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  461. package/shaders/ToonShader.cjs +165 -275
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  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +27 -50
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +27 -50
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +17 -32
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +17 -32
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +27 -43
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +27 -43
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +27 -43
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +27 -43
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +213 -264
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +213 -264
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +35 -63
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +35 -63
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +1 -2
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +2 -3
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +106 -109
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -4
  500. package/webxr/ARButton.js +106 -109
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +95 -98
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +5 -6
  509. package/webxr/VRButton.js +95 -98
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -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;;"}
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: 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;;"}