three-stdlib 2.35.4 → 2.35.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +17 -20
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +17 -20
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +715 -722
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +716 -723
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +1 -2
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +2 -3
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +1 -2
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +2 -3
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +1 -2
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +2 -3
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +122 -133
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +21 -23
  68. package/exporters/DRACOExporter.js +122 -133
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +167 -170
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +167 -170
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +515 -524
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +515 -524
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +1 -2
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +2 -3
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +435 -441
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +435 -441
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +1 -2
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +2 -3
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +374 -377
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +374 -377
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +4 -5
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +5 -6
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +43 -46
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +43 -46
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1688 -1694
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1688 -1694
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +50 -53
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +50 -53
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +268 -271
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +269 -272
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +1 -2
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +2 -3
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +206 -209
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +206 -209
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +146 -154
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +146 -154
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +180 -183
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +180 -183
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +161 -164
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +161 -164
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +32 -35
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +6 -100
  258. package/objects/Sky.js +32 -35
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +1 -2
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +2 -3
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +140 -143
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +140 -143
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +264 -267
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +264 -267
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +250 -253
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +250 -253
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +376 -379
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +376 -379
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +202 -205
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +202 -205
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +46 -71
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +22 -41
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +22 -41
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +6 -20
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +6 -20
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +26 -46
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +26 -46
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +19 -33
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +19 -33
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +90 -117
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +90 -117
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +232 -333
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +232 -333
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +22 -38
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +22 -38
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +21 -35
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +21 -35
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +19 -34
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +19 -34
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +24 -43
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +24 -43
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +16 -30
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +16 -30
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +21 -38
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +21 -38
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +69 -98
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +69 -98
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +59 -70
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +59 -70
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +28 -49
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +28 -49
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1089 -1098
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1089 -1098
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +29 -57
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +29 -57
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +43 -70
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +43 -70
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +53 -74
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +53 -74
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +35 -55
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +35 -55
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +19 -33
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +19 -33
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +116 -193
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +116 -193
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +192 -270
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +192 -270
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +27 -43
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +27 -43
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +31 -47
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +31 -47
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +24 -37
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +24 -37
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +24 -43
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +24 -43
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +17 -34
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +17 -34
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +26 -39
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +26 -39
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +21 -36
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +21 -36
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +97 -147
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +97 -147
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +18 -31
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +18 -31
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +20 -33
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +117 -154
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +117 -154
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +270 -358
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +270 -358
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +142 -236
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +142 -236
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +20 -36
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +20 -36
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +37 -64
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +37 -64
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +16 -29
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +16 -29
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +35 -55
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +35 -55
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +165 -275
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +165 -275
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +27 -50
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +27 -50
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +17 -32
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +17 -32
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +27 -43
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +27 -43
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +27 -43
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +27 -43
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +213 -264
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +213 -264
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +35 -63
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +35 -63
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +1 -2
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +2 -3
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +106 -109
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -4
  500. package/webxr/ARButton.js +106 -109
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +95 -98
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +5 -6
  509. package/webxr/VRButton.js +95 -98
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -7,100 +7,72 @@ const SMAAEdgesShader = {
7
7
  },
8
8
  uniforms: {
9
9
  tDiffuse: { value: null },
10
- resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
10
+ resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
11
11
  },
12
- vertexShader: (
13
- /* glsl */
14
- `
15
- uniform vec2 resolution;
16
-
17
- varying vec2 vUv;
18
- varying vec4 vOffset[ 3 ];
19
-
20
- void SMAAEdgeDetectionVS( vec2 texcoord ) {
21
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
22
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
23
- vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
24
- }
25
-
26
- void main() {
27
-
28
- vUv = uv;
29
-
30
- SMAAEdgeDetectionVS( vUv );
31
-
32
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
33
-
34
- }
35
- `
36
- ),
37
- fragmentShader: (
38
- /* glsl */
39
- `
40
- uniform sampler2D tDiffuse;
41
-
42
- varying vec2 vUv;
43
- varying vec4 vOffset[ 3 ];
44
-
45
- vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
46
- vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
47
-
12
+ vertexShader: [
13
+ "uniform vec2 resolution;",
14
+ "varying vec2 vUv;",
15
+ "varying vec4 vOffset[ 3 ];",
16
+ "void SMAAEdgeDetectionVS( vec2 texcoord ) {",
17
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
18
+ // WebGL port note: Changed sign in W component
19
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
20
+ // WebGL port note: Changed sign in W component
21
+ " vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
22
+ // WebGL port note: Changed sign in W component
23
+ "}",
24
+ "void main() {",
25
+ " vUv = uv;",
26
+ " SMAAEdgeDetectionVS( vUv );",
27
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
28
+ "}"
29
+ ].join("\n"),
30
+ fragmentShader: [
31
+ "uniform sampler2D tDiffuse;",
32
+ "varying vec2 vUv;",
33
+ "varying vec4 vOffset[ 3 ];",
34
+ "vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
35
+ " vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
48
36
  // Calculate color deltas:
49
- vec4 delta;
50
- vec3 C = texture2D( colorTex, texcoord ).rgb;
51
-
52
- vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
53
- vec3 t = abs( C - Cleft );
54
- delta.x = max( max( t.r, t.g ), t.b );
55
-
56
- vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
57
- t = abs( C - Ctop );
58
- delta.y = max( max( t.r, t.g ), t.b );
59
-
37
+ " vec4 delta;",
38
+ " vec3 C = texture2D( colorTex, texcoord ).rgb;",
39
+ " vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
40
+ " vec3 t = abs( C - Cleft );",
41
+ " delta.x = max( max( t.r, t.g ), t.b );",
42
+ " vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
43
+ " t = abs( C - Ctop );",
44
+ " delta.y = max( max( t.r, t.g ), t.b );",
60
45
  // We do the usual threshold:
61
- vec2 edges = step( threshold, delta.xy );
62
-
46
+ " vec2 edges = step( threshold, delta.xy );",
63
47
  // Then discard if there is no edge:
64
- if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
65
- discard;
66
-
48
+ " if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
49
+ " discard;",
67
50
  // Calculate right and bottom deltas:
68
- vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
69
- t = abs( C - Cright );
70
- delta.z = max( max( t.r, t.g ), t.b );
71
-
72
- vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
73
- t = abs( C - Cbottom );
74
- delta.w = max( max( t.r, t.g ), t.b );
75
-
51
+ " vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
52
+ " t = abs( C - Cright );",
53
+ " delta.z = max( max( t.r, t.g ), t.b );",
54
+ " vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
55
+ " t = abs( C - Cbottom );",
56
+ " delta.w = max( max( t.r, t.g ), t.b );",
76
57
  // Calculate the maximum delta in the direct neighborhood:
77
- float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
78
-
58
+ " float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
79
59
  // Calculate left-left and top-top deltas:
80
- vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
81
- t = abs( C - Cleftleft );
82
- delta.z = max( max( t.r, t.g ), t.b );
83
-
84
- vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
85
- t = abs( C - Ctoptop );
86
- delta.w = max( max( t.r, t.g ), t.b );
87
-
60
+ " vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
61
+ " t = abs( C - Cleftleft );",
62
+ " delta.z = max( max( t.r, t.g ), t.b );",
63
+ " vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
64
+ " t = abs( C - Ctoptop );",
65
+ " delta.w = max( max( t.r, t.g ), t.b );",
88
66
  // Calculate the final maximum delta:
89
- maxDelta = max( max( maxDelta, delta.z ), delta.w );
90
-
67
+ " maxDelta = max( max( maxDelta, delta.z ), delta.w );",
91
68
  // Local contrast adaptation in action:
92
- edges.xy *= step( 0.5 * maxDelta, delta.xy );
93
-
94
- return vec4( edges, 0.0, 0.0 );
95
- }
96
-
97
- void main() {
98
-
99
- gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
100
-
101
- }
102
- `
103
- )
69
+ " edges.xy *= step( 0.5 * maxDelta, delta.xy );",
70
+ " return vec4( edges, 0.0, 0.0 );",
71
+ "}",
72
+ "void main() {",
73
+ " gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
74
+ "}"
75
+ ].join("\n")
104
76
  };
105
77
  const SMAAWeightsShader = {
106
78
  defines: {
@@ -113,70 +85,52 @@ const SMAAWeightsShader = {
113
85
  tDiffuse: { value: null },
114
86
  tArea: { value: null },
115
87
  tSearch: { value: null },
116
- resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
88
+ resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
117
89
  },
118
- vertexShader: (
119
- /* glsl */
120
- `
121
- uniform vec2 resolution;
122
-
123
- varying vec2 vUv;
124
- varying vec4 vOffset[ 3 ];
125
- varying vec2 vPixcoord;
126
-
127
- void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
128
- vPixcoord = texcoord / resolution;
129
-
90
+ vertexShader: [
91
+ "uniform vec2 resolution;",
92
+ "varying vec2 vUv;",
93
+ "varying vec4 vOffset[ 3 ];",
94
+ "varying vec2 vPixcoord;",
95
+ "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
96
+ " vPixcoord = texcoord / resolution;",
130
97
  // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
131
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
132
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
133
-
98
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
99
+ // WebGL port note: Changed sign in Y and W components
100
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
101
+ // WebGL port note: Changed sign in Y and W components
134
102
  // And these for the searches, they indicate the ends of the loops:
135
- vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
136
-
137
- }
138
-
139
- void main() {
140
-
141
- vUv = uv;
142
-
143
- SMAABlendingWeightCalculationVS( vUv );
144
-
145
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
146
-
147
- }
148
- `
149
- ),
150
- fragmentShader: (
151
- /* glsl */
152
- `
153
- #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
154
-
155
- uniform sampler2D tDiffuse;
156
- uniform sampler2D tArea;
157
- uniform sampler2D tSearch;
158
- uniform vec2 resolution;
159
-
160
- varying vec2 vUv;
161
- varying vec4 vOffset[3];
162
- varying vec2 vPixcoord;
163
-
164
- #if __VERSION__ == 100
165
- vec2 round( vec2 x ) {
166
- return sign( x ) * floor( abs( x ) + 0.5 );
167
- }
168
- #endif
169
-
170
- float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
103
+ " vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
104
+ "}",
105
+ "void main() {",
106
+ " vUv = uv;",
107
+ " SMAABlendingWeightCalculationVS( vUv );",
108
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
109
+ "}"
110
+ ].join("\n"),
111
+ fragmentShader: [
112
+ "#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
113
+ "uniform sampler2D tDiffuse;",
114
+ "uniform sampler2D tArea;",
115
+ "uniform sampler2D tSearch;",
116
+ "uniform vec2 resolution;",
117
+ "varying vec2 vUv;",
118
+ "varying vec4 vOffset[3];",
119
+ "varying vec2 vPixcoord;",
120
+ "#if __VERSION__ == 100",
121
+ "vec2 round( vec2 x ) {",
122
+ " return sign( x ) * floor( abs( x ) + 0.5 );",
123
+ "}",
124
+ "#endif",
125
+ "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
171
126
  // Not required if searchTex accesses are set to point:
172
127
  // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
173
128
  // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
174
129
  // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
175
- e.r = bias + e.r * scale;
176
- return 255.0 * texture2D( searchTex, e, 0.0 ).r;
177
- }
178
-
179
- float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
130
+ " e.r = bias + e.r * scale;",
131
+ " return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
132
+ "}",
133
+ "float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
180
134
  /**
181
135
  * @PSEUDO_GATHER4
182
136
  * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
@@ -184,262 +138,220 @@ const SMAAWeightsShader = {
184
138
  * Sampling with different offsets in each direction allows to disambiguate
185
139
  * which edges are active from the four fetched ones.
186
140
  */
187
- vec2 e = vec2( 0.0, 1.0 );
188
-
189
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
190
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
191
- texcoord -= vec2( 2.0, 0.0 ) * resolution;
192
- if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
193
- }
194
-
141
+ " vec2 e = vec2( 0.0, 1.0 );",
142
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
143
+ // WebGL port note: Changed while to for
144
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
145
+ " texcoord -= vec2( 2.0, 0.0 ) * resolution;",
146
+ " if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
147
+ " }",
195
148
  // We correct the previous (-0.25, -0.125) offset we applied:
196
- texcoord.x += 0.25 * resolution.x;
197
-
149
+ " texcoord.x += 0.25 * resolution.x;",
198
150
  // The searches are bias by 1, so adjust the coords accordingly:
199
- texcoord.x += resolution.x;
200
-
151
+ " texcoord.x += resolution.x;",
201
152
  // Disambiguate the length added by the last step:
202
- texcoord.x += 2.0 * resolution.x; // Undo last step
203
- texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
204
-
205
- return texcoord.x;
206
- }
207
-
208
- float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
209
- vec2 e = vec2( 0.0, 1.0 );
210
-
211
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
212
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
213
- texcoord += vec2( 2.0, 0.0 ) * resolution;
214
- if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
215
- }
216
-
217
- texcoord.x -= 0.25 * resolution.x;
218
- texcoord.x -= resolution.x;
219
- texcoord.x -= 2.0 * resolution.x;
220
- texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
221
-
222
- return texcoord.x;
223
- }
224
-
225
- float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
226
- vec2 e = vec2( 1.0, 0.0 );
227
-
228
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
229
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
230
- texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
231
- if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
232
- }
233
-
234
- texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
235
- texcoord.y -= resolution.y; // WebGL port note: Changed sign
236
- texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
237
- texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
238
-
239
- return texcoord.y;
240
- }
241
-
242
- float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
243
- vec2 e = vec2( 1.0, 0.0 );
244
-
245
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
246
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
247
- texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
248
- if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
249
- }
250
-
251
- texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
252
- texcoord.y += resolution.y; // WebGL port note: Changed sign
253
- texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
254
- texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
255
-
256
- return texcoord.y;
257
- }
258
-
259
- vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
153
+ " texcoord.x += 2.0 * resolution.x;",
154
+ // Undo last step
155
+ " texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
156
+ " return texcoord.x;",
157
+ "}",
158
+ "float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
159
+ " vec2 e = vec2( 0.0, 1.0 );",
160
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
161
+ // WebGL port note: Changed while to for
162
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
163
+ " texcoord += vec2( 2.0, 0.0 ) * resolution;",
164
+ " if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
165
+ " }",
166
+ " texcoord.x -= 0.25 * resolution.x;",
167
+ " texcoord.x -= resolution.x;",
168
+ " texcoord.x -= 2.0 * resolution.x;",
169
+ " texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
170
+ " return texcoord.x;",
171
+ "}",
172
+ "float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
173
+ " vec2 e = vec2( 1.0, 0.0 );",
174
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
175
+ // WebGL port note: Changed while to for
176
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
177
+ " texcoord += vec2( 0.0, 2.0 ) * resolution;",
178
+ // WebGL port note: Changed sign
179
+ " if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
180
+ " }",
181
+ " texcoord.y -= 0.25 * resolution.y;",
182
+ // WebGL port note: Changed sign
183
+ " texcoord.y -= resolution.y;",
184
+ // WebGL port note: Changed sign
185
+ " texcoord.y -= 2.0 * resolution.y;",
186
+ // WebGL port note: Changed sign
187
+ " texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
188
+ // WebGL port note: Changed sign
189
+ " return texcoord.y;",
190
+ "}",
191
+ "float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
192
+ " vec2 e = vec2( 1.0, 0.0 );",
193
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
194
+ // WebGL port note: Changed while to for
195
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
196
+ " texcoord -= vec2( 0.0, 2.0 ) * resolution;",
197
+ // WebGL port note: Changed sign
198
+ " if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
199
+ " }",
200
+ " texcoord.y += 0.25 * resolution.y;",
201
+ // WebGL port note: Changed sign
202
+ " texcoord.y += resolution.y;",
203
+ // WebGL port note: Changed sign
204
+ " texcoord.y += 2.0 * resolution.y;",
205
+ // WebGL port note: Changed sign
206
+ " texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
207
+ // WebGL port note: Changed sign
208
+ " return texcoord.y;",
209
+ "}",
210
+ "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
260
211
  // Rounding prevents precision errors of bilinear filtering:
261
- vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
262
-
212
+ " vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
263
213
  // We do a scale and bias for mapping to texel space:
264
- texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
265
-
214
+ " texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
266
215
  // Move to proper place, according to the subpixel offset:
267
- texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
268
-
269
- return texture2D( areaTex, texcoord, 0.0 ).rg;
270
- }
271
-
272
- vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
273
- vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
274
-
275
- vec2 e = texture2D( edgesTex, texcoord ).rg;
276
-
277
- if ( e.g > 0.0 ) { // Edge at north
278
- vec2 d;
279
-
216
+ " texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
217
+ " return texture2D( areaTex, texcoord, 0.0 ).rg;",
218
+ "}",
219
+ "vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
220
+ " vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
221
+ " vec2 e = texture2D( edgesTex, texcoord ).rg;",
222
+ " if ( e.g > 0.0 ) {",
223
+ // Edge at north
224
+ " vec2 d;",
280
225
  // Find the distance to the left:
281
- vec2 coords;
282
- coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
283
- coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
284
- d.x = coords.x;
285
-
226
+ " vec2 coords;",
227
+ " coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
228
+ " coords.y = offset[ 1 ].y;",
229
+ // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
230
+ " d.x = coords.x;",
286
231
  // Now fetch the left crossing edges, two at a time using bilinear
287
232
  // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
288
233
  // discern what value each edge has:
289
- float e1 = texture2D( edgesTex, coords, 0.0 ).r;
290
-
234
+ " float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
291
235
  // Find the distance to the right:
292
- coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
293
- d.y = coords.x;
294
-
236
+ " coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
237
+ " d.y = coords.x;",
295
238
  // We want the distances to be in pixel units (doing this here allow to
296
239
  // better interleave arithmetic and memory accesses):
297
- d = d / resolution.x - pixcoord.x;
298
-
240
+ " d = d / resolution.x - pixcoord.x;",
299
241
  // SMAAArea below needs a sqrt, as the areas texture is compressed
300
242
  // quadratically:
301
- vec2 sqrt_d = sqrt( abs( d ) );
302
-
243
+ " vec2 sqrt_d = sqrt( abs( d ) );",
303
244
  // Fetch the right crossing edges:
304
- coords.y -= 1.0 * resolution.y; // WebGL port note: Added
305
- float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
306
-
245
+ " coords.y -= 1.0 * resolution.y;",
246
+ // WebGL port note: Added
247
+ " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
307
248
  // Ok, we know how this pattern looks like, now it is time for getting
308
249
  // the actual area:
309
- weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
310
- }
311
-
312
- if ( e.r > 0.0 ) { // Edge at west
313
- vec2 d;
314
-
250
+ " weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
251
+ " }",
252
+ " if ( e.r > 0.0 ) {",
253
+ // Edge at west
254
+ " vec2 d;",
315
255
  // Find the distance to the top:
316
- vec2 coords;
317
-
318
- coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
319
- coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
320
- d.x = coords.y;
321
-
256
+ " vec2 coords;",
257
+ " coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
258
+ " coords.x = offset[ 0 ].x;",
259
+ // offset[1].x = texcoord.x - 0.25 * resolution.x;
260
+ " d.x = coords.y;",
322
261
  // Fetch the top crossing edges:
323
- float e1 = texture2D( edgesTex, coords, 0.0 ).g;
324
-
262
+ " float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
325
263
  // Find the distance to the bottom:
326
- coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
327
- d.y = coords.y;
328
-
264
+ " coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
265
+ " d.y = coords.y;",
329
266
  // We want the distances to be in pixel units:
330
- d = d / resolution.y - pixcoord.y;
331
-
267
+ " d = d / resolution.y - pixcoord.y;",
332
268
  // SMAAArea below needs a sqrt, as the areas texture is compressed
333
269
  // quadratically:
334
- vec2 sqrt_d = sqrt( abs( d ) );
335
-
270
+ " vec2 sqrt_d = sqrt( abs( d ) );",
336
271
  // Fetch the bottom crossing edges:
337
- coords.y -= 1.0 * resolution.y; // WebGL port note: Added
338
- float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
339
-
272
+ " coords.y -= 1.0 * resolution.y;",
273
+ // WebGL port note: Added
274
+ " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
340
275
  // Get the area for this direction:
341
- weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
342
- }
343
-
344
- return weights;
345
- }
346
-
347
- void main() {
348
-
349
- gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
350
-
351
- }
352
- `
353
- )
276
+ " weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
277
+ " }",
278
+ " return weights;",
279
+ "}",
280
+ "void main() {",
281
+ " gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
282
+ "}"
283
+ ].join("\n")
354
284
  };
355
285
  const SMAABlendShader = {
356
286
  uniforms: {
357
287
  tDiffuse: { value: null },
358
288
  tColor: { value: null },
359
- resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
289
+ resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
360
290
  },
361
- vertexShader: (
362
- /* glsl */
363
- `
364
- uniform vec2 resolution;
365
-
366
- varying vec2 vUv;
367
- varying vec4 vOffset[ 2 ];
368
-
369
- void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
370
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
371
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
372
- }
373
-
374
- void main() {
375
-
376
- vUv = uv;
377
-
378
- SMAANeighborhoodBlendingVS( vUv );
379
-
380
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
381
-
382
- }
383
- `
384
- ),
385
- fragmentShader: (
386
- /* glsl */
387
- `
388
- uniform sampler2D tDiffuse;
389
- uniform sampler2D tColor;
390
- uniform vec2 resolution;
391
-
392
- varying vec2 vUv;
393
- varying vec4 vOffset[ 2 ];
394
-
395
- vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
291
+ vertexShader: [
292
+ "uniform vec2 resolution;",
293
+ "varying vec2 vUv;",
294
+ "varying vec4 vOffset[ 2 ];",
295
+ "void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
296
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
297
+ // WebGL port note: Changed sign in W component
298
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
299
+ // WebGL port note: Changed sign in W component
300
+ "}",
301
+ "void main() {",
302
+ " vUv = uv;",
303
+ " SMAANeighborhoodBlendingVS( vUv );",
304
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
305
+ "}"
306
+ ].join("\n"),
307
+ fragmentShader: [
308
+ "uniform sampler2D tDiffuse;",
309
+ "uniform sampler2D tColor;",
310
+ "uniform vec2 resolution;",
311
+ "varying vec2 vUv;",
312
+ "varying vec4 vOffset[ 2 ];",
313
+ "vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
396
314
  // Fetch the blending weights for current pixel:
397
- vec4 a;
398
- a.xz = texture2D( blendTex, texcoord ).xz;
399
- a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
400
- a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
401
-
315
+ " vec4 a;",
316
+ " a.xz = texture2D( blendTex, texcoord ).xz;",
317
+ " a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
318
+ " a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
402
319
  // Is there any blending weight with a value greater than 0.0?
403
- if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
404
- return texture2D( colorTex, texcoord, 0.0 );
405
- } else {
320
+ " if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
321
+ " return texture2D( colorTex, texcoord, 0.0 );",
322
+ " } else {",
406
323
  // Up to 4 lines can be crossing a pixel (one through each edge). We
407
324
  // favor blending by choosing the line with the maximum weight for each
408
325
  // direction:
409
- vec2 offset;
410
- offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
411
- offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
412
-
326
+ " vec2 offset;",
327
+ " offset.x = a.a > a.b ? a.a : -a.b;",
328
+ // left vs. right
329
+ " offset.y = a.g > a.r ? -a.g : a.r;",
330
+ // top vs. bottom // WebGL port note: Changed signs
413
331
  // Then we go in the direction that has the maximum weight:
414
- if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
415
- offset.y = 0.0;
416
- } else {
417
- offset.x = 0.0;
418
- }
419
-
332
+ " if ( abs( offset.x ) > abs( offset.y )) {",
333
+ // horizontal vs. vertical
334
+ " offset.y = 0.0;",
335
+ " } else {",
336
+ " offset.x = 0.0;",
337
+ " }",
420
338
  // Fetch the opposite color and lerp by hand:
421
- vec4 C = texture2D( colorTex, texcoord, 0.0 );
422
- texcoord += sign( offset ) * resolution;
423
- vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
424
- float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
425
-
339
+ " vec4 C = texture2D( colorTex, texcoord, 0.0 );",
340
+ " texcoord += sign( offset ) * resolution;",
341
+ " vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
342
+ " float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
426
343
  // WebGL port note: Added gamma correction
427
- C.xyz = pow(C.xyz, vec3(2.2));
428
- Cop.xyz = pow(Cop.xyz, vec3(2.2));
429
- vec4 mixed = mix(C, Cop, s);
430
- mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
431
-
432
- return mixed;
433
- }
434
- }
435
-
436
- void main() {
437
-
438
- gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
439
-
440
- }
441
- `
442
- )
344
+ " C.xyz = pow(C.xyz, vec3(2.2));",
345
+ " Cop.xyz = pow(Cop.xyz, vec3(2.2));",
346
+ " vec4 mixed = mix(C, Cop, s);",
347
+ " mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
348
+ " return mixed;",
349
+ " }",
350
+ "}",
351
+ "void main() {",
352
+ " gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
353
+ "}"
354
+ ].join("\n")
443
355
  };
444
356
  exports.SMAABlendShader = SMAABlendShader;
445
357
  exports.SMAAEdgesShader = SMAAEdgesShader;