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
  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;