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
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  399. package/shaders/KaleidoShader.js +24 -37
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  401. package/shaders/LuminosityHighPassShader.cjs +24 -43
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
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  405. package/shaders/LuminosityShader.cjs +17 -34
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +17 -34
  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
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  417. package/shaders/ParallaxShader.cjs +97 -147
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  419. package/shaders/ParallaxShader.js +97 -147
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +18 -31
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  423. package/shaders/PixelShader.js +18 -31
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +20 -33
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +117 -154
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  431. package/shaders/SAOShader.js +117 -154
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  433. package/shaders/SMAAShader.cjs +270 -358
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  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
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  447. package/shaders/SepiaShader.js +20 -36
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  449. package/shaders/SobelOperatorShader.cjs +37 -64
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +37 -64
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +16 -29
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +16 -29
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  457. package/shaders/ToneMapShader.cjs +35 -55
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  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +165 -275
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  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
@@ -7,184 +7,183 @@ var __publicField = (obj, key, value) => {
7
7
  };
8
8
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
9
9
  const THREE = require("three");
10
- const ReflectorForSSRPass = /* @__PURE__ */ (() => {
11
- const _ReflectorForSSRPass = class extends THREE.Mesh {
12
- constructor(geometry, options = {}) {
13
- super(geometry);
14
- this.isReflectorForSSRPass = true;
15
- this.type = "ReflectorForSSRPass";
16
- const scope = this;
17
- const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(8355711);
18
- const textureWidth = options.textureWidth || 512;
19
- const textureHeight = options.textureHeight || 512;
20
- const clipBias = options.clipBias || 0;
21
- const shader = options.shader || _ReflectorForSSRPass.ReflectorShader;
22
- const useDepthTexture = options.useDepthTexture === true;
23
- const yAxis = new THREE.Vector3(0, 1, 0);
24
- const vecTemp0 = new THREE.Vector3();
25
- const vecTemp1 = new THREE.Vector3();
26
- scope.needsUpdate = false;
27
- scope.maxDistance = _ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
28
- scope.opacity = _ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
29
- scope.color = color;
30
- scope.resolution = options.resolution || new THREE.Vector2(window.innerWidth, window.innerHeight);
31
- scope._distanceAttenuation = _ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;
32
- Object.defineProperty(scope, "distanceAttenuation", {
33
- get() {
34
- return scope._distanceAttenuation;
35
- },
36
- set(val) {
37
- if (scope._distanceAttenuation === val)
38
- return;
39
- scope._distanceAttenuation = val;
40
- scope.material.defines.DISTANCE_ATTENUATION = val;
41
- scope.material.needsUpdate = true;
42
- }
43
- });
44
- scope._fresnel = _ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;
45
- Object.defineProperty(scope, "fresnel", {
46
- get() {
47
- return scope._fresnel;
48
- },
49
- set(val) {
50
- if (scope._fresnel === val)
51
- return;
52
- scope._fresnel = val;
53
- scope.material.defines.FRESNEL = val;
54
- scope.material.needsUpdate = true;
55
- }
56
- });
57
- const normal = new THREE.Vector3();
58
- const reflectorWorldPosition = new THREE.Vector3();
59
- const cameraWorldPosition = new THREE.Vector3();
60
- const rotationMatrix = new THREE.Matrix4();
61
- const lookAtPosition = new THREE.Vector3(0, 0, -1);
62
- const view = new THREE.Vector3();
63
- const target = new THREE.Vector3();
64
- const textureMatrix = new THREE.Matrix4();
65
- const virtualCamera = new THREE.PerspectiveCamera();
66
- let depthTexture;
67
- if (useDepthTexture) {
68
- depthTexture = new THREE.DepthTexture();
69
- depthTexture.type = THREE.UnsignedShortType;
70
- depthTexture.minFilter = THREE.NearestFilter;
71
- depthTexture.magFilter = THREE.NearestFilter;
72
- }
73
- const parameters = {
74
- depthTexture: useDepthTexture ? depthTexture : null,
75
- type: THREE.HalfFloatType
76
- };
77
- const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);
78
- const material = new THREE.ShaderMaterial({
79
- transparent: useDepthTexture,
80
- defines: Object.assign({}, _ReflectorForSSRPass.ReflectorShader.defines, {
81
- useDepthTexture
82
- }),
83
- uniforms: THREE.UniformsUtils.clone(shader.uniforms),
84
- fragmentShader: shader.fragmentShader,
85
- vertexShader: shader.vertexShader
86
- });
87
- material.uniforms["tDiffuse"].value = renderTarget.texture;
88
- material.uniforms["color"].value = scope.color;
89
- material.uniforms["textureMatrix"].value = textureMatrix;
90
- if (useDepthTexture) {
91
- material.uniforms["tDepth"].value = renderTarget.depthTexture;
10
+ const _ReflectorForSSRPass = class extends THREE.Mesh {
11
+ constructor(geometry, options = {}) {
12
+ super(geometry);
13
+ this.isReflectorForSSRPass = true;
14
+ this.type = "ReflectorForSSRPass";
15
+ const scope = this;
16
+ const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(8355711);
17
+ const textureWidth = options.textureWidth || 512;
18
+ const textureHeight = options.textureHeight || 512;
19
+ const clipBias = options.clipBias || 0;
20
+ const shader = options.shader || _ReflectorForSSRPass.ReflectorShader;
21
+ const useDepthTexture = options.useDepthTexture === true;
22
+ const yAxis = new THREE.Vector3(0, 1, 0);
23
+ const vecTemp0 = new THREE.Vector3();
24
+ const vecTemp1 = new THREE.Vector3();
25
+ scope.needsUpdate = false;
26
+ scope.maxDistance = _ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
27
+ scope.opacity = _ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
28
+ scope.color = color;
29
+ scope.resolution = options.resolution || new THREE.Vector2(window.innerWidth, window.innerHeight);
30
+ scope._distanceAttenuation = _ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;
31
+ Object.defineProperty(scope, "distanceAttenuation", {
32
+ get() {
33
+ return scope._distanceAttenuation;
34
+ },
35
+ set(val) {
36
+ if (scope._distanceAttenuation === val)
37
+ return;
38
+ scope._distanceAttenuation = val;
39
+ scope.material.defines.DISTANCE_ATTENUATION = val;
40
+ scope.material.needsUpdate = true;
92
41
  }
93
- this.material = material;
94
- const globalPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), clipBias);
95
- const globalPlanes = [globalPlane];
96
- this.doRender = function(renderer, scene, camera) {
97
- material.uniforms["maxDistance"].value = scope.maxDistance;
98
- material.uniforms["color"].value = scope.color;
99
- material.uniforms["opacity"].value = scope.opacity;
100
- vecTemp0.copy(camera.position).normalize();
101
- vecTemp1.copy(vecTemp0).reflect(yAxis);
102
- material.uniforms["fresnelCoe"].value = (vecTemp0.dot(vecTemp1) + 1) / 2;
103
- reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
104
- cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
105
- rotationMatrix.extractRotation(scope.matrixWorld);
106
- normal.set(0, 0, 1);
107
- normal.applyMatrix4(rotationMatrix);
108
- view.subVectors(reflectorWorldPosition, cameraWorldPosition);
109
- if (view.dot(normal) > 0)
42
+ });
43
+ scope._fresnel = _ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;
44
+ Object.defineProperty(scope, "fresnel", {
45
+ get() {
46
+ return scope._fresnel;
47
+ },
48
+ set(val) {
49
+ if (scope._fresnel === val)
110
50
  return;
111
- view.reflect(normal).negate();
112
- view.add(reflectorWorldPosition);
113
- rotationMatrix.extractRotation(camera.matrixWorld);
114
- lookAtPosition.set(0, 0, -1);
115
- lookAtPosition.applyMatrix4(rotationMatrix);
116
- lookAtPosition.add(cameraWorldPosition);
117
- target.subVectors(reflectorWorldPosition, lookAtPosition);
118
- target.reflect(normal).negate();
119
- target.add(reflectorWorldPosition);
120
- virtualCamera.position.copy(view);
121
- virtualCamera.up.set(0, 1, 0);
122
- virtualCamera.up.applyMatrix4(rotationMatrix);
123
- virtualCamera.up.reflect(normal);
124
- virtualCamera.lookAt(target);
125
- virtualCamera.far = camera.far;
126
- virtualCamera.updateMatrixWorld();
127
- virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
128
- material.uniforms["virtualCameraNear"].value = camera.near;
129
- material.uniforms["virtualCameraFar"].value = camera.far;
130
- material.uniforms["virtualCameraMatrixWorld"].value = virtualCamera.matrixWorld;
131
- material.uniforms["virtualCameraProjectionMatrix"].value = camera.projectionMatrix;
132
- material.uniforms["virtualCameraProjectionMatrixInverse"].value = camera.projectionMatrixInverse;
133
- material.uniforms["resolution"].value = scope.resolution;
134
- textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
135
- textureMatrix.multiply(virtualCamera.projectionMatrix);
136
- textureMatrix.multiply(virtualCamera.matrixWorldInverse);
137
- textureMatrix.multiply(scope.matrixWorld);
138
- const currentRenderTarget = renderer.getRenderTarget();
139
- const currentXrEnabled = renderer.xr.enabled;
140
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
141
- const currentClippingPlanes = renderer.clippingPlanes;
142
- renderer.xr.enabled = false;
143
- renderer.shadowMap.autoUpdate = false;
144
- renderer.clippingPlanes = globalPlanes;
145
- renderer.setRenderTarget(renderTarget);
146
- renderer.state.buffers.depth.setMask(true);
147
- if (renderer.autoClear === false)
148
- renderer.clear();
149
- renderer.render(scene, virtualCamera);
150
- renderer.xr.enabled = currentXrEnabled;
151
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
152
- renderer.clippingPlanes = currentClippingPlanes;
153
- renderer.setRenderTarget(currentRenderTarget);
154
- const viewport = camera.viewport;
155
- if (viewport !== void 0) {
156
- renderer.state.viewport(viewport);
157
- }
158
- };
159
- this.getRenderTarget = function() {
160
- return renderTarget;
161
- };
51
+ scope._fresnel = val;
52
+ scope.material.defines.FRESNEL = val;
53
+ scope.material.needsUpdate = true;
54
+ }
55
+ });
56
+ const normal = new THREE.Vector3();
57
+ const reflectorWorldPosition = new THREE.Vector3();
58
+ const cameraWorldPosition = new THREE.Vector3();
59
+ const rotationMatrix = new THREE.Matrix4();
60
+ const lookAtPosition = new THREE.Vector3(0, 0, -1);
61
+ const view = new THREE.Vector3();
62
+ const target = new THREE.Vector3();
63
+ const textureMatrix = new THREE.Matrix4();
64
+ const virtualCamera = new THREE.PerspectiveCamera();
65
+ let depthTexture;
66
+ if (useDepthTexture) {
67
+ depthTexture = new THREE.DepthTexture();
68
+ depthTexture.type = THREE.UnsignedShortType;
69
+ depthTexture.minFilter = THREE.NearestFilter;
70
+ depthTexture.magFilter = THREE.NearestFilter;
162
71
  }
163
- };
164
- let ReflectorForSSRPass2 = _ReflectorForSSRPass;
165
- __publicField(ReflectorForSSRPass2, "ReflectorShader", {
166
- defines: {
167
- DISTANCE_ATTENUATION: true,
168
- FRESNEL: true
169
- },
170
- uniforms: {
171
- color: { value: null },
172
- tDiffuse: { value: null },
173
- tDepth: { value: null },
174
- textureMatrix: { value: new THREE.Matrix4() },
175
- maxDistance: { value: 180 },
176
- opacity: { value: 0.5 },
177
- fresnelCoe: { value: null },
178
- virtualCameraNear: { value: null },
179
- virtualCameraFar: { value: null },
180
- virtualCameraProjectionMatrix: { value: new THREE.Matrix4() },
181
- virtualCameraMatrixWorld: { value: new THREE.Matrix4() },
182
- virtualCameraProjectionMatrixInverse: { value: new THREE.Matrix4() },
183
- resolution: { value: new THREE.Vector2() }
184
- },
185
- vertexShader: (
186
- /* glsl */
187
- `
72
+ const parameters = {
73
+ depthTexture: useDepthTexture ? depthTexture : null,
74
+ type: THREE.HalfFloatType
75
+ };
76
+ const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);
77
+ const material = new THREE.ShaderMaterial({
78
+ transparent: useDepthTexture,
79
+ defines: Object.assign({}, _ReflectorForSSRPass.ReflectorShader.defines, {
80
+ useDepthTexture
81
+ }),
82
+ uniforms: THREE.UniformsUtils.clone(shader.uniforms),
83
+ fragmentShader: shader.fragmentShader,
84
+ vertexShader: shader.vertexShader
85
+ });
86
+ material.uniforms["tDiffuse"].value = renderTarget.texture;
87
+ material.uniforms["color"].value = scope.color;
88
+ material.uniforms["textureMatrix"].value = textureMatrix;
89
+ if (useDepthTexture) {
90
+ material.uniforms["tDepth"].value = renderTarget.depthTexture;
91
+ }
92
+ this.material = material;
93
+ const globalPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), clipBias);
94
+ const globalPlanes = [globalPlane];
95
+ this.doRender = function(renderer, scene, camera) {
96
+ material.uniforms["maxDistance"].value = scope.maxDistance;
97
+ material.uniforms["color"].value = scope.color;
98
+ material.uniforms["opacity"].value = scope.opacity;
99
+ vecTemp0.copy(camera.position).normalize();
100
+ vecTemp1.copy(vecTemp0).reflect(yAxis);
101
+ material.uniforms["fresnelCoe"].value = (vecTemp0.dot(vecTemp1) + 1) / 2;
102
+ reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
103
+ cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
104
+ rotationMatrix.extractRotation(scope.matrixWorld);
105
+ normal.set(0, 0, 1);
106
+ normal.applyMatrix4(rotationMatrix);
107
+ view.subVectors(reflectorWorldPosition, cameraWorldPosition);
108
+ if (view.dot(normal) > 0)
109
+ return;
110
+ view.reflect(normal).negate();
111
+ view.add(reflectorWorldPosition);
112
+ rotationMatrix.extractRotation(camera.matrixWorld);
113
+ lookAtPosition.set(0, 0, -1);
114
+ lookAtPosition.applyMatrix4(rotationMatrix);
115
+ lookAtPosition.add(cameraWorldPosition);
116
+ target.subVectors(reflectorWorldPosition, lookAtPosition);
117
+ target.reflect(normal).negate();
118
+ target.add(reflectorWorldPosition);
119
+ virtualCamera.position.copy(view);
120
+ virtualCamera.up.set(0, 1, 0);
121
+ virtualCamera.up.applyMatrix4(rotationMatrix);
122
+ virtualCamera.up.reflect(normal);
123
+ virtualCamera.lookAt(target);
124
+ virtualCamera.far = camera.far;
125
+ virtualCamera.updateMatrixWorld();
126
+ virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
127
+ material.uniforms["virtualCameraNear"].value = camera.near;
128
+ material.uniforms["virtualCameraFar"].value = camera.far;
129
+ material.uniforms["virtualCameraMatrixWorld"].value = virtualCamera.matrixWorld;
130
+ material.uniforms["virtualCameraProjectionMatrix"].value = camera.projectionMatrix;
131
+ material.uniforms["virtualCameraProjectionMatrixInverse"].value = camera.projectionMatrixInverse;
132
+ material.uniforms["resolution"].value = scope.resolution;
133
+ textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
134
+ textureMatrix.multiply(virtualCamera.projectionMatrix);
135
+ textureMatrix.multiply(virtualCamera.matrixWorldInverse);
136
+ textureMatrix.multiply(scope.matrixWorld);
137
+ const currentRenderTarget = renderer.getRenderTarget();
138
+ const currentXrEnabled = renderer.xr.enabled;
139
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
140
+ const currentClippingPlanes = renderer.clippingPlanes;
141
+ renderer.xr.enabled = false;
142
+ renderer.shadowMap.autoUpdate = false;
143
+ renderer.clippingPlanes = globalPlanes;
144
+ renderer.setRenderTarget(renderTarget);
145
+ renderer.state.buffers.depth.setMask(true);
146
+ if (renderer.autoClear === false)
147
+ renderer.clear();
148
+ renderer.render(scene, virtualCamera);
149
+ renderer.xr.enabled = currentXrEnabled;
150
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
151
+ renderer.clippingPlanes = currentClippingPlanes;
152
+ renderer.setRenderTarget(currentRenderTarget);
153
+ const viewport = camera.viewport;
154
+ if (viewport !== void 0) {
155
+ renderer.state.viewport(viewport);
156
+ }
157
+ };
158
+ this.getRenderTarget = function() {
159
+ return renderTarget;
160
+ };
161
+ }
162
+ };
163
+ let ReflectorForSSRPass = _ReflectorForSSRPass;
164
+ __publicField(ReflectorForSSRPass, "ReflectorShader", {
165
+ defines: {
166
+ DISTANCE_ATTENUATION: true,
167
+ FRESNEL: true
168
+ },
169
+ uniforms: {
170
+ color: { value: null },
171
+ tDiffuse: { value: null },
172
+ tDepth: { value: null },
173
+ textureMatrix: { value: new THREE.Matrix4() },
174
+ maxDistance: { value: 180 },
175
+ opacity: { value: 0.5 },
176
+ fresnelCoe: { value: null },
177
+ virtualCameraNear: { value: null },
178
+ virtualCameraFar: { value: null },
179
+ virtualCameraProjectionMatrix: { value: new THREE.Matrix4() },
180
+ virtualCameraMatrixWorld: { value: new THREE.Matrix4() },
181
+ virtualCameraProjectionMatrixInverse: { value: new THREE.Matrix4() },
182
+ resolution: { value: new THREE.Vector2() }
183
+ },
184
+ vertexShader: (
185
+ /* glsl */
186
+ `
188
187
  uniform mat4 textureMatrix;
189
188
  varying vec4 vUv;
190
189
 
@@ -195,10 +194,10 @@ const ReflectorForSSRPass = /* @__PURE__ */ (() => {
195
194
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
196
195
 
197
196
  }`
198
- ),
199
- fragmentShader: (
200
- /* glsl */
201
- `
197
+ ),
198
+ fragmentShader: (
199
+ /* glsl */
200
+ `
202
201
  uniform vec3 color;
203
202
  uniform sampler2D tDiffuse;
204
203
  uniform sampler2D tDepth;
@@ -256,9 +255,7 @@ const ReflectorForSSRPass = /* @__PURE__ */ (() => {
256
255
  #endif
257
256
  }
258
257
  `
259
- )
260
- });
261
- return ReflectorForSSRPass2;
262
- })();
258
+ )
259
+ });
263
260
  exports.ReflectorForSSRPass = ReflectorForSSRPass;
264
261
  //# sourceMappingURL=ReflectorForSSRPass.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"ReflectorForSSRPass.cjs","sources":["../../src/objects/ReflectorForSSRPass.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n ShaderMaterial,\n UniformsUtils,\n Vector2,\n Vector3,\n WebGLRenderTarget,\n DepthTexture,\n UnsignedShortType,\n NearestFilter,\n Plane,\n HalfFloatType,\n} from 'three'\n\nconst ReflectorForSSRPass = /* @__PURE__ */ (() => {\n class ReflectorForSSRPass extends Mesh {\n static ReflectorShader = {\n defines: {\n DISTANCE_ATTENUATION: true,\n FRESNEL: true,\n },\n\n uniforms: {\n color: { value: null },\n tDiffuse: { value: null },\n tDepth: { value: null },\n textureMatrix: { value: new Matrix4() },\n maxDistance: { value: 180 },\n opacity: { value: 0.5 },\n fresnelCoe: { value: null },\n virtualCameraNear: { value: null },\n virtualCameraFar: { value: null },\n virtualCameraProjectionMatrix: { value: new Matrix4() },\n virtualCameraMatrixWorld: { value: new Matrix4() },\n virtualCameraProjectionMatrixInverse: { value: new Matrix4() },\n resolution: { value: new Vector2() },\n },\n\n vertexShader: /* glsl */ `\n\t\tuniform mat4 textureMatrix;\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tDepth;\n\t\tuniform float maxDistance;\n\t\tuniform float opacity;\n\t\tuniform float fresnelCoe;\n\t\tuniform float virtualCameraNear;\n\t\tuniform float virtualCameraFar;\n\t\tuniform mat4 virtualCameraProjectionMatrix;\n\t\tuniform mat4 virtualCameraProjectionMatrixInverse;\n\t\tuniform mat4 virtualCameraMatrixWorld;\n\t\tuniform vec2 resolution;\n\t\tvarying vec4 vUv;\n\t\t#include <packing>\n\t\tfloat blendOverlay( float base, float blend ) {\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\t\t}\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\treturn perspectiveDepthToViewZ( depth, virtualCameraNear, virtualCameraFar );\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( virtualCameraProjectionMatrixInverse * clipPosition ).xyz;//view\n\t\t}\n\t\tvoid main() {\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\t#ifdef useDepthTexture\n\t\t\t\tvec2 uv=(gl_FragCoord.xy-.5)/resolution.xy;\n\t\t\t\tuv.x=1.-uv.x;\n\t\t\t\tfloat depth = texture2DProj( tDepth, vUv ).r;\n\t\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\t\tfloat clipW = virtualCameraProjectionMatrix[2][3] * viewZ+virtualCameraProjectionMatrix[3][3];\n\t\t\t\tvec3 viewPosition=getViewPosition( uv, depth, clipW );\n\t\t\t\tvec3 worldPosition=(virtualCameraMatrixWorld*vec4(viewPosition,1)).xyz;\n\t\t\t\tif(worldPosition.y>maxDistance) discard;\n\t\t\t\tfloat op=opacity;\n\t\t\t\t#ifdef DISTANCE_ATTENUATION\n\t\t\t\t\tfloat ratio=1.-(worldPosition.y/maxDistance);\n\t\t\t\t\tfloat attenuation=ratio*ratio;\n\t\t\t\t\top=opacity*attenuation;\n\t\t\t\t#endif\n\t\t\t\t#ifdef FRESNEL\n\t\t\t\t\top*=fresnelCoe;\n\t\t\t\t#endif\n\t\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), op );\n\t\t\t#else\n\t\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\t\t\t#endif\n\t\t}\n\t`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isReflectorForSSRPass = true\n\n this.type = 'ReflectorForSSRPass'\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || ReflectorForSSRPass.ReflectorShader\n const useDepthTexture = options.useDepthTexture === true\n const yAxis = new Vector3(0, 1, 0)\n const vecTemp0 = new Vector3()\n const vecTemp1 = new Vector3()\n\n //\n\n scope.needsUpdate = false\n scope.maxDistance = ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value\n scope.opacity = ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value\n scope.color = color\n scope.resolution = options.resolution || new Vector2(window.innerWidth, window.innerHeight)\n\n scope._distanceAttenuation = ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION\n Object.defineProperty(scope, 'distanceAttenuation', {\n get() {\n return scope._distanceAttenuation\n },\n set(val) {\n if (scope._distanceAttenuation === val) return\n scope._distanceAttenuation = val\n scope.material.defines.DISTANCE_ATTENUATION = val\n scope.material.needsUpdate = true\n },\n })\n\n scope._fresnel = ReflectorForSSRPass.ReflectorShader.defines.FRESNEL\n Object.defineProperty(scope, 'fresnel', {\n get() {\n return scope._fresnel\n },\n set(val) {\n if (scope._fresnel === val) return\n scope._fresnel = val\n scope.material.defines.FRESNEL = val\n scope.material.needsUpdate = true\n },\n })\n\n const normal = new Vector3()\n const reflectorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n\n const view = new Vector3()\n const target = new Vector3()\n\n const textureMatrix = new Matrix4()\n const virtualCamera = new PerspectiveCamera()\n\n let depthTexture\n\n if (useDepthTexture) {\n depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n depthTexture.minFilter = NearestFilter\n depthTexture.magFilter = NearestFilter\n }\n\n const parameters = {\n depthTexture: useDepthTexture ? depthTexture : null,\n type: HalfFloatType,\n }\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, parameters)\n\n const material = new ShaderMaterial({\n transparent: useDepthTexture,\n defines: Object.assign({}, ReflectorForSSRPass.ReflectorShader.defines, {\n useDepthTexture,\n }),\n uniforms: UniformsUtils.clone(shader.uniforms),\n fragmentShader: shader.fragmentShader,\n vertexShader: shader.vertexShader,\n })\n\n material.uniforms['tDiffuse'].value = renderTarget.texture\n material.uniforms['color'].value = scope.color\n material.uniforms['textureMatrix'].value = textureMatrix\n if (useDepthTexture) {\n material.uniforms['tDepth'].value = renderTarget.depthTexture\n }\n\n this.material = material\n\n const globalPlane = new Plane(new Vector3(0, 1, 0), clipBias)\n const globalPlanes = [globalPlane]\n\n this.doRender = function (renderer, scene, camera) {\n material.uniforms['maxDistance'].value = scope.maxDistance\n material.uniforms['color'].value = scope.color\n material.uniforms['opacity'].value = scope.opacity\n\n vecTemp0.copy(camera.position).normalize()\n vecTemp1.copy(vecTemp0).reflect(yAxis)\n material.uniforms['fresnelCoe'].value = (vecTemp0.dot(vecTemp1) + 1) / 2 // TODO: Also need to use glsl viewPosition and viewNormal per pixel.\n\n reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n view.subVectors(reflectorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when reflector is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(reflectorWorldPosition)\n\n rotationMatrix.extractRotation(camera.matrixWorld)\n\n lookAtPosition.set(0, 0, -1)\n lookAtPosition.applyMatrix4(rotationMatrix)\n lookAtPosition.add(cameraWorldPosition)\n\n target.subVectors(reflectorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(reflectorWorldPosition)\n\n virtualCamera.position.copy(view)\n virtualCamera.up.set(0, 1, 0)\n virtualCamera.up.applyMatrix4(rotationMatrix)\n virtualCamera.up.reflect(normal)\n virtualCamera.lookAt(target)\n\n virtualCamera.far = camera.far // Used in WebGLBackground\n\n virtualCamera.updateMatrixWorld()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n\n material.uniforms['virtualCameraNear'].value = camera.near\n material.uniforms['virtualCameraFar'].value = camera.far\n material.uniforms['virtualCameraMatrixWorld'].value = virtualCamera.matrixWorld\n material.uniforms['virtualCameraProjectionMatrix'].value = camera.projectionMatrix\n material.uniforms['virtualCameraProjectionMatrixInverse'].value = camera.projectionMatrixInverse\n material.uniforms['resolution'].value = scope.resolution\n\n // Update the texture matrix\n textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0)\n textureMatrix.multiply(virtualCamera.projectionMatrix)\n textureMatrix.multiply(virtualCamera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n\n // scope.visible = false;\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentClippingPlanes = renderer.clippingPlanes\n\n renderer.xr.enabled = false // Avoid camera modification\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\n renderer.clippingPlanes = globalPlanes\n\n renderer.setRenderTarget(renderTarget)\n\n renderer.state.buffers.depth.setMask(true) // make sure the depth buffer is writable so it can be properly cleared, see #18897\n\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, 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+ {"version":3,"file":"ReflectorForSSRPass.cjs","sources":["../../src/objects/ReflectorForSSRPass.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n ShaderMaterial,\n UniformsUtils,\n Vector2,\n Vector3,\n WebGLRenderTarget,\n DepthTexture,\n UnsignedShortType,\n NearestFilter,\n Plane,\n HalfFloatType,\n} from 'three'\n\nclass ReflectorForSSRPass extends Mesh {\n static ReflectorShader = {\n defines: {\n DISTANCE_ATTENUATION: true,\n FRESNEL: true,\n },\n\n uniforms: {\n color: { value: null },\n tDiffuse: { value: null },\n tDepth: { value: null },\n textureMatrix: { value: new Matrix4() },\n maxDistance: { value: 180 },\n opacity: { value: 0.5 },\n fresnelCoe: { value: null },\n virtualCameraNear: { value: null },\n virtualCameraFar: { value: null },\n virtualCameraProjectionMatrix: { value: new Matrix4() },\n virtualCameraMatrixWorld: { value: new Matrix4() },\n virtualCameraProjectionMatrixInverse: { value: new Matrix4() },\n resolution: { value: new Vector2() },\n },\n\n vertexShader: /* glsl */ `\n\t\tuniform mat4 textureMatrix;\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tDepth;\n\t\tuniform float maxDistance;\n\t\tuniform float opacity;\n\t\tuniform float fresnelCoe;\n\t\tuniform float virtualCameraNear;\n\t\tuniform float virtualCameraFar;\n\t\tuniform mat4 virtualCameraProjectionMatrix;\n\t\tuniform mat4 virtualCameraProjectionMatrixInverse;\n\t\tuniform mat4 virtualCameraMatrixWorld;\n\t\tuniform vec2 resolution;\n\t\tvarying vec4 vUv;\n\t\t#include <packing>\n\t\tfloat blendOverlay( float base, float blend ) {\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\t\t}\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\treturn perspectiveDepthToViewZ( depth, virtualCameraNear, virtualCameraFar );\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( virtualCameraProjectionMatrixInverse * clipPosition ).xyz;//view\n\t\t}\n\t\tvoid main() {\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\t#ifdef useDepthTexture\n\t\t\t\tvec2 uv=(gl_FragCoord.xy-.5)/resolution.xy;\n\t\t\t\tuv.x=1.-uv.x;\n\t\t\t\tfloat depth = texture2DProj( tDepth, vUv ).r;\n\t\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\t\tfloat clipW = virtualCameraProjectionMatrix[2][3] * viewZ+virtualCameraProjectionMatrix[3][3];\n\t\t\t\tvec3 viewPosition=getViewPosition( uv, depth, clipW );\n\t\t\t\tvec3 worldPosition=(virtualCameraMatrixWorld*vec4(viewPosition,1)).xyz;\n\t\t\t\tif(worldPosition.y>maxDistance) discard;\n\t\t\t\tfloat op=opacity;\n\t\t\t\t#ifdef DISTANCE_ATTENUATION\n\t\t\t\t\tfloat ratio=1.-(worldPosition.y/maxDistance);\n\t\t\t\t\tfloat attenuation=ratio*ratio;\n\t\t\t\t\top=opacity*attenuation;\n\t\t\t\t#endif\n\t\t\t\t#ifdef FRESNEL\n\t\t\t\t\top*=fresnelCoe;\n\t\t\t\t#endif\n\t\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), op );\n\t\t\t#else\n\t\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\t\t\t#endif\n\t\t}\n\t`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isReflectorForSSRPass = true\n\n this.type = 'ReflectorForSSRPass'\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || ReflectorForSSRPass.ReflectorShader\n const useDepthTexture = options.useDepthTexture === true\n const yAxis = new Vector3(0, 1, 0)\n const vecTemp0 = new Vector3()\n const vecTemp1 = new Vector3()\n\n //\n\n scope.needsUpdate = false\n scope.maxDistance = ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value\n scope.opacity = ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value\n scope.color = color\n scope.resolution = options.resolution || new Vector2(window.innerWidth, window.innerHeight)\n\n scope._distanceAttenuation = ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION\n Object.defineProperty(scope, 'distanceAttenuation', {\n get() {\n return scope._distanceAttenuation\n },\n set(val) {\n if (scope._distanceAttenuation === val) return\n scope._distanceAttenuation = val\n scope.material.defines.DISTANCE_ATTENUATION = val\n scope.material.needsUpdate = true\n },\n })\n\n scope._fresnel = ReflectorForSSRPass.ReflectorShader.defines.FRESNEL\n Object.defineProperty(scope, 'fresnel', {\n get() {\n return scope._fresnel\n },\n set(val) {\n if (scope._fresnel === val) return\n scope._fresnel = val\n scope.material.defines.FRESNEL = val\n scope.material.needsUpdate = true\n },\n })\n\n const normal = new Vector3()\n const reflectorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n\n const view = new Vector3()\n const target = new Vector3()\n\n const textureMatrix = new Matrix4()\n const virtualCamera = new PerspectiveCamera()\n\n let depthTexture\n\n if (useDepthTexture) {\n depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n depthTexture.minFilter = NearestFilter\n depthTexture.magFilter = NearestFilter\n }\n\n const parameters = {\n depthTexture: useDepthTexture ? depthTexture : null,\n type: HalfFloatType,\n }\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, parameters)\n\n const material = new ShaderMaterial({\n transparent: useDepthTexture,\n defines: Object.assign({}, ReflectorForSSRPass.ReflectorShader.defines, {\n useDepthTexture,\n }),\n uniforms: UniformsUtils.clone(shader.uniforms),\n fragmentShader: shader.fragmentShader,\n vertexShader: shader.vertexShader,\n })\n\n material.uniforms['tDiffuse'].value = renderTarget.texture\n material.uniforms['color'].value = scope.color\n material.uniforms['textureMatrix'].value = textureMatrix\n if (useDepthTexture) {\n material.uniforms['tDepth'].value = renderTarget.depthTexture\n }\n\n this.material = material\n\n const globalPlane = new Plane(new Vector3(0, 1, 0), clipBias)\n const globalPlanes = [globalPlane]\n\n this.doRender = function (renderer, scene, camera) {\n material.uniforms['maxDistance'].value = scope.maxDistance\n material.uniforms['color'].value = scope.color\n material.uniforms['opacity'].value = scope.opacity\n\n vecTemp0.copy(camera.position).normalize()\n vecTemp1.copy(vecTemp0).reflect(yAxis)\n material.uniforms['fresnelCoe'].value = (vecTemp0.dot(vecTemp1) + 1) / 2 // TODO: Also need to use glsl viewPosition and viewNormal per pixel.\n\n reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n view.subVectors(reflectorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when reflector is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(reflectorWorldPosition)\n\n rotationMatrix.extractRotation(camera.matrixWorld)\n\n lookAtPosition.set(0, 0, -1)\n lookAtPosition.applyMatrix4(rotationMatrix)\n lookAtPosition.add(cameraWorldPosition)\n\n target.subVectors(reflectorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(reflectorWorldPosition)\n\n virtualCamera.position.copy(view)\n virtualCamera.up.set(0, 1, 0)\n virtualCamera.up.applyMatrix4(rotationMatrix)\n virtualCamera.up.reflect(normal)\n virtualCamera.lookAt(target)\n\n virtualCamera.far = camera.far // Used in WebGLBackground\n\n virtualCamera.updateMatrixWorld()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n\n material.uniforms['virtualCameraNear'].value = camera.near\n material.uniforms['virtualCameraFar'].value = camera.far\n material.uniforms['virtualCameraMatrixWorld'].value = virtualCamera.matrixWorld\n material.uniforms['virtualCameraProjectionMatrix'].value = camera.projectionMatrix\n material.uniforms['virtualCameraProjectionMatrixInverse'].value = camera.projectionMatrixInverse\n material.uniforms['resolution'].value = scope.resolution\n\n // Update the texture matrix\n textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0)\n textureMatrix.multiply(virtualCamera.projectionMatrix)\n textureMatrix.multiply(virtualCamera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n\n // scope.visible = false;\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentClippingPlanes = renderer.clippingPlanes\n\n renderer.xr.enabled = false // Avoid camera modification\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\n renderer.clippingPlanes = globalPlanes\n\n renderer.setRenderTarget(renderTarget)\n\n renderer.state.buffers.depth.setMask(true) // make sure the depth buffer is writable so it can be properly cleared, see #18897\n\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.clippingPlanes = currentClippingPlanes\n\n renderer.setRenderTarget(currentRenderTarget)\n\n // Restore viewport\n\n const viewport = camera.viewport\n\n if (viewport !== undefined) {\n renderer.state.viewport(viewport)\n }\n\n // scope.visible = true;\n }\n\n this.getRenderTarget = function () {\n return renderTarget\n }\n }\n}\n\nexport { ReflectorForSSRPass 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