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
@@ -5,184 +5,183 @@ var __publicField = (obj, key, value) => {
5
5
  return value;
6
6
  };
7
7
  import { Mesh, Matrix4, Vector2, Color, Vector3, PerspectiveCamera, DepthTexture, UnsignedShortType, NearestFilter, WebGLRenderTarget, ShaderMaterial, UniformsUtils, Plane, HalfFloatType } from "three";
8
- const ReflectorForSSRPass = /* @__PURE__ */ (() => {
9
- const _ReflectorForSSRPass = class extends Mesh {
10
- constructor(geometry, options = {}) {
11
- super(geometry);
12
- this.isReflectorForSSRPass = true;
13
- this.type = "ReflectorForSSRPass";
14
- const scope = this;
15
- const color = options.color !== void 0 ? new Color(options.color) : new Color(8355711);
16
- const textureWidth = options.textureWidth || 512;
17
- const textureHeight = options.textureHeight || 512;
18
- const clipBias = options.clipBias || 0;
19
- const shader = options.shader || _ReflectorForSSRPass.ReflectorShader;
20
- const useDepthTexture = options.useDepthTexture === true;
21
- const yAxis = new Vector3(0, 1, 0);
22
- const vecTemp0 = new Vector3();
23
- const vecTemp1 = new Vector3();
24
- scope.needsUpdate = false;
25
- scope.maxDistance = _ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
26
- scope.opacity = _ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
27
- scope.color = color;
28
- scope.resolution = options.resolution || new Vector2(window.innerWidth, window.innerHeight);
29
- scope._distanceAttenuation = _ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;
30
- Object.defineProperty(scope, "distanceAttenuation", {
31
- get() {
32
- return scope._distanceAttenuation;
33
- },
34
- set(val) {
35
- if (scope._distanceAttenuation === val)
36
- return;
37
- scope._distanceAttenuation = val;
38
- scope.material.defines.DISTANCE_ATTENUATION = val;
39
- scope.material.needsUpdate = true;
40
- }
41
- });
42
- scope._fresnel = _ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;
43
- Object.defineProperty(scope, "fresnel", {
44
- get() {
45
- return scope._fresnel;
46
- },
47
- set(val) {
48
- if (scope._fresnel === val)
49
- return;
50
- scope._fresnel = val;
51
- scope.material.defines.FRESNEL = val;
52
- scope.material.needsUpdate = true;
53
- }
54
- });
55
- const normal = new Vector3();
56
- const reflectorWorldPosition = new Vector3();
57
- const cameraWorldPosition = new Vector3();
58
- const rotationMatrix = new Matrix4();
59
- const lookAtPosition = new Vector3(0, 0, -1);
60
- const view = new Vector3();
61
- const target = new Vector3();
62
- const textureMatrix = new Matrix4();
63
- const virtualCamera = new PerspectiveCamera();
64
- let depthTexture;
65
- if (useDepthTexture) {
66
- depthTexture = new DepthTexture();
67
- depthTexture.type = UnsignedShortType;
68
- depthTexture.minFilter = NearestFilter;
69
- depthTexture.magFilter = NearestFilter;
70
- }
71
- const parameters = {
72
- depthTexture: useDepthTexture ? depthTexture : null,
73
- type: HalfFloatType
74
- };
75
- const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, parameters);
76
- const material = new ShaderMaterial({
77
- transparent: useDepthTexture,
78
- defines: Object.assign({}, _ReflectorForSSRPass.ReflectorShader.defines, {
79
- useDepthTexture
80
- }),
81
- uniforms: UniformsUtils.clone(shader.uniforms),
82
- fragmentShader: shader.fragmentShader,
83
- vertexShader: shader.vertexShader
84
- });
85
- material.uniforms["tDiffuse"].value = renderTarget.texture;
86
- material.uniforms["color"].value = scope.color;
87
- material.uniforms["textureMatrix"].value = textureMatrix;
88
- if (useDepthTexture) {
89
- material.uniforms["tDepth"].value = renderTarget.depthTexture;
8
+ const _ReflectorForSSRPass = class extends Mesh {
9
+ constructor(geometry, options = {}) {
10
+ super(geometry);
11
+ this.isReflectorForSSRPass = true;
12
+ this.type = "ReflectorForSSRPass";
13
+ const scope = this;
14
+ const color = options.color !== void 0 ? new Color(options.color) : new Color(8355711);
15
+ const textureWidth = options.textureWidth || 512;
16
+ const textureHeight = options.textureHeight || 512;
17
+ const clipBias = options.clipBias || 0;
18
+ const shader = options.shader || _ReflectorForSSRPass.ReflectorShader;
19
+ const useDepthTexture = options.useDepthTexture === true;
20
+ const yAxis = new Vector3(0, 1, 0);
21
+ const vecTemp0 = new Vector3();
22
+ const vecTemp1 = new Vector3();
23
+ scope.needsUpdate = false;
24
+ scope.maxDistance = _ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
25
+ scope.opacity = _ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
26
+ scope.color = color;
27
+ scope.resolution = options.resolution || new Vector2(window.innerWidth, window.innerHeight);
28
+ scope._distanceAttenuation = _ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;
29
+ Object.defineProperty(scope, "distanceAttenuation", {
30
+ get() {
31
+ return scope._distanceAttenuation;
32
+ },
33
+ set(val) {
34
+ if (scope._distanceAttenuation === val)
35
+ return;
36
+ scope._distanceAttenuation = val;
37
+ scope.material.defines.DISTANCE_ATTENUATION = val;
38
+ scope.material.needsUpdate = true;
90
39
  }
91
- this.material = material;
92
- const globalPlane = new Plane(new Vector3(0, 1, 0), clipBias);
93
- const globalPlanes = [globalPlane];
94
- this.doRender = function(renderer, scene, camera) {
95
- material.uniforms["maxDistance"].value = scope.maxDistance;
96
- material.uniforms["color"].value = scope.color;
97
- material.uniforms["opacity"].value = scope.opacity;
98
- vecTemp0.copy(camera.position).normalize();
99
- vecTemp1.copy(vecTemp0).reflect(yAxis);
100
- material.uniforms["fresnelCoe"].value = (vecTemp0.dot(vecTemp1) + 1) / 2;
101
- reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
102
- cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
103
- rotationMatrix.extractRotation(scope.matrixWorld);
104
- normal.set(0, 0, 1);
105
- normal.applyMatrix4(rotationMatrix);
106
- view.subVectors(reflectorWorldPosition, cameraWorldPosition);
107
- if (view.dot(normal) > 0)
40
+ });
41
+ scope._fresnel = _ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;
42
+ Object.defineProperty(scope, "fresnel", {
43
+ get() {
44
+ return scope._fresnel;
45
+ },
46
+ set(val) {
47
+ if (scope._fresnel === val)
108
48
  return;
109
- view.reflect(normal).negate();
110
- view.add(reflectorWorldPosition);
111
- rotationMatrix.extractRotation(camera.matrixWorld);
112
- lookAtPosition.set(0, 0, -1);
113
- lookAtPosition.applyMatrix4(rotationMatrix);
114
- lookAtPosition.add(cameraWorldPosition);
115
- target.subVectors(reflectorWorldPosition, lookAtPosition);
116
- target.reflect(normal).negate();
117
- target.add(reflectorWorldPosition);
118
- virtualCamera.position.copy(view);
119
- virtualCamera.up.set(0, 1, 0);
120
- virtualCamera.up.applyMatrix4(rotationMatrix);
121
- virtualCamera.up.reflect(normal);
122
- virtualCamera.lookAt(target);
123
- virtualCamera.far = camera.far;
124
- virtualCamera.updateMatrixWorld();
125
- virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
126
- material.uniforms["virtualCameraNear"].value = camera.near;
127
- material.uniforms["virtualCameraFar"].value = camera.far;
128
- material.uniforms["virtualCameraMatrixWorld"].value = virtualCamera.matrixWorld;
129
- material.uniforms["virtualCameraProjectionMatrix"].value = camera.projectionMatrix;
130
- material.uniforms["virtualCameraProjectionMatrixInverse"].value = camera.projectionMatrixInverse;
131
- material.uniforms["resolution"].value = scope.resolution;
132
- textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
133
- textureMatrix.multiply(virtualCamera.projectionMatrix);
134
- textureMatrix.multiply(virtualCamera.matrixWorldInverse);
135
- textureMatrix.multiply(scope.matrixWorld);
136
- const currentRenderTarget = renderer.getRenderTarget();
137
- const currentXrEnabled = renderer.xr.enabled;
138
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
139
- const currentClippingPlanes = renderer.clippingPlanes;
140
- renderer.xr.enabled = false;
141
- renderer.shadowMap.autoUpdate = false;
142
- renderer.clippingPlanes = globalPlanes;
143
- renderer.setRenderTarget(renderTarget);
144
- renderer.state.buffers.depth.setMask(true);
145
- if (renderer.autoClear === false)
146
- renderer.clear();
147
- renderer.render(scene, virtualCamera);
148
- renderer.xr.enabled = currentXrEnabled;
149
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
150
- renderer.clippingPlanes = currentClippingPlanes;
151
- renderer.setRenderTarget(currentRenderTarget);
152
- const viewport = camera.viewport;
153
- if (viewport !== void 0) {
154
- renderer.state.viewport(viewport);
155
- }
156
- };
157
- this.getRenderTarget = function() {
158
- return renderTarget;
159
- };
49
+ scope._fresnel = val;
50
+ scope.material.defines.FRESNEL = val;
51
+ scope.material.needsUpdate = true;
52
+ }
53
+ });
54
+ const normal = new Vector3();
55
+ const reflectorWorldPosition = new Vector3();
56
+ const cameraWorldPosition = new Vector3();
57
+ const rotationMatrix = new Matrix4();
58
+ const lookAtPosition = new Vector3(0, 0, -1);
59
+ const view = new Vector3();
60
+ const target = new Vector3();
61
+ const textureMatrix = new Matrix4();
62
+ const virtualCamera = new PerspectiveCamera();
63
+ let depthTexture;
64
+ if (useDepthTexture) {
65
+ depthTexture = new DepthTexture();
66
+ depthTexture.type = UnsignedShortType;
67
+ depthTexture.minFilter = NearestFilter;
68
+ depthTexture.magFilter = NearestFilter;
160
69
  }
161
- };
162
- let ReflectorForSSRPass2 = _ReflectorForSSRPass;
163
- __publicField(ReflectorForSSRPass2, "ReflectorShader", {
164
- defines: {
165
- DISTANCE_ATTENUATION: true,
166
- FRESNEL: true
167
- },
168
- uniforms: {
169
- color: { value: null },
170
- tDiffuse: { value: null },
171
- tDepth: { value: null },
172
- textureMatrix: { value: new Matrix4() },
173
- maxDistance: { value: 180 },
174
- opacity: { value: 0.5 },
175
- fresnelCoe: { value: null },
176
- virtualCameraNear: { value: null },
177
- virtualCameraFar: { value: null },
178
- virtualCameraProjectionMatrix: { value: new Matrix4() },
179
- virtualCameraMatrixWorld: { value: new Matrix4() },
180
- virtualCameraProjectionMatrixInverse: { value: new Matrix4() },
181
- resolution: { value: new Vector2() }
182
- },
183
- vertexShader: (
184
- /* glsl */
185
- `
70
+ const parameters = {
71
+ depthTexture: useDepthTexture ? depthTexture : null,
72
+ type: HalfFloatType
73
+ };
74
+ const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, parameters);
75
+ const material = new ShaderMaterial({
76
+ transparent: useDepthTexture,
77
+ defines: Object.assign({}, _ReflectorForSSRPass.ReflectorShader.defines, {
78
+ useDepthTexture
79
+ }),
80
+ uniforms: UniformsUtils.clone(shader.uniforms),
81
+ fragmentShader: shader.fragmentShader,
82
+ vertexShader: shader.vertexShader
83
+ });
84
+ material.uniforms["tDiffuse"].value = renderTarget.texture;
85
+ material.uniforms["color"].value = scope.color;
86
+ material.uniforms["textureMatrix"].value = textureMatrix;
87
+ if (useDepthTexture) {
88
+ material.uniforms["tDepth"].value = renderTarget.depthTexture;
89
+ }
90
+ this.material = material;
91
+ const globalPlane = new Plane(new Vector3(0, 1, 0), clipBias);
92
+ const globalPlanes = [globalPlane];
93
+ this.doRender = function(renderer, scene, camera) {
94
+ material.uniforms["maxDistance"].value = scope.maxDistance;
95
+ material.uniforms["color"].value = scope.color;
96
+ material.uniforms["opacity"].value = scope.opacity;
97
+ vecTemp0.copy(camera.position).normalize();
98
+ vecTemp1.copy(vecTemp0).reflect(yAxis);
99
+ material.uniforms["fresnelCoe"].value = (vecTemp0.dot(vecTemp1) + 1) / 2;
100
+ reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
101
+ cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
102
+ rotationMatrix.extractRotation(scope.matrixWorld);
103
+ normal.set(0, 0, 1);
104
+ normal.applyMatrix4(rotationMatrix);
105
+ view.subVectors(reflectorWorldPosition, cameraWorldPosition);
106
+ if (view.dot(normal) > 0)
107
+ return;
108
+ view.reflect(normal).negate();
109
+ view.add(reflectorWorldPosition);
110
+ rotationMatrix.extractRotation(camera.matrixWorld);
111
+ lookAtPosition.set(0, 0, -1);
112
+ lookAtPosition.applyMatrix4(rotationMatrix);
113
+ lookAtPosition.add(cameraWorldPosition);
114
+ target.subVectors(reflectorWorldPosition, lookAtPosition);
115
+ target.reflect(normal).negate();
116
+ target.add(reflectorWorldPosition);
117
+ virtualCamera.position.copy(view);
118
+ virtualCamera.up.set(0, 1, 0);
119
+ virtualCamera.up.applyMatrix4(rotationMatrix);
120
+ virtualCamera.up.reflect(normal);
121
+ virtualCamera.lookAt(target);
122
+ virtualCamera.far = camera.far;
123
+ virtualCamera.updateMatrixWorld();
124
+ virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
125
+ material.uniforms["virtualCameraNear"].value = camera.near;
126
+ material.uniforms["virtualCameraFar"].value = camera.far;
127
+ material.uniforms["virtualCameraMatrixWorld"].value = virtualCamera.matrixWorld;
128
+ material.uniforms["virtualCameraProjectionMatrix"].value = camera.projectionMatrix;
129
+ material.uniforms["virtualCameraProjectionMatrixInverse"].value = camera.projectionMatrixInverse;
130
+ material.uniforms["resolution"].value = scope.resolution;
131
+ textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
132
+ textureMatrix.multiply(virtualCamera.projectionMatrix);
133
+ textureMatrix.multiply(virtualCamera.matrixWorldInverse);
134
+ textureMatrix.multiply(scope.matrixWorld);
135
+ const currentRenderTarget = renderer.getRenderTarget();
136
+ const currentXrEnabled = renderer.xr.enabled;
137
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
138
+ const currentClippingPlanes = renderer.clippingPlanes;
139
+ renderer.xr.enabled = false;
140
+ renderer.shadowMap.autoUpdate = false;
141
+ renderer.clippingPlanes = globalPlanes;
142
+ renderer.setRenderTarget(renderTarget);
143
+ renderer.state.buffers.depth.setMask(true);
144
+ if (renderer.autoClear === false)
145
+ renderer.clear();
146
+ renderer.render(scene, virtualCamera);
147
+ renderer.xr.enabled = currentXrEnabled;
148
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
149
+ renderer.clippingPlanes = currentClippingPlanes;
150
+ renderer.setRenderTarget(currentRenderTarget);
151
+ const viewport = camera.viewport;
152
+ if (viewport !== void 0) {
153
+ renderer.state.viewport(viewport);
154
+ }
155
+ };
156
+ this.getRenderTarget = function() {
157
+ return renderTarget;
158
+ };
159
+ }
160
+ };
161
+ let ReflectorForSSRPass = _ReflectorForSSRPass;
162
+ __publicField(ReflectorForSSRPass, "ReflectorShader", {
163
+ defines: {
164
+ DISTANCE_ATTENUATION: true,
165
+ FRESNEL: true
166
+ },
167
+ uniforms: {
168
+ color: { value: null },
169
+ tDiffuse: { value: null },
170
+ tDepth: { value: null },
171
+ textureMatrix: { value: new Matrix4() },
172
+ maxDistance: { value: 180 },
173
+ opacity: { value: 0.5 },
174
+ fresnelCoe: { value: null },
175
+ virtualCameraNear: { value: null },
176
+ virtualCameraFar: { value: null },
177
+ virtualCameraProjectionMatrix: { value: new Matrix4() },
178
+ virtualCameraMatrixWorld: { value: new Matrix4() },
179
+ virtualCameraProjectionMatrixInverse: { value: new Matrix4() },
180
+ resolution: { value: new Vector2() }
181
+ },
182
+ vertexShader: (
183
+ /* glsl */
184
+ `
186
185
  uniform mat4 textureMatrix;
187
186
  varying vec4 vUv;
188
187
 
@@ -193,10 +192,10 @@ const ReflectorForSSRPass = /* @__PURE__ */ (() => {
193
192
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
194
193
 
195
194
  }`
196
- ),
197
- fragmentShader: (
198
- /* glsl */
199
- `
195
+ ),
196
+ fragmentShader: (
197
+ /* glsl */
198
+ `
200
199
  uniform vec3 color;
201
200
  uniform sampler2D tDiffuse;
202
201
  uniform sampler2D tDepth;
@@ -254,10 +253,8 @@ const ReflectorForSSRPass = /* @__PURE__ */ (() => {
254
253
  #endif
255
254
  }
256
255
  `
257
- )
258
- });
259
- return ReflectorForSSRPass2;
260
- })();
256
+ )
257
+ });
261
258
  export {
262
259
  ReflectorForSSRPass
263
260
  };
@@ -1 +1 @@
1
- {"version":3,"file":"ReflectorForSSRPass.js","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, 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\n return ReflectorForSSRPass\n})()\n\nexport { ReflectorForSSRPass 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+ {"version":3,"file":"ReflectorForSSRPass.js","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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