three-stdlib 2.35.4 → 2.35.5
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- package/_polyfill/CapsuleGeometry.cjs +17 -20
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +17 -20
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +715 -722
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +716 -723
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +1 -2
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +2 -3
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +1 -2
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +2 -3
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +1 -2
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +2 -3
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +122 -133
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +21 -23
- package/exporters/DRACOExporter.js +122 -133
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +167 -170
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +167 -170
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +515 -524
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +515 -524
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +1 -2
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +2 -3
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +435 -441
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +435 -441
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +1 -2
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +2 -3
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +374 -377
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +374 -377
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +4 -5
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +5 -6
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +43 -46
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +43 -46
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1688 -1694
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1688 -1694
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +50 -53
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +50 -53
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +268 -271
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +269 -272
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +1 -2
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +2 -3
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +206 -209
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +206 -209
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +146 -154
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +146 -154
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +180 -183
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +180 -183
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +161 -164
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +161 -164
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +32 -35
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +6 -100
- package/objects/Sky.js +32 -35
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +1 -2
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +2 -3
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +140 -143
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +140 -143
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +264 -267
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +264 -267
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +250 -253
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +250 -253
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +376 -379
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +376 -379
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +202 -205
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +202 -205
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +46 -71
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +22 -41
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +22 -41
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +6 -20
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +6 -20
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +26 -46
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +26 -46
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +19 -33
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +19 -33
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +90 -117
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +90 -117
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +232 -333
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +232 -333
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +22 -38
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +22 -38
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +21 -35
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +21 -35
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +19 -34
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +19 -34
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +24 -43
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +24 -43
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +16 -30
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +16 -30
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +21 -38
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +21 -38
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +69 -98
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +69 -98
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +59 -70
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +59 -70
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +28 -49
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +28 -49
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1089 -1098
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1089 -1098
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +29 -57
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +29 -57
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +43 -70
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +43 -70
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +53 -74
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +53 -74
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +35 -55
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +35 -55
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +19 -33
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +19 -33
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +116 -193
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +116 -193
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +192 -270
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +192 -270
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +27 -43
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +27 -43
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +31 -47
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +31 -47
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +24 -37
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +24 -37
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +24 -43
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +24 -43
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +17 -34
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +17 -34
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +26 -39
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +26 -39
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +21 -36
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +21 -36
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +97 -147
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +97 -147
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +18 -31
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +18 -31
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +20 -33
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +20 -33
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +117 -154
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +117 -154
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +270 -358
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +270 -358
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +142 -236
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +142 -236
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +20 -36
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +20 -36
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +37 -64
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +37 -64
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +16 -29
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +16 -29
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +35 -55
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +35 -55
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +165 -275
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +165 -275
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +27 -50
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +27 -50
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +17 -32
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +17 -32
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +27 -43
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +27 -43
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +27 -43
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +27 -43
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +213 -264
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +213 -264
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +35 -63
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +35 -63
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +1 -2
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +2 -3
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +106 -109
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +3 -4
- package/webxr/ARButton.js +106 -109
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +95 -98
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +5 -6
- package/webxr/VRButton.js +95 -98
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/objects/Sky.d.ts
CHANGED
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import { ShaderMaterial, Vector3 } from 'three';
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import { Mesh, ShaderMaterial, Vector3 } from 'three';
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/**
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* Based on "A Practical Analytic Model for Daylight"
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* aka The Preetham Model, the de facto standard analytic skydome model
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*
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* Three.js integration by zz85 http://twitter.com/blurspline
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*/
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declare
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material: import("three").Material | import("three").Material[];
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morphTargetInfluences?: number[] | undefined;
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morphTargetDictionary?: {
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[key: string]: number;
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} | undefined;
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readonly isMesh: true;
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type: string;
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updateMorphTargets(): void;
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raycast(raycaster: import("three").Raycaster, intersects: import("three").Intersection[]): void;
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id: number;
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uuid: string;
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name: string;
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parent: import("three").Object3D | null;
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children: import("three").Object3D[];
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up: Vector3;
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readonly position: Vector3;
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readonly rotation: import("three").Euler;
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readonly quaternion: import("three").Quaternion;
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readonly scale: Vector3;
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readonly modelViewMatrix: import("three").Matrix4;
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readonly normalMatrix: import("three").Matrix3;
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matrix: import("three").Matrix4;
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matrixWorld: import("three").Matrix4;
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matrixAutoUpdate: boolean;
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matrixWorldNeedsUpdate: boolean;
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layers: import("three").Layers;
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visible: boolean;
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castShadow: boolean;
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receiveShadow: boolean;
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frustumCulled: boolean;
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renderOrder: number;
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animations: import("three").AnimationClip[];
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userData: {
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[key: string]: any;
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};
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customDepthMaterial: import("three").Material;
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customDistanceMaterial: import("three").Material;
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readonly isObject3D: true;
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onBeforeRender: (renderer: import("three").WebGLRenderer, scene: import("three").Scene, camera: import("three").Camera, geometry: import("three").BufferGeometry, material: import("three").Material, group: import("three").Group) => void;
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onAfterRender: (renderer: import("three").WebGLRenderer, scene: import("three").Scene, camera: import("three").Camera, geometry: import("three").BufferGeometry, material: import("three").Material, group: import("three").Group) => void;
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applyMatrix4(matrix: import("three").Matrix4): void;
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applyQuaternion(quaternion: import("three").Quaternion): any;
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setRotationFromAxisAngle(axis: Vector3, angle: number): void;
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setRotationFromEuler(euler: import("three").Euler): void;
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setRotationFromMatrix(m: import("three").Matrix4): void;
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setRotationFromQuaternion(q: import("three").Quaternion): void;
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rotateOnAxis(axis: Vector3, angle: number): any;
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rotateOnWorldAxis(axis: Vector3, angle: number): any;
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rotateX(angle: number): any;
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rotateY(angle: number): any;
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rotateZ(angle: number): any;
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translateOnAxis(axis: Vector3, distance: number): any;
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translateX(distance: number): any;
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translateY(distance: number): any;
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translateZ(distance: number): any;
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localToWorld(vector: Vector3): Vector3;
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worldToLocal(vector: Vector3): Vector3;
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lookAt(vector: number | Vector3, y?: number | undefined, z?: number | undefined): void;
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add(...object: import("three").Object3D[]): any;
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remove(...object: import("three").Object3D[]): any;
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clear(): any;
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attach(object: import("three").Object3D): any;
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getObjectById(id: number): import("three").Object3D | undefined;
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getObjectByName(name: string): import("three").Object3D | undefined;
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getObjectByProperty(name: string, value: string): import("three").Object3D | undefined;
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getWorldPosition(target: Vector3): Vector3;
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getWorldQuaternion(target: import("three").Quaternion): import("three").Quaternion;
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getWorldScale(target: Vector3): Vector3;
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getWorldDirection(target: Vector3): Vector3;
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traverse(callback: (object: import("three").Object3D) => any): void;
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traverseVisible(callback: (object: import("three").Object3D) => any): void;
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traverseAncestors(callback: (object: import("three").Object3D) => any): void;
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updateMatrix(): void;
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updateMatrixWorld(force?: boolean | undefined): void;
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updateWorldMatrix(updateParents: boolean, updateChildren: boolean): void;
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toJSON(meta?: {
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geometries: any;
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materials: any;
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textures: any;
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images: any;
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} | undefined): any;
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clone(recursive?: boolean | undefined): any;
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copy(source: any, recursive?: boolean | undefined): any;
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addEventListener(type: string, listener: (event: import("three").Event) => void): void;
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hasEventListener(type: string, listener: (event: import("three").Event) => void): boolean;
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removeEventListener(type: string, listener: (event: import("three").Event) => void): void;
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dispatchEvent(event: {
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[attachment: string]: any;
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type: string;
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}): void;
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};
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SkyShader: {
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declare class Sky extends Mesh {
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constructor();
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static SkyShader: {
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uniforms: {
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turbidity: {
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value: number;
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@@ -130,8 +38,6 @@ declare const Sky: {
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vertexShader: string;
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fragmentShader: string;
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};
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material: ShaderMaterial;
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DefaultMatrixAutoUpdate: boolean;
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};
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static material: ShaderMaterial;
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}
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export { Sky };
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package/objects/Sky.js
CHANGED
@@ -6,19 +6,18 @@ var __publicField = (obj, key, value) => {
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6
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};
|
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7
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import { Vector3, ShaderMaterial, UniformsUtils, BackSide, Mesh, BoxGeometry } from "three";
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import { version } from "../_polyfill/constants.js";
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const
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`
|
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const SkyShader = {
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uniforms: {
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turbidity: { value: 2 },
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rayleigh: { value: 1 },
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mieCoefficient: { value: 5e-3 },
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mieDirectionalG: { value: 0.8 },
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sunPosition: { value: new Vector3() },
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up: { value: new Vector3(0, 1, 0) }
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},
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vertexShader: (
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/* glsl */
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`
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uniform vec3 sunPosition;
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uniform float rayleigh;
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uniform float turbidity;
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@@ -90,10 +89,10 @@ const Sky = /* @__PURE__ */ (() => {
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}
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`
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),
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fragmentShader: (
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/* glsl */
|
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`
|
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96
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varying vec3 vWorldPosition;
|
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varying vec3 vSunDirection;
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varying float vSunfade;
|
@@ -180,25 +179,23 @@ const Sky = /* @__PURE__ */ (() => {
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}
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`
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}
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)
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};
|
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const material = new ShaderMaterial({
|
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name: "SkyShader",
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fragmentShader: SkyShader.fragmentShader,
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vertexShader: SkyShader.vertexShader,
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uniforms: UniformsUtils.clone(SkyShader.uniforms),
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side: BackSide,
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depthWrite: false
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});
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class Sky extends Mesh {
|
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constructor() {
|
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super(new BoxGeometry(1, 1, 1), material);
|
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}
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})();
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}
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__publicField(Sky, "SkyShader", SkyShader);
|
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__publicField(Sky, "material", material);
|
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export {
|
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Sky
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};
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package/objects/Sky.js.map
CHANGED
@@ -1 +1 @@
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{"version":3,"file":"Sky.js","sources":["../../src/objects/Sky.ts"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\
|
1
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+
{"version":3,"file":"Sky.js","sources":["../../src/objects/Sky.ts"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\nconst SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]\n float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]\n vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );\n vec3 L0 = vec3( 0.1 ) * Fex;\n\n // composition + solar disc\n float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );\n L0 += ( vSunE * 19000.0 * Fex ) * sundisk;\n\n vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );\n\n vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );\n\n gl_FragColor = vec4( retColor, 1.0 );\n\n #include <tonemapping_fragment>\n #include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n }\n `,\n}\n\nconst material = new ShaderMaterial({\n name: 'SkyShader',\n fragmentShader: SkyShader.fragmentShader,\n vertexShader: SkyShader.vertexShader,\n uniforms: UniformsUtils.clone(SkyShader.uniforms),\n side: BackSide,\n depthWrite: false,\n})\n\n/**\n * Based on \"A Practical Analytic Model for Daylight\"\n * aka The Preetham Model, the de facto standard analytic skydome model\n * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight\n *\n * First implemented by Simon Wallner\n * http://www.simonwallner.at/projects/atmospheric-scattering\n *\n * Improved by Martin Upitis\n * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR\n *\n * Three.js integration by zz85 http://twitter.com/blurspline\n */\nclass Sky extends Mesh {\n constructor() {\n super(new BoxGeometry(1, 1, 1), material)\n }\n\n static SkyShader = SkyShader\n public static material = material\n}\n\nexport { Sky }\n"],"names":[],"mappings":";;;;;;;;AAGA,MAAM,YAAY;AAAA,EAChB,UAAU;AAAA,IACR,WAAW,EAAE,OAAO,EAAE;AAAA,IACtB,UAAU,EAAE,OAAO,EAAE;AAAA,IACrB,gBAAgB,EAAE,OAAO,KAAM;AAAA,IAC/B,iBAAiB,EAAE,OAAO,IAAI;AAAA,IAC9B,aAAa,EAAE,OAAO,IAAI,UAAU;AAAA,IACpC,IAAI,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,EACpC;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAyEzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,kBAmFX,WAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA;AAI3D;AAEA,MAAM,WAAW,IAAI,eAAe;AAAA,EAClC,MAAM;AAAA,EACN,gBAAgB,UAAU;AAAA,EAC1B,cAAc,UAAU;AAAA,EACxB,UAAU,cAAc,MAAM,UAAU,QAAQ;AAAA,EAChD,MAAM;AAAA,EACN,YAAY;AACd,CAAC;AAeD,MAAM,YAAY,KAAK;AAAA,EACrB,cAAc;AACZ,UAAM,IAAI,YAAY,GAAG,GAAG,CAAC,GAAG,QAAQ;AAAA,EAC1C;AAIF;AAFE,cALI,KAKG,aAAY;AACnB,cANI,KAMU,YAAW;"}
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package/objects/Water.cjs
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"use strict";
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const THREE = require("three");
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const constants = require("../_polyfill/constants.cjs");
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class Water extends THREE.Mesh {
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constructor(geometry, options = {}) {
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#include <tonemapping_fragment>
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#include <${
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#include <${parseInt(THREE.REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
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#include <fog_fragment>
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}`
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package/objects/Water.cjs.map
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{"version":3,"file":"Water.cjs","sources":["../../src/objects/Water.js"],"sourcesContent":["import {\n Color,\n FrontSide,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n ShaderMaterial,\n UniformsLib,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Work based on :\n * https://github.com/Slayvin: Flat mirror for three.js\n * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror\n * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL\n */\n\nclass Water extends Mesh {\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isWater = true\n\n const scope = this\n\n const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512\n const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512\n\n const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0\n const alpha = options.alpha !== undefined ? options.alpha : 1.0\n const time = options.time !== undefined ? options.time : 0.0\n const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null\n const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3(0.70707, 0.70707, 0.0)\n const sunColor = new Color(options.sunColor !== undefined ? options.sunColor : 0xffffff)\n const waterColor = new Color(options.waterColor !== undefined ? options.waterColor : 0x7f7f7f)\n const eye = options.eye !== undefined ? options.eye : new Vector3(0, 0, 0)\n const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0\n const side = options.side !== undefined ? options.side : FrontSide\n const fog = options.fog !== undefined ? options.fog : false\n\n //\n\n const mirrorPlane = new Plane()\n const normal = new Vector3()\n const mirrorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n const clipPlane = new Vector4()\n\n const view = new Vector3()\n const target = new Vector3()\n const q = new Vector4()\n\n const textureMatrix = new Matrix4()\n\n const mirrorCamera = new PerspectiveCamera()\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight)\n\n const mirrorShader = {\n uniforms: UniformsUtils.merge([\n UniformsLib['fog'],\n UniformsLib['lights'],\n {\n normalSampler: { value: null },\n mirrorSampler: { value: null },\n alpha: { value: 1.0 },\n time: { value: 0.0 },\n size: { value: 1.0 },\n distortionScale: { value: 20.0 },\n textureMatrix: { value: new Matrix4() },\n sunColor: { value: new Color(0x7f7f7f) },\n sunDirection: { value: new Vector3(0.70707, 0.70707, 0) },\n eye: { value: new Vector3() },\n waterColor: { value: new Color(0x555555) },\n },\n ]),\n\n vertexShader: /* glsl */ `\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tuniform float time;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <shadowmap_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tmirrorCoord = modelMatrix * vec4( position, 1.0 );\n\t\t\t\t\tworldPosition = mirrorCoord.xyzw;\n\t\t\t\t\tmirrorCoord = textureMatrix * mirrorCoord;\n\t\t\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t\t#include <beginnormal_vertex>\n\t\t\t\t#include <defaultnormal_vertex>\n\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t#include <fog_vertex>\n\t\t\t\t#include <shadowmap_vertex>\n\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform sampler2D mirrorSampler;\n\t\t\t\tuniform float alpha;\n\t\t\t\tuniform float time;\n\t\t\t\tuniform float size;\n\t\t\t\tuniform float distortionScale;\n\t\t\t\tuniform sampler2D normalSampler;\n\t\t\t\tuniform vec3 sunColor;\n\t\t\t\tuniform vec3 sunDirection;\n\t\t\t\tuniform vec3 eye;\n\t\t\t\tuniform vec3 waterColor;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\tvec4 getNoise( vec2 uv ) {\n\t\t\t\t\tvec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);\n\t\t\t\t\tvec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );\n\t\t\t\t\tvec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );\n\t\t\t\t\tvec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );\n\t\t\t\t\tvec4 noise = texture2D( normalSampler, uv0 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv1 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv2 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv3 );\n\t\t\t\t\treturn noise * 0.5 - 1.0;\n\t\t\t\t}\n\n\t\t\t\tvoid sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {\n\t\t\t\t\tvec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );\n\t\t\t\t\tfloat direction = max( 0.0, dot( eyeDirection, reflection ) );\n\t\t\t\t\tspecularColor += pow( direction, shiny ) * sunColor * spec;\n\t\t\t\t\tdiffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;\n\t\t\t\t}\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <packing>\n\t\t\t\t#include <bsdfs>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <lights_pars_begin>\n\t\t\t\t#include <shadowmap_pars_fragment>\n\t\t\t\t#include <shadowmask_pars_fragment>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\tvec4 noise = getNoise( worldPosition.xz * size );\n\t\t\t\t\tvec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );\n\n\t\t\t\t\tvec3 diffuseLight = vec3(0.0);\n\t\t\t\t\tvec3 specularLight = vec3(0.0);\n\n\t\t\t\t\tvec3 worldToEye = eye-worldPosition.xyz;\n\t\t\t\t\tvec3 eyeDirection = normalize( worldToEye );\n\t\t\t\t\tsunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );\n\n\t\t\t\t\tfloat distance = length(worldToEye);\n\n\t\t\t\t\tvec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;\n\t\t\t\t\tvec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );\n\n\t\t\t\t\tfloat theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );\n\t\t\t\t\tfloat rf0 = 0.3;\n\t\t\t\t\tfloat reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );\n\t\t\t\t\tvec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;\n\t\t\t\t\tvec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);\n\t\t\t\t\tvec3 outgoingLight = albedo;\n\t\t\t\t\tgl_FragColor = vec4( outgoingLight, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\t\n\t\t\t\t}`,\n }\n\n const material = new ShaderMaterial({\n fragmentShader: mirrorShader.fragmentShader,\n vertexShader: mirrorShader.vertexShader,\n uniforms: UniformsUtils.clone(mirrorShader.uniforms),\n lights: true,\n side: side,\n fog: fog,\n })\n\n material.uniforms['mirrorSampler'].value = renderTarget.texture\n material.uniforms['textureMatrix'].value = textureMatrix\n material.uniforms['alpha'].value = alpha\n material.uniforms['time'].value = time\n material.uniforms['normalSampler'].value = normalSampler\n material.uniforms['sunColor'].value = sunColor\n material.uniforms['waterColor'].value = waterColor\n material.uniforms['sunDirection'].value = sunDirection\n material.uniforms['distortionScale'].value = distortionScale\n\n material.uniforms['eye'].value = eye\n\n scope.material = material\n\n scope.onBeforeRender = function (renderer, scene, camera) {\n mirrorWorldPosition.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(mirrorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when mirror is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(mirrorWorldPosition)\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(mirrorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(mirrorWorldPosition)\n\n mirrorCamera.position.copy(view)\n mirrorCamera.up.set(0, 1, 0)\n mirrorCamera.up.applyMatrix4(rotationMatrix)\n mirrorCamera.up.reflect(normal)\n mirrorCamera.lookAt(target)\n\n mirrorCamera.far = camera.far // Used in WebGLBackground\n\n mirrorCamera.updateMatrixWorld()\n mirrorCamera.projectionMatrix.copy(camera.projectionMatrix)\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(mirrorCamera.projectionMatrix)\n textureMatrix.multiply(mirrorCamera.matrixWorldInverse)\n\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n mirrorPlane.setFromNormalAndCoplanarPoint(normal, mirrorWorldPosition)\n mirrorPlane.applyMatrix4(mirrorCamera.matrixWorldInverse)\n\n clipPlane.set(mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant)\n\n const projectionMatrix = mirrorCamera.projectionMatrix\n\n q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // Calculate the scaled plane vector\n clipPlane.multiplyScalar(2.0 / clipPlane.dot(q))\n\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = clipPlane.x\n projectionMatrix.elements[6] = clipPlane.y\n projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipPlane.w\n\n eye.setFromMatrixPosition(camera.matrixWorld)\n\n // Render\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n\n scope.visible = false\n\n renderer.xr.enabled = false // Avoid camera modification and recursion\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\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, mirrorCamera)\n\n scope.visible = true\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\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 }\n}\n\nexport { Water }\n"],"names":["Mesh","Vector3","Color","FrontSide","Plane","Matrix4","Vector4","PerspectiveCamera","WebGLRenderTarget","UniformsUtils","UniformsLib","version","ShaderMaterial"],"mappings":";;;;AAuBA,MAAM,cAAcA,MAAAA,KAAK;AAAA,EACvB,YAAY,UAAU,UAAU,IAAI;AAClC,UAAM,QAAQ;AAEd,SAAK,UAAU;AAEf,UAAM,QAAQ;AAEd,UAAM,eAAe,QAAQ,iBAAiB,SAAY,QAAQ,eAAe;AACjF,UAAM,gBAAgB,QAAQ,kBAAkB,SAAY,QAAQ,gBAAgB;AAEpF,UAAM,WAAW,QAAQ,aAAa,SAAY,QAAQ,WAAW;AACrE,UAAM,QAAQ,QAAQ,UAAU,SAAY,QAAQ,QAAQ;AAC5D,UAAM,OAAO,QAAQ,SAAS,SAAY,QAAQ,OAAO;AACzD,UAAM,gBAAgB,QAAQ,iBAAiB,SAAY,QAAQ,eAAe;AAClF,UAAM,eAAe,QAAQ,iBAAiB,SAAY,QAAQ,eAAe,IAAIC,MAAO,QAAC,SAAS,SAAS,CAAG;AAClH,UAAM,WAAW,IAAIC,MAAAA,MAAM,QAAQ,aAAa,SAAY,QAAQ,WAAW,QAAQ;AACvF,UAAM,aAAa,IAAIA,MAAAA,MAAM,QAAQ,eAAe,SAAY,QAAQ,aAAa,OAAQ;AAC7F,UAAM,MAAM,QAAQ,QAAQ,SAAY,QAAQ,MAAM,IAAID,MAAO,QAAC,GAAG,GAAG,CAAC;AACzE,UAAM,kBAAkB,QAAQ,oBAAoB,SAAY,QAAQ,kBAAkB;AAC1F,UAAM,OAAO,QAAQ,SAAS,SAAY,QAAQ,OAAOE,MAAS;AAClE,UAAM,MAAM,QAAQ,QAAQ,SAAY,QAAQ,MAAM;AAItD,UAAM,cAAc,IAAIC,YAAO;AAC/B,UAAM,SAAS,IAAIH,cAAS;AAC5B,UAAM,sBAAsB,IAAIA,cAAS;AACzC,UAAM,sBAAsB,IAAIA,cAAS;AACzC,UAAM,iBAAiB,IAAII,cAAS;AACpC,UAAM,iBAAiB,IAAIJ,MAAO,QAAC,GAAG,GAAG,EAAE;AAC3C,UAAM,YAAY,IAAIK,cAAS;AAE/B,UAAM,OAAO,IAAIL,cAAS;AAC1B,UAAM,SAAS,IAAIA,cAAS;AAC5B,UAAM,IAAI,IAAIK,cAAS;AAEvB,UAAM,gBAAgB,IAAID,cAAS;AAEnC,UAAM,eAAe,IAAIE,wBAAmB;AAE5C,UAAM,eAAe,IAAIC,wBAAkB,cAAc,aAAa;AAEtE,UAAM,eAAe;AAAA,MACnB,UAAUC,MAAa,cAAC,MAAM;AAAA,QAC5BC,MAAAA,YAAY,KAAK;AAAA,QACjBA,MAAAA,YAAY,QAAQ;AAAA,QACpB;AAAA,UACE,eAAe,EAAE,OAAO,KAAM;AAAA,UAC9B,eAAe,EAAE,OAAO,KAAM;AAAA,UAC9B,OAAO,EAAE,OAAO,EAAK;AAAA,UACrB,MAAM,EAAE,OAAO,EAAK;AAAA,UACpB,MAAM,EAAE,OAAO,EAAK;AAAA,UACpB,iBAAiB,EAAE,OAAO,GAAM;AAAA,UAChC,eAAe,EAAE,OAAO,IAAIL,MAAAA,UAAW;AAAA,UACvC,UAAU,EAAE,OAAO,IAAIH,MAAK,MAAC,OAAQ,EAAG;AAAA,UACxC,cAAc,EAAE,OAAO,IAAID,MAAAA,QAAQ,SAAS,SAAS,CAAC,EAAG;AAAA,UACzD,KAAK,EAAE,OAAO,IAAIA,MAAAA,UAAW;AAAA,UAC7B,YAAY,EAAE,OAAO,IAAIC,MAAK,MAAC,OAAQ,EAAG;AAAA,QAC3C;AAAA,MACT,CAAO;AAAA,MAED;AAAA;AAAA,QAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MA0BzB;AAAA;AAAA,QAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,iBAsEhBS,qBAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA,IAGrD;AAED,UAAM,WAAW,IAAIC,qBAAe;AAAA,MAClC,gBAAgB,aAAa;AAAA,MAC7B,cAAc,aAAa;AAAA,MAC3B,UAAUH,MAAa,cAAC,MAAM,aAAa,QAAQ;AAAA,MACnD,QAAQ;AAAA,MACR;AAAA,MACA;AAAA,IACN,CAAK;AAED,aAAS,SAAS,eAAe,EAAE,QAAQ,aAAa;AACxD,aAAS,SAAS,eAAe,EAAE,QAAQ;AAC3C,aAAS,SAAS,OAAO,EAAE,QAAQ;AACnC,aAAS,SAAS,MAAM,EAAE,QAAQ;AAClC,aAAS,SAAS,eAAe,EAAE,QAAQ;AAC3C,aAAS,SAAS,UAAU,EAAE,QAAQ;AACtC,aAAS,SAAS,YAAY,EAAE,QAAQ;AACxC,aAAS,SAAS,cAAc,EAAE,QAAQ;AAC1C,aAAS,SAAS,iBAAiB,EAAE,QAAQ;AAE7C,aAAS,SAAS,KAAK,EAAE,QAAQ;AAEjC,UAAM,WAAW;AAEjB,UAAM,iBAAiB,SAAU,UAAU,OAAO,QAAQ;AACxD,0BAAoB,sBAAsB,MAAM,WAAW;AAC3D,0BAAoB,sBAAsB,OAAO,WAAW;AAE5D,qBAAe,gBAAgB,MAAM,WAAW;AAEhD,aAAO,IAAI,GAAG,GAAG,CAAC;AAClB,aAAO,aAAa,cAAc;AAElC,WAAK,WAAW,qBAAqB,mBAAmB;AAIxD,UAAI,KAAK,IAAI,MAAM,IAAI;AAAG;AAE1B,WAAK,QAAQ,MAAM,EAAE,OAAQ;AAC7B,WAAK,IAAI,mBAAmB;AAE5B,qBAAe,gBAAgB,OAAO,WAAW;AAEjD,qBAAe,IAAI,GAAG,GAAG,EAAE;AAC3B,qBAAe,aAAa,cAAc;AAC1C,qBAAe,IAAI,mBAAmB;AAEtC,aAAO,WAAW,qBAAqB,cAAc;AACrD,aAAO,QAAQ,MAAM,EAAE,OAAQ;AAC/B,aAAO,IAAI,mBAAmB;AAE9B,mBAAa,SAAS,KAAK,IAAI;AAC/B,mBAAa,GAAG,IAAI,GAAG,GAAG,CAAC;AAC3B,mBAAa,GAAG,aAAa,cAAc;AAC3C,mBAAa,GAAG,QAAQ,MAAM;AAC9B,mBAAa,OAAO,MAAM;AAE1B,mBAAa,MAAM,OAAO;AAE1B,mBAAa,kBAAmB;AAChC,mBAAa,iBAAiB,KAAK,OAAO,gBAAgB;AAG1D,oBAAc,IAAI,KAAK,GAAK,GAAK,KAAK,GAAK,KAAK,GAAK,KAAK,GAAK,GAAK,KAAK,KAAK,GAAK,GAAK,GAAK,CAAG;AAChG,oBAAc,SAAS,aAAa,gBAAgB;AACpD,oBAAc,SAAS,aAAa,kBAAkB;AAItD,kBAAY,8BAA8B,QAAQ,mBAAmB;AACrE,kBAAY,aAAa,aAAa,kBAAkB;AAExD,gBAAU,IAAI,YAAY,OAAO,GAAG,YAAY,OAAO,GAAG,YAAY,OAAO,GAAG,YAAY,QAAQ;AAEpG,YAAM,mBAAmB,aAAa;AAEtC,QAAE,KAAK,KAAK,KAAK,UAAU,CAAC,IAAI,iBAAiB,SAAS,CAAC,KAAK,iBAAiB,SAAS,CAAC;AAC3F,QAAE,KAAK,KAAK,KAAK,UAAU,CAAC,IAAI,iBAAiB,SAAS,CAAC,KAAK,iBAAiB,SAAS,CAAC;AAC3F,QAAE,IAAI;AACN,QAAE,KAAK,IAAM,iBAAiB,SAAS,EAAE,KAAK,iBAAiB,SAAS,EAAE;AAG1E,gBAAU,eAAe,IAAM,UAAU,IAAI,CAAC,CAAC;AAG/C,uBAAiB,SAAS,CAAC,IAAI,UAAU;AACzC,uBAAiB,SAAS,CAAC,IAAI,UAAU;AACzC,uBAAiB,SAAS,EAAE,IAAI,UAAU,IAAI,IAAM;AACpD,uBAAiB,SAAS,EAAE,IAAI,UAAU;AAE1C,UAAI,sBAAsB,OAAO,WAAW;AAI5C,YAAM,sBAAsB,SAAS,gBAAiB;AAEtD,YAAM,mBAAmB,SAAS,GAAG;AACrC,YAAM,0BAA0B,SAAS,UAAU;AAEnD,YAAM,UAAU;AAEhB,eAAS,GAAG,UAAU;AACtB,eAAS,UAAU,aAAa;AAEhC,eAAS,gBAAgB,YAAY;AAErC,eAAS,MAAM,QAAQ,MAAM,QAAQ,IAAI;AAEzC,UAAI,SAAS,cAAc;AAAO,iBAAS,MAAO;AAClD,eAAS,OAAO,OAAO,YAAY;AAEnC,YAAM,UAAU;AAEhB,eAAS,GAAG,UAAU;AACtB,eAAS,UAAU,aAAa;AAEhC,eAAS,gBAAgB,mBAAmB;AAI5C,YAAM,WAAW,OAAO;AAExB,UAAI,aAAa,QAAW;AAC1B,iBAAS,MAAM,SAAS,QAAQ;AAAA,MACjC;AAAA,IACF;AAAA,EACF;AACH;;"}
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{"version":3,"file":"Water.cjs","sources":["../../src/objects/Water.js"],"sourcesContent":["import {\n Color,\n FrontSide,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n ShaderMaterial,\n UniformsLib,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n REVISION,\n} from 'three'\n\n/**\n * Work based on :\n * https://github.com/Slayvin: Flat mirror for three.js\n * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror\n * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL\n */\n\nclass Water extends Mesh {\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isWater = true\n\n const scope = this\n\n const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512\n const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512\n\n const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0\n const alpha = options.alpha !== undefined ? options.alpha : 1.0\n const time = options.time !== undefined ? options.time : 0.0\n const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null\n const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3(0.70707, 0.70707, 0.0)\n const sunColor = new Color(options.sunColor !== undefined ? options.sunColor : 0xffffff)\n const waterColor = new Color(options.waterColor !== undefined ? options.waterColor : 0x7f7f7f)\n const eye = options.eye !== undefined ? options.eye : new Vector3(0, 0, 0)\n const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0\n const side = options.side !== undefined ? options.side : FrontSide\n const fog = options.fog !== undefined ? options.fog : false\n\n //\n\n const mirrorPlane = new Plane()\n const normal = new Vector3()\n const mirrorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n const clipPlane = new Vector4()\n\n const view = new Vector3()\n const target = new Vector3()\n const q = new Vector4()\n\n const textureMatrix = new Matrix4()\n\n const mirrorCamera = new PerspectiveCamera()\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight)\n\n const mirrorShader = {\n uniforms: UniformsUtils.merge([\n UniformsLib['fog'],\n UniformsLib['lights'],\n {\n normalSampler: { value: null },\n mirrorSampler: { value: null },\n alpha: { value: 1.0 },\n time: { value: 0.0 },\n size: { value: 1.0 },\n distortionScale: { value: 20.0 },\n textureMatrix: { value: new Matrix4() },\n sunColor: { value: new Color(0x7f7f7f) },\n sunDirection: { value: new Vector3(0.70707, 0.70707, 0) },\n eye: { value: new Vector3() },\n waterColor: { value: new Color(0x555555) },\n },\n ]),\n\n vertexShader: /* glsl */ `\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tuniform float time;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <shadowmap_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tmirrorCoord = modelMatrix * vec4( position, 1.0 );\n\t\t\t\t\tworldPosition = mirrorCoord.xyzw;\n\t\t\t\t\tmirrorCoord = textureMatrix * mirrorCoord;\n\t\t\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t\t#include <beginnormal_vertex>\n\t\t\t\t#include <defaultnormal_vertex>\n\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t#include <fog_vertex>\n\t\t\t\t#include <shadowmap_vertex>\n\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform sampler2D mirrorSampler;\n\t\t\t\tuniform float alpha;\n\t\t\t\tuniform float time;\n\t\t\t\tuniform float size;\n\t\t\t\tuniform float distortionScale;\n\t\t\t\tuniform sampler2D normalSampler;\n\t\t\t\tuniform vec3 sunColor;\n\t\t\t\tuniform vec3 sunDirection;\n\t\t\t\tuniform vec3 eye;\n\t\t\t\tuniform vec3 waterColor;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\tvec4 getNoise( vec2 uv ) {\n\t\t\t\t\tvec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);\n\t\t\t\t\tvec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );\n\t\t\t\t\tvec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );\n\t\t\t\t\tvec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );\n\t\t\t\t\tvec4 noise = texture2D( normalSampler, uv0 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv1 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv2 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv3 );\n\t\t\t\t\treturn noise * 0.5 - 1.0;\n\t\t\t\t}\n\n\t\t\t\tvoid sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {\n\t\t\t\t\tvec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );\n\t\t\t\t\tfloat direction = max( 0.0, dot( eyeDirection, reflection ) );\n\t\t\t\t\tspecularColor += pow( direction, shiny ) * sunColor * spec;\n\t\t\t\t\tdiffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;\n\t\t\t\t}\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <packing>\n\t\t\t\t#include <bsdfs>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <lights_pars_begin>\n\t\t\t\t#include <shadowmap_pars_fragment>\n\t\t\t\t#include <shadowmask_pars_fragment>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\tvec4 noise = getNoise( worldPosition.xz * size );\n\t\t\t\t\tvec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );\n\n\t\t\t\t\tvec3 diffuseLight = vec3(0.0);\n\t\t\t\t\tvec3 specularLight = vec3(0.0);\n\n\t\t\t\t\tvec3 worldToEye = eye-worldPosition.xyz;\n\t\t\t\t\tvec3 eyeDirection = normalize( worldToEye );\n\t\t\t\t\tsunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );\n\n\t\t\t\t\tfloat distance = length(worldToEye);\n\n\t\t\t\t\tvec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;\n\t\t\t\t\tvec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );\n\n\t\t\t\t\tfloat theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );\n\t\t\t\t\tfloat rf0 = 0.3;\n\t\t\t\t\tfloat reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );\n\t\t\t\t\tvec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;\n\t\t\t\t\tvec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);\n\t\t\t\t\tvec3 outgoingLight = albedo;\n\t\t\t\t\tgl_FragColor = vec4( outgoingLight, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\t\n\t\t\t\t}`,\n }\n\n const material = new ShaderMaterial({\n fragmentShader: mirrorShader.fragmentShader,\n vertexShader: mirrorShader.vertexShader,\n uniforms: UniformsUtils.clone(mirrorShader.uniforms),\n lights: true,\n side: side,\n fog: fog,\n })\n\n material.uniforms['mirrorSampler'].value = renderTarget.texture\n material.uniforms['textureMatrix'].value = textureMatrix\n material.uniforms['alpha'].value = alpha\n material.uniforms['time'].value = time\n material.uniforms['normalSampler'].value = normalSampler\n material.uniforms['sunColor'].value = sunColor\n material.uniforms['waterColor'].value = waterColor\n material.uniforms['sunDirection'].value = sunDirection\n material.uniforms['distortionScale'].value = distortionScale\n\n material.uniforms['eye'].value = eye\n\n scope.material = material\n\n scope.onBeforeRender = function (renderer, scene, camera) {\n mirrorWorldPosition.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(mirrorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when mirror is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(mirrorWorldPosition)\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(mirrorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(mirrorWorldPosition)\n\n mirrorCamera.position.copy(view)\n mirrorCamera.up.set(0, 1, 0)\n mirrorCamera.up.applyMatrix4(rotationMatrix)\n mirrorCamera.up.reflect(normal)\n mirrorCamera.lookAt(target)\n\n mirrorCamera.far = camera.far // Used in WebGLBackground\n\n mirrorCamera.updateMatrixWorld()\n mirrorCamera.projectionMatrix.copy(camera.projectionMatrix)\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(mirrorCamera.projectionMatrix)\n textureMatrix.multiply(mirrorCamera.matrixWorldInverse)\n\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n mirrorPlane.setFromNormalAndCoplanarPoint(normal, mirrorWorldPosition)\n mirrorPlane.applyMatrix4(mirrorCamera.matrixWorldInverse)\n\n clipPlane.set(mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant)\n\n const projectionMatrix = mirrorCamera.projectionMatrix\n\n q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // Calculate the scaled plane vector\n clipPlane.multiplyScalar(2.0 / clipPlane.dot(q))\n\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = clipPlane.x\n projectionMatrix.elements[6] = clipPlane.y\n projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipPlane.w\n\n eye.setFromMatrixPosition(camera.matrixWorld)\n\n // Render\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n\n scope.visible = false\n\n renderer.xr.enabled = false // Avoid camera modification and recursion\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\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, mirrorCamera)\n\n scope.visible = true\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\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 }\n}\n\nexport { Water }\n"],"names":["Mesh","Vector3","Color","FrontSide","Plane","Matrix4","Vector4","PerspectiveCamera","WebGLRenderTarget","UniformsUtils","UniformsLib","REVISION","ShaderMaterial"],"mappings":";;;AAuBA,MAAM,cAAcA,MAAAA,KAAK;AAAA,EACvB,YAAY,UAAU,UAAU,IAAI;AAClC,UAAM,QAAQ;AAEd,SAAK,UAAU;AAEf,UAAM,QAAQ;AAEd,UAAM,eAAe,QAAQ,iBAAiB,SAAY,QAAQ,eAAe;AACjF,UAAM,gBAAgB,QAAQ,kBAAkB,SAAY,QAAQ,gBAAgB;AAEpF,UAAM,WAAW,QAAQ,aAAa,SAAY,QAAQ,WAAW;AACrE,UAAM,QAAQ,QAAQ,UAAU,SAAY,QAAQ,QAAQ;AAC5D,UAAM,OAAO,QAAQ,SAAS,SAAY,QAAQ,OAAO;AACzD,UAAM,gBAAgB,QAAQ,iBAAiB,SAAY,QAAQ,eAAe;AAClF,UAAM,eAAe,QAAQ,iBAAiB,SAAY,QAAQ,eAAe,IAAIC,MAAO,QAAC,SAAS,SAAS,CAAG;AAClH,UAAM,WAAW,IAAIC,MAAAA,MAAM,QAAQ,aAAa,SAAY,QAAQ,WAAW,QAAQ;AACvF,UAAM,aAAa,IAAIA,MAAAA,MAAM,QAAQ,eAAe,SAAY,QAAQ,aAAa,OAAQ;AAC7F,UAAM,MAAM,QAAQ,QAAQ,SAAY,QAAQ,MAAM,IAAID,MAAO,QAAC,GAAG,GAAG,CAAC;AACzE,UAAM,kBAAkB,QAAQ,oBAAoB,SAAY,QAAQ,kBAAkB;AAC1F,UAAM,OAAO,QAAQ,SAAS,SAAY,QAAQ,OAAOE,MAAS;AAClE,UAAM,MAAM,QAAQ,QAAQ,SAAY,QAAQ,MAAM;AAItD,UAAM,cAAc,IAAIC,YAAO;AAC/B,UAAM,SAAS,IAAIH,cAAS;AAC5B,UAAM,sBAAsB,IAAIA,cAAS;AACzC,UAAM,sBAAsB,IAAIA,cAAS;AACzC,UAAM,iBAAiB,IAAII,cAAS;AACpC,UAAM,iBAAiB,IAAIJ,MAAO,QAAC,GAAG,GAAG,EAAE;AAC3C,UAAM,YAAY,IAAIK,cAAS;AAE/B,UAAM,OAAO,IAAIL,cAAS;AAC1B,UAAM,SAAS,IAAIA,cAAS;AAC5B,UAAM,IAAI,IAAIK,cAAS;AAEvB,UAAM,gBAAgB,IAAID,cAAS;AAEnC,UAAM,eAAe,IAAIE,wBAAmB;AAE5C,UAAM,eAAe,IAAIC,wBAAkB,cAAc,aAAa;AAEtE,UAAM,eAAe;AAAA,MACnB,UAAUC,MAAa,cAAC,MAAM;AAAA,QAC5BC,MAAAA,YAAY,KAAK;AAAA,QACjBA,MAAAA,YAAY,QAAQ;AAAA,QACpB;AAAA,UACE,eAAe,EAAE,OAAO,KAAM;AAAA,UAC9B,eAAe,EAAE,OAAO,KAAM;AAAA,UAC9B,OAAO,EAAE,OAAO,EAAK;AAAA,UACrB,MAAM,EAAE,OAAO,EAAK;AAAA,UACpB,MAAM,EAAE,OAAO,EAAK;AAAA,UACpB,iBAAiB,EAAE,OAAO,GAAM;AAAA,UAChC,eAAe,EAAE,OAAO,IAAIL,MAAAA,UAAW;AAAA,UACvC,UAAU,EAAE,OAAO,IAAIH,MAAK,MAAC,OAAQ,EAAG;AAAA,UACxC,cAAc,EAAE,OAAO,IAAID,MAAAA,QAAQ,SAAS,SAAS,CAAC,EAAG;AAAA,UACzD,KAAK,EAAE,OAAO,IAAIA,MAAAA,UAAW;AAAA,UAC7B,YAAY,EAAE,OAAO,IAAIC,MAAK,MAAC,OAAQ,EAAG;AAAA,QAC3C;AAAA,MACT,CAAO;AAAA,MAED;AAAA;AAAA,QAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MA0BzB;AAAA;AAAA,QAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,iBAsEhB,SAASS,eAAS,QAAQ,QAAQ,EAAE,CAAC,KAAK,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA,IAGpF;AAED,UAAM,WAAW,IAAIC,qBAAe;AAAA,MAClC,gBAAgB,aAAa;AAAA,MAC7B,cAAc,aAAa;AAAA,MAC3B,UAAUH,MAAa,cAAC,MAAM,aAAa,QAAQ;AAAA,MACnD,QAAQ;AAAA,MACR;AAAA,MACA;AAAA,IACN,CAAK;AAED,aAAS,SAAS,eAAe,EAAE,QAAQ,aAAa;AACxD,aAAS,SAAS,eAAe,EAAE,QAAQ;AAC3C,aAAS,SAAS,OAAO,EAAE,QAAQ;AACnC,aAAS,SAAS,MAAM,EAAE,QAAQ;AAClC,aAAS,SAAS,eAAe,EAAE,QAAQ;AAC3C,aAAS,SAAS,UAAU,EAAE,QAAQ;AACtC,aAAS,SAAS,YAAY,EAAE,QAAQ;AACxC,aAAS,SAAS,cAAc,EAAE,QAAQ;AAC1C,aAAS,SAAS,iBAAiB,EAAE,QAAQ;AAE7C,aAAS,SAAS,KAAK,EAAE,QAAQ;AAEjC,UAAM,WAAW;AAEjB,UAAM,iBAAiB,SAAU,UAAU,OAAO,QAAQ;AACxD,0BAAoB,sBAAsB,MAAM,WAAW;AAC3D,0BAAoB,sBAAsB,OAAO,WAAW;AAE5D,qBAAe,gBAAgB,MAAM,WAAW;AAEhD,aAAO,IAAI,GAAG,GAAG,CAAC;AAClB,aAAO,aAAa,cAAc;AAElC,WAAK,WAAW,qBAAqB,mBAAmB;AAIxD,UAAI,KAAK,IAAI,MAAM,IAAI;AAAG;AAE1B,WAAK,QAAQ,MAAM,EAAE,OAAQ;AAC7B,WAAK,IAAI,mBAAmB;AAE5B,qBAAe,gBAAgB,OAAO,WAAW;AAEjD,qBAAe,IAAI,GAAG,GAAG,EAAE;AAC3B,qBAAe,aAAa,cAAc;AAC1C,qBAAe,IAAI,mBAAmB;AAEtC,aAAO,WAAW,qBAAqB,cAAc;AACrD,aAAO,QAAQ,MAAM,EAAE,OAAQ;AAC/B,aAAO,IAAI,mBAAmB;AAE9B,mBAAa,SAAS,KAAK,IAAI;AAC/B,mBAAa,GAAG,IAAI,GAAG,GAAG,CAAC;AAC3B,mBAAa,GAAG,aAAa,cAAc;AAC3C,mBAAa,GAAG,QAAQ,MAAM;AAC9B,mBAAa,OAAO,MAAM;AAE1B,mBAAa,MAAM,OAAO;AAE1B,mBAAa,kBAAmB;AAChC,mBAAa,iBAAiB,KAAK,OAAO,gBAAgB;AAG1D,oBAAc,IAAI,KAAK,GAAK,GAAK,KAAK,GAAK,KAAK,GAAK,KAAK,GAAK,GAAK,KAAK,KAAK,GAAK,GAAK,GAAK,CAAG;AAChG,oBAAc,SAAS,aAAa,gBAAgB;AACpD,oBAAc,SAAS,aAAa,kBAAkB;AAItD,kBAAY,8BAA8B,QAAQ,mBAAmB;AACrE,kBAAY,aAAa,aAAa,kBAAkB;AAExD,gBAAU,IAAI,YAAY,OAAO,GAAG,YAAY,OAAO,GAAG,YAAY,OAAO,GAAG,YAAY,QAAQ;AAEpG,YAAM,mBAAmB,aAAa;AAEtC,QAAE,KAAK,KAAK,KAAK,UAAU,CAAC,IAAI,iBAAiB,SAAS,CAAC,KAAK,iBAAiB,SAAS,CAAC;AAC3F,QAAE,KAAK,KAAK,KAAK,UAAU,CAAC,IAAI,iBAAiB,SAAS,CAAC,KAAK,iBAAiB,SAAS,CAAC;AAC3F,QAAE,IAAI;AACN,QAAE,KAAK,IAAM,iBAAiB,SAAS,EAAE,KAAK,iBAAiB,SAAS,EAAE;AAG1E,gBAAU,eAAe,IAAM,UAAU,IAAI,CAAC,CAAC;AAG/C,uBAAiB,SAAS,CAAC,IAAI,UAAU;AACzC,uBAAiB,SAAS,CAAC,IAAI,UAAU;AACzC,uBAAiB,SAAS,EAAE,IAAI,UAAU,IAAI,IAAM;AACpD,uBAAiB,SAAS,EAAE,IAAI,UAAU;AAE1C,UAAI,sBAAsB,OAAO,WAAW;AAI5C,YAAM,sBAAsB,SAAS,gBAAiB;AAEtD,YAAM,mBAAmB,SAAS,GAAG;AACrC,YAAM,0BAA0B,SAAS,UAAU;AAEnD,YAAM,UAAU;AAEhB,eAAS,GAAG,UAAU;AACtB,eAAS,UAAU,aAAa;AAEhC,eAAS,gBAAgB,YAAY;AAErC,eAAS,MAAM,QAAQ,MAAM,QAAQ,IAAI;AAEzC,UAAI,SAAS,cAAc;AAAO,iBAAS,MAAO;AAClD,eAAS,OAAO,OAAO,YAAY;AAEnC,YAAM,UAAU;AAEhB,eAAS,GAAG,UAAU;AACtB,eAAS,UAAU,aAAa;AAEhC,eAAS,gBAAgB,mBAAmB;AAI5C,YAAM,WAAW,OAAO;AAExB,UAAI,aAAa,QAAW;AAC1B,iBAAS,MAAM,SAAS,QAAQ;AAAA,MACjC;AAAA,IACF;AAAA,EACF;AACH;;"}
|
package/objects/Water.js
CHANGED
@@ -1,5 +1,4 @@
|
|
1
|
-
import { Mesh, Vector3, Color, FrontSide, Plane, Matrix4, Vector4, PerspectiveCamera, WebGLRenderTarget, UniformsUtils, UniformsLib, ShaderMaterial } from "three";
|
2
|
-
import { version } from "../_polyfill/constants.js";
|
1
|
+
import { Mesh, Vector3, Color, FrontSide, Plane, Matrix4, Vector4, PerspectiveCamera, WebGLRenderTarget, UniformsUtils, UniformsLib, REVISION, ShaderMaterial } from "three";
|
3
2
|
class Water extends Mesh {
|
4
3
|
constructor(geometry, options = {}) {
|
5
4
|
super(geometry);
|
@@ -149,7 +148,7 @@ class Water extends Mesh {
|
|
149
148
|
gl_FragColor = vec4( outgoingLight, alpha );
|
150
149
|
|
151
150
|
#include <tonemapping_fragment>
|
152
|
-
#include <${
|
151
|
+
#include <${parseInt(REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
|
153
152
|
#include <fog_fragment>
|
154
153
|
}`
|
155
154
|
)
|
package/objects/Water.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"Water.js","sources":["../../src/objects/Water.js"],"sourcesContent":["import {\n Color,\n FrontSide,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n ShaderMaterial,\n UniformsLib,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Work based on :\n * https://github.com/Slayvin: Flat mirror for three.js\n * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror\n * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL\n */\n\nclass Water extends Mesh {\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isWater = true\n\n const scope = this\n\n const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512\n const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512\n\n const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0\n const alpha = options.alpha !== undefined ? options.alpha : 1.0\n const time = options.time !== undefined ? options.time : 0.0\n const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null\n const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3(0.70707, 0.70707, 0.0)\n const sunColor = new Color(options.sunColor !== undefined ? options.sunColor : 0xffffff)\n const waterColor = new Color(options.waterColor !== undefined ? options.waterColor : 0x7f7f7f)\n const eye = options.eye !== undefined ? options.eye : new Vector3(0, 0, 0)\n const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0\n const side = options.side !== undefined ? options.side : FrontSide\n const fog = options.fog !== undefined ? options.fog : false\n\n //\n\n const mirrorPlane = new Plane()\n const normal = new Vector3()\n const mirrorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n const clipPlane = new Vector4()\n\n const view = new Vector3()\n const target = new Vector3()\n const q = new Vector4()\n\n const textureMatrix = new Matrix4()\n\n const mirrorCamera = new PerspectiveCamera()\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight)\n\n const mirrorShader = {\n uniforms: UniformsUtils.merge([\n UniformsLib['fog'],\n UniformsLib['lights'],\n {\n normalSampler: { value: null },\n mirrorSampler: { value: null },\n alpha: { value: 1.0 },\n time: { value: 0.0 },\n size: { value: 1.0 },\n distortionScale: { value: 20.0 },\n textureMatrix: { value: new Matrix4() },\n sunColor: { value: new Color(0x7f7f7f) },\n sunDirection: { value: new Vector3(0.70707, 0.70707, 0) },\n eye: { value: new Vector3() },\n waterColor: { value: new Color(0x555555) },\n },\n ]),\n\n vertexShader: /* glsl */ `\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tuniform float time;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <shadowmap_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tmirrorCoord = modelMatrix * vec4( position, 1.0 );\n\t\t\t\t\tworldPosition = mirrorCoord.xyzw;\n\t\t\t\t\tmirrorCoord = textureMatrix * mirrorCoord;\n\t\t\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t\t#include <beginnormal_vertex>\n\t\t\t\t#include <defaultnormal_vertex>\n\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t#include <fog_vertex>\n\t\t\t\t#include <shadowmap_vertex>\n\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform sampler2D mirrorSampler;\n\t\t\t\tuniform float alpha;\n\t\t\t\tuniform float time;\n\t\t\t\tuniform float size;\n\t\t\t\tuniform float distortionScale;\n\t\t\t\tuniform sampler2D normalSampler;\n\t\t\t\tuniform vec3 sunColor;\n\t\t\t\tuniform vec3 sunDirection;\n\t\t\t\tuniform vec3 eye;\n\t\t\t\tuniform vec3 waterColor;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\tvec4 getNoise( vec2 uv ) {\n\t\t\t\t\tvec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);\n\t\t\t\t\tvec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );\n\t\t\t\t\tvec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );\n\t\t\t\t\tvec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );\n\t\t\t\t\tvec4 noise = texture2D( normalSampler, uv0 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv1 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv2 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv3 );\n\t\t\t\t\treturn noise * 0.5 - 1.0;\n\t\t\t\t}\n\n\t\t\t\tvoid sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {\n\t\t\t\t\tvec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );\n\t\t\t\t\tfloat direction = max( 0.0, dot( eyeDirection, reflection ) );\n\t\t\t\t\tspecularColor += pow( direction, shiny ) * sunColor * spec;\n\t\t\t\t\tdiffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;\n\t\t\t\t}\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <packing>\n\t\t\t\t#include <bsdfs>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <lights_pars_begin>\n\t\t\t\t#include <shadowmap_pars_fragment>\n\t\t\t\t#include <shadowmask_pars_fragment>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\tvec4 noise = getNoise( worldPosition.xz * size );\n\t\t\t\t\tvec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );\n\n\t\t\t\t\tvec3 diffuseLight = vec3(0.0);\n\t\t\t\t\tvec3 specularLight = vec3(0.0);\n\n\t\t\t\t\tvec3 worldToEye = eye-worldPosition.xyz;\n\t\t\t\t\tvec3 eyeDirection = normalize( worldToEye );\n\t\t\t\t\tsunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );\n\n\t\t\t\t\tfloat distance = length(worldToEye);\n\n\t\t\t\t\tvec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;\n\t\t\t\t\tvec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );\n\n\t\t\t\t\tfloat theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );\n\t\t\t\t\tfloat rf0 = 0.3;\n\t\t\t\t\tfloat reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );\n\t\t\t\t\tvec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;\n\t\t\t\t\tvec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);\n\t\t\t\t\tvec3 outgoingLight = albedo;\n\t\t\t\t\tgl_FragColor = vec4( outgoingLight, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\t\n\t\t\t\t}`,\n }\n\n const material = new ShaderMaterial({\n fragmentShader: mirrorShader.fragmentShader,\n vertexShader: mirrorShader.vertexShader,\n uniforms: UniformsUtils.clone(mirrorShader.uniforms),\n lights: true,\n side: side,\n fog: fog,\n })\n\n material.uniforms['mirrorSampler'].value = renderTarget.texture\n material.uniforms['textureMatrix'].value = textureMatrix\n material.uniforms['alpha'].value = alpha\n material.uniforms['time'].value = time\n material.uniforms['normalSampler'].value = normalSampler\n material.uniforms['sunColor'].value = sunColor\n material.uniforms['waterColor'].value = waterColor\n material.uniforms['sunDirection'].value = sunDirection\n material.uniforms['distortionScale'].value = distortionScale\n\n material.uniforms['eye'].value = eye\n\n scope.material = material\n\n scope.onBeforeRender = function (renderer, scene, camera) {\n mirrorWorldPosition.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(mirrorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when mirror is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(mirrorWorldPosition)\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(mirrorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(mirrorWorldPosition)\n\n mirrorCamera.position.copy(view)\n mirrorCamera.up.set(0, 1, 0)\n mirrorCamera.up.applyMatrix4(rotationMatrix)\n mirrorCamera.up.reflect(normal)\n mirrorCamera.lookAt(target)\n\n mirrorCamera.far = camera.far // Used in WebGLBackground\n\n mirrorCamera.updateMatrixWorld()\n mirrorCamera.projectionMatrix.copy(camera.projectionMatrix)\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(mirrorCamera.projectionMatrix)\n textureMatrix.multiply(mirrorCamera.matrixWorldInverse)\n\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n mirrorPlane.setFromNormalAndCoplanarPoint(normal, mirrorWorldPosition)\n mirrorPlane.applyMatrix4(mirrorCamera.matrixWorldInverse)\n\n clipPlane.set(mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant)\n\n const projectionMatrix = mirrorCamera.projectionMatrix\n\n q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // Calculate the scaled plane vector\n clipPlane.multiplyScalar(2.0 / clipPlane.dot(q))\n\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = clipPlane.x\n projectionMatrix.elements[6] = clipPlane.y\n projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipPlane.w\n\n eye.setFromMatrixPosition(camera.matrixWorld)\n\n // Render\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n\n scope.visible = false\n\n renderer.xr.enabled = false // Avoid camera modification and recursion\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\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, mirrorCamera)\n\n scope.visible = true\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\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 }\n}\n\nexport { Water 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{"version":3,"file":"Water.js","sources":["../../src/objects/Water.js"],"sourcesContent":["import {\n Color,\n FrontSide,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n ShaderMaterial,\n UniformsLib,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n REVISION,\n} from 'three'\n\n/**\n * Work based on :\n * https://github.com/Slayvin: Flat mirror for three.js\n * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror\n * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL\n */\n\nclass Water extends Mesh {\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isWater = true\n\n const scope = this\n\n const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512\n const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512\n\n const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0\n const alpha = options.alpha !== undefined ? options.alpha : 1.0\n const time = options.time !== undefined ? options.time : 0.0\n const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null\n const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3(0.70707, 0.70707, 0.0)\n const sunColor = new Color(options.sunColor !== undefined ? options.sunColor : 0xffffff)\n const waterColor = new Color(options.waterColor !== undefined ? options.waterColor : 0x7f7f7f)\n const eye = options.eye !== undefined ? options.eye : new Vector3(0, 0, 0)\n const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0\n const side = options.side !== undefined ? options.side : FrontSide\n const fog = options.fog !== undefined ? options.fog : false\n\n //\n\n const mirrorPlane = new Plane()\n const normal = new Vector3()\n const mirrorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n const clipPlane = new Vector4()\n\n const view = new Vector3()\n const target = new Vector3()\n const q = new Vector4()\n\n const textureMatrix = new Matrix4()\n\n const mirrorCamera = new PerspectiveCamera()\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight)\n\n const mirrorShader = {\n uniforms: UniformsUtils.merge([\n UniformsLib['fog'],\n UniformsLib['lights'],\n {\n normalSampler: { value: null },\n mirrorSampler: { value: null },\n alpha: { value: 1.0 },\n time: { value: 0.0 },\n size: { value: 1.0 },\n distortionScale: { value: 20.0 },\n textureMatrix: { value: new Matrix4() },\n sunColor: { value: new Color(0x7f7f7f) },\n sunDirection: { value: new Vector3(0.70707, 0.70707, 0) },\n eye: { value: new Vector3() },\n waterColor: { value: new Color(0x555555) },\n },\n ]),\n\n vertexShader: /* glsl */ `\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tuniform float time;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <shadowmap_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tmirrorCoord = modelMatrix * vec4( position, 1.0 );\n\t\t\t\t\tworldPosition = mirrorCoord.xyzw;\n\t\t\t\t\tmirrorCoord = textureMatrix * mirrorCoord;\n\t\t\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t\t#include <beginnormal_vertex>\n\t\t\t\t#include <defaultnormal_vertex>\n\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t#include <fog_vertex>\n\t\t\t\t#include <shadowmap_vertex>\n\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform sampler2D mirrorSampler;\n\t\t\t\tuniform float alpha;\n\t\t\t\tuniform float time;\n\t\t\t\tuniform float size;\n\t\t\t\tuniform float distortionScale;\n\t\t\t\tuniform sampler2D normalSampler;\n\t\t\t\tuniform vec3 sunColor;\n\t\t\t\tuniform vec3 sunDirection;\n\t\t\t\tuniform vec3 eye;\n\t\t\t\tuniform vec3 waterColor;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\tvec4 getNoise( vec2 uv ) {\n\t\t\t\t\tvec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);\n\t\t\t\t\tvec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );\n\t\t\t\t\tvec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );\n\t\t\t\t\tvec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );\n\t\t\t\t\tvec4 noise = texture2D( normalSampler, uv0 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv1 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv2 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv3 );\n\t\t\t\t\treturn noise * 0.5 - 1.0;\n\t\t\t\t}\n\n\t\t\t\tvoid sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {\n\t\t\t\t\tvec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );\n\t\t\t\t\tfloat direction = max( 0.0, dot( eyeDirection, reflection ) );\n\t\t\t\t\tspecularColor += pow( direction, shiny ) * sunColor * spec;\n\t\t\t\t\tdiffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;\n\t\t\t\t}\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <packing>\n\t\t\t\t#include <bsdfs>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <lights_pars_begin>\n\t\t\t\t#include <shadowmap_pars_fragment>\n\t\t\t\t#include <shadowmask_pars_fragment>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\tvec4 noise = getNoise( worldPosition.xz * size );\n\t\t\t\t\tvec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );\n\n\t\t\t\t\tvec3 diffuseLight = vec3(0.0);\n\t\t\t\t\tvec3 specularLight = vec3(0.0);\n\n\t\t\t\t\tvec3 worldToEye = eye-worldPosition.xyz;\n\t\t\t\t\tvec3 eyeDirection = normalize( worldToEye );\n\t\t\t\t\tsunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );\n\n\t\t\t\t\tfloat distance = length(worldToEye);\n\n\t\t\t\t\tvec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;\n\t\t\t\t\tvec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );\n\n\t\t\t\t\tfloat theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );\n\t\t\t\t\tfloat rf0 = 0.3;\n\t\t\t\t\tfloat reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );\n\t\t\t\t\tvec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;\n\t\t\t\t\tvec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);\n\t\t\t\t\tvec3 outgoingLight = albedo;\n\t\t\t\t\tgl_FragColor = vec4( outgoingLight, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\t\n\t\t\t\t}`,\n }\n\n const material = new ShaderMaterial({\n fragmentShader: mirrorShader.fragmentShader,\n vertexShader: mirrorShader.vertexShader,\n uniforms: UniformsUtils.clone(mirrorShader.uniforms),\n lights: true,\n side: side,\n fog: fog,\n })\n\n material.uniforms['mirrorSampler'].value = renderTarget.texture\n material.uniforms['textureMatrix'].value = textureMatrix\n material.uniforms['alpha'].value = alpha\n material.uniforms['time'].value = time\n material.uniforms['normalSampler'].value = normalSampler\n material.uniforms['sunColor'].value = sunColor\n material.uniforms['waterColor'].value = waterColor\n material.uniforms['sunDirection'].value = sunDirection\n material.uniforms['distortionScale'].value = distortionScale\n\n material.uniforms['eye'].value = eye\n\n scope.material = material\n\n scope.onBeforeRender = function (renderer, scene, camera) {\n mirrorWorldPosition.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(mirrorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when mirror is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(mirrorWorldPosition)\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(mirrorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(mirrorWorldPosition)\n\n mirrorCamera.position.copy(view)\n mirrorCamera.up.set(0, 1, 0)\n mirrorCamera.up.applyMatrix4(rotationMatrix)\n mirrorCamera.up.reflect(normal)\n mirrorCamera.lookAt(target)\n\n mirrorCamera.far = camera.far // Used in WebGLBackground\n\n mirrorCamera.updateMatrixWorld()\n mirrorCamera.projectionMatrix.copy(camera.projectionMatrix)\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(mirrorCamera.projectionMatrix)\n textureMatrix.multiply(mirrorCamera.matrixWorldInverse)\n\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n mirrorPlane.setFromNormalAndCoplanarPoint(normal, mirrorWorldPosition)\n mirrorPlane.applyMatrix4(mirrorCamera.matrixWorldInverse)\n\n clipPlane.set(mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant)\n\n const projectionMatrix = mirrorCamera.projectionMatrix\n\n q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // Calculate the scaled plane vector\n clipPlane.multiplyScalar(2.0 / clipPlane.dot(q))\n\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = clipPlane.x\n projectionMatrix.elements[6] = clipPlane.y\n projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipPlane.w\n\n eye.setFromMatrixPosition(camera.matrixWorld)\n\n // Render\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n\n scope.visible = false\n\n renderer.xr.enabled = false // Avoid camera modification and recursion\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\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, mirrorCamera)\n\n scope.visible = true\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\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 }\n}\n\nexport { Water 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