three-stdlib 2.35.4 → 2.35.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +17 -20
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +17 -20
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +715 -722
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +716 -723
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +1 -2
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +2 -3
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +1 -2
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +2 -3
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +1 -2
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +2 -3
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +122 -133
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +21 -23
  68. package/exporters/DRACOExporter.js +122 -133
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +167 -170
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +167 -170
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +515 -524
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +515 -524
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +1 -2
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +2 -3
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +435 -441
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +435 -441
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +1 -2
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +2 -3
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +374 -377
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +374 -377
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +4 -5
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +5 -6
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +43 -46
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +43 -46
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1688 -1694
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1688 -1694
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +50 -53
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +50 -53
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +268 -271
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +269 -272
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +1 -2
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +2 -3
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +206 -209
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +206 -209
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +146 -154
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +146 -154
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +180 -183
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +180 -183
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +161 -164
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +161 -164
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +32 -35
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +6 -100
  258. package/objects/Sky.js +32 -35
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +1 -2
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +2 -3
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +140 -143
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +140 -143
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +264 -267
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +264 -267
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +250 -253
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +250 -253
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +376 -379
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +376 -379
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +202 -205
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +202 -205
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +46 -71
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +22 -41
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +22 -41
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +6 -20
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +6 -20
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +26 -46
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +26 -46
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +19 -33
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +19 -33
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +90 -117
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +90 -117
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +232 -333
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +232 -333
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +22 -38
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +22 -38
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +21 -35
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +21 -35
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +19 -34
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +19 -34
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +24 -43
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +24 -43
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +16 -30
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +16 -30
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +21 -38
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +21 -38
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +69 -98
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +69 -98
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +59 -70
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +59 -70
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +28 -49
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +28 -49
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1089 -1098
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1089 -1098
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +29 -57
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +29 -57
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +43 -70
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +43 -70
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +53 -74
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +53 -74
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +35 -55
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +35 -55
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +19 -33
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +19 -33
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +116 -193
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +116 -193
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +192 -270
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +192 -270
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +27 -43
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +27 -43
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +31 -47
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +31 -47
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +24 -37
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +24 -37
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +24 -43
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +24 -43
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +17 -34
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +17 -34
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +26 -39
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +26 -39
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +21 -36
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +21 -36
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +97 -147
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +97 -147
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +18 -31
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +18 -31
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +20 -33
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +117 -154
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +117 -154
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +270 -358
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +270 -358
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +142 -236
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +142 -236
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +20 -36
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +20 -36
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +37 -64
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +37 -64
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +16 -29
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +16 -29
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +35 -55
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +35 -55
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +165 -275
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +165 -275
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +27 -50
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +27 -50
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +17 -32
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +17 -32
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +27 -43
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +27 -43
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +27 -43
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +27 -43
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +213 -264
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +213 -264
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +35 -63
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +35 -63
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +1 -2
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +2 -3
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +106 -109
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -4
  500. package/webxr/ARButton.js +106 -109
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +95 -98
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +5 -6
  509. package/webxr/VRButton.js +95 -98
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/objects/Sky.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- import { ShaderMaterial, Vector3 } from 'three';
1
+ import { Mesh, ShaderMaterial, Vector3 } from 'three';
2
2
  /**
3
3
  * Based on "A Practical Analytic Model for Daylight"
4
4
  * aka The Preetham Model, the de facto standard analytic skydome model
@@ -12,101 +12,9 @@ import { ShaderMaterial, Vector3 } from 'three';
12
12
  *
13
13
  * Three.js integration by zz85 http://twitter.com/blurspline
14
14
  */
15
- declare const Sky: {
16
- new (): {
17
- geometry: import("three").BufferGeometry;
18
- material: import("three").Material | import("three").Material[];
19
- morphTargetInfluences?: number[] | undefined;
20
- morphTargetDictionary?: {
21
- [key: string]: number;
22
- } | undefined;
23
- readonly isMesh: true;
24
- type: string;
25
- updateMorphTargets(): void;
26
- raycast(raycaster: import("three").Raycaster, intersects: import("three").Intersection[]): void;
27
- id: number;
28
- uuid: string;
29
- name: string;
30
- parent: import("three").Object3D | null;
31
- children: import("three").Object3D[];
32
- up: Vector3;
33
- readonly position: Vector3;
34
- readonly rotation: import("three").Euler;
35
- readonly quaternion: import("three").Quaternion;
36
- readonly scale: Vector3;
37
- readonly modelViewMatrix: import("three").Matrix4;
38
- readonly normalMatrix: import("three").Matrix3;
39
- matrix: import("three").Matrix4;
40
- matrixWorld: import("three").Matrix4;
41
- matrixAutoUpdate: boolean;
42
- matrixWorldNeedsUpdate: boolean;
43
- layers: import("three").Layers;
44
- visible: boolean;
45
- castShadow: boolean;
46
- receiveShadow: boolean;
47
- frustumCulled: boolean;
48
- renderOrder: number;
49
- animations: import("three").AnimationClip[];
50
- userData: {
51
- [key: string]: any;
52
- };
53
- customDepthMaterial: import("three").Material;
54
- customDistanceMaterial: import("three").Material;
55
- readonly isObject3D: true;
56
- 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;
57
- 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;
58
- applyMatrix4(matrix: import("three").Matrix4): void;
59
- applyQuaternion(quaternion: import("three").Quaternion): any;
60
- setRotationFromAxisAngle(axis: Vector3, angle: number): void;
61
- setRotationFromEuler(euler: import("three").Euler): void;
62
- setRotationFromMatrix(m: import("three").Matrix4): void;
63
- setRotationFromQuaternion(q: import("three").Quaternion): void;
64
- rotateOnAxis(axis: Vector3, angle: number): any;
65
- rotateOnWorldAxis(axis: Vector3, angle: number): any;
66
- rotateX(angle: number): any;
67
- rotateY(angle: number): any;
68
- rotateZ(angle: number): any;
69
- translateOnAxis(axis: Vector3, distance: number): any;
70
- translateX(distance: number): any;
71
- translateY(distance: number): any;
72
- translateZ(distance: number): any;
73
- localToWorld(vector: Vector3): Vector3;
74
- worldToLocal(vector: Vector3): Vector3;
75
- lookAt(vector: number | Vector3, y?: number | undefined, z?: number | undefined): void;
76
- add(...object: import("three").Object3D[]): any;
77
- remove(...object: import("three").Object3D[]): any;
78
- clear(): any;
79
- attach(object: import("three").Object3D): any;
80
- getObjectById(id: number): import("three").Object3D | undefined;
81
- getObjectByName(name: string): import("three").Object3D | undefined;
82
- getObjectByProperty(name: string, value: string): import("three").Object3D | undefined;
83
- getWorldPosition(target: Vector3): Vector3;
84
- getWorldQuaternion(target: import("three").Quaternion): import("three").Quaternion;
85
- getWorldScale(target: Vector3): Vector3;
86
- getWorldDirection(target: Vector3): Vector3;
87
- traverse(callback: (object: import("three").Object3D) => any): void;
88
- traverseVisible(callback: (object: import("three").Object3D) => any): void;
89
- traverseAncestors(callback: (object: import("three").Object3D) => any): void;
90
- updateMatrix(): void;
91
- updateMatrixWorld(force?: boolean | undefined): void;
92
- updateWorldMatrix(updateParents: boolean, updateChildren: boolean): void;
93
- toJSON(meta?: {
94
- geometries: any;
95
- materials: any;
96
- textures: any;
97
- images: any;
98
- } | undefined): any;
99
- clone(recursive?: boolean | undefined): any;
100
- copy(source: any, recursive?: boolean | undefined): any;
101
- addEventListener(type: string, listener: (event: import("three").Event) => void): void;
102
- hasEventListener(type: string, listener: (event: import("three").Event) => void): boolean;
103
- removeEventListener(type: string, listener: (event: import("three").Event) => void): void;
104
- dispatchEvent(event: {
105
- [attachment: string]: any;
106
- type: string;
107
- }): void;
108
- };
109
- SkyShader: {
15
+ declare class Sky extends Mesh {
16
+ constructor();
17
+ static SkyShader: {
110
18
  uniforms: {
111
19
  turbidity: {
112
20
  value: number;
@@ -130,8 +38,6 @@ declare const Sky: {
130
38
  vertexShader: string;
131
39
  fragmentShader: string;
132
40
  };
133
- material: ShaderMaterial;
134
- DefaultUp: Vector3;
135
- DefaultMatrixAutoUpdate: boolean;
136
- };
41
+ static material: ShaderMaterial;
42
+ }
137
43
  export { Sky };
package/objects/Sky.js CHANGED
@@ -6,19 +6,18 @@ var __publicField = (obj, key, value) => {
6
6
  };
7
7
  import { Vector3, ShaderMaterial, UniformsUtils, BackSide, Mesh, BoxGeometry } from "three";
8
8
  import { version } from "../_polyfill/constants.js";
9
- const Sky = /* @__PURE__ */ (() => {
10
- const SkyShader = {
11
- uniforms: {
12
- turbidity: { value: 2 },
13
- rayleigh: { value: 1 },
14
- mieCoefficient: { value: 5e-3 },
15
- mieDirectionalG: { value: 0.8 },
16
- sunPosition: { value: new Vector3() },
17
- up: { value: new Vector3(0, 1, 0) }
18
- },
19
- vertexShader: (
20
- /* glsl */
21
- `
9
+ const SkyShader = {
10
+ uniforms: {
11
+ turbidity: { value: 2 },
12
+ rayleigh: { value: 1 },
13
+ mieCoefficient: { value: 5e-3 },
14
+ mieDirectionalG: { value: 0.8 },
15
+ sunPosition: { value: new Vector3() },
16
+ up: { value: new Vector3(0, 1, 0) }
17
+ },
18
+ vertexShader: (
19
+ /* glsl */
20
+ `
22
21
  uniform vec3 sunPosition;
23
22
  uniform float rayleigh;
24
23
  uniform float turbidity;
@@ -90,10 +89,10 @@ const Sky = /* @__PURE__ */ (() => {
90
89
 
91
90
  }
92
91
  `
93
- ),
94
- fragmentShader: (
95
- /* glsl */
96
- `
92
+ ),
93
+ fragmentShader: (
94
+ /* glsl */
95
+ `
97
96
  varying vec3 vWorldPosition;
98
97
  varying vec3 vSunDirection;
99
98
  varying float vSunfade;
@@ -180,25 +179,23 @@ const Sky = /* @__PURE__ */ (() => {
180
179
 
181
180
  }
182
181
  `
183
- )
184
- };
185
- const material = new ShaderMaterial({
186
- name: "SkyShader",
187
- fragmentShader: SkyShader.fragmentShader,
188
- vertexShader: SkyShader.vertexShader,
189
- uniforms: UniformsUtils.clone(SkyShader.uniforms),
190
- side: BackSide,
191
- depthWrite: false
192
- });
193
- class Sky2 extends Mesh {
194
- constructor() {
195
- super(new BoxGeometry(1, 1, 1), material);
196
- }
182
+ )
183
+ };
184
+ const material = new ShaderMaterial({
185
+ name: "SkyShader",
186
+ fragmentShader: SkyShader.fragmentShader,
187
+ vertexShader: SkyShader.vertexShader,
188
+ uniforms: UniformsUtils.clone(SkyShader.uniforms),
189
+ side: BackSide,
190
+ depthWrite: false
191
+ });
192
+ class Sky extends Mesh {
193
+ constructor() {
194
+ super(new BoxGeometry(1, 1, 1), material);
197
195
  }
198
- __publicField(Sky2, "SkyShader", SkyShader);
199
- __publicField(Sky2, "material", material);
200
- return Sky2;
201
- })();
196
+ }
197
+ __publicField(Sky, "SkyShader", SkyShader);
198
+ __publicField(Sky, "material", material);
202
199
  export {
203
200
  Sky
204
201
  };
@@ -1 +1 @@
1
- {"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\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 */\nconst Sky = /* @__PURE__ */ (() => {\n const 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\n const 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 class 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\n return Sky\n})()\n\nexport { Sky }\n"],"names":["Sky"],"mappings":";;;;;;;;AAgBA,MAAM,MAA6B,uBAAA;AACjC,QAAM,YAAY;AAAA,IAChB,UAAU;AAAA,MACR,WAAW,EAAE,OAAO,EAAE;AAAA,MACtB,UAAU,EAAE,OAAO,EAAE;AAAA,MACrB,gBAAgB,EAAE,OAAO,KAAM;AAAA,MAC/B,iBAAiB,EAAE,OAAO,IAAI;AAAA,MAC9B,aAAa,EAAE,OAAO,IAAI,UAAU;AAAA,MACpC,IAAI,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACpC;AAAA,IAEA;AAAA;AAAA,MAAyB;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,IAyEzB;AAAA;AAAA,MAA2B;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,kBAmFb,WAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA;AAAA,EAAA;AAMnD,QAAA,WAAW,IAAI,eAAe;AAAA,IAClC,MAAM;AAAA,IACN,gBAAgB,UAAU;AAAA,IAC1B,cAAc,UAAU;AAAA,IACxB,UAAU,cAAc,MAAM,UAAU,QAAQ;AAAA,IAChD,MAAM;AAAA,IACN,YAAY;AAAA,EAAA,CACb;AAED,QAAMA,aAAY,KAAK;AAAA,IACrB,cAAc;AACZ,YAAM,IAAI,YAAY,GAAG,GAAG,CAAC,GAAG,QAAQ;AAAA,IAC1C;AAAA,EAIF;AAFE,gBALIA,MAKG,aAAY;AACnB,gBANIA,MAMU,YAAW;AAGpBA,SAAAA;AACT,GAAG;"}
1
+ {"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;"}
package/objects/Water.cjs CHANGED
@@ -1,7 +1,6 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- const constants = require("../_polyfill/constants.cjs");
5
4
  class Water extends THREE.Mesh {
6
5
  constructor(geometry, options = {}) {
7
6
  super(geometry);
@@ -151,7 +150,7 @@ class Water extends THREE.Mesh {
151
150
  gl_FragColor = vec4( outgoingLight, alpha );
152
151
 
153
152
  #include <tonemapping_fragment>
154
- #include <${constants.version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
153
+ #include <${parseInt(THREE.REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
155
154
  #include <fog_fragment>
156
155
  }`
157
156
  )
@@ -1 +1 @@
1
- {"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;;"}
1
+ {"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 <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
151
+ #include <${parseInt(REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
153
152
  #include <fog_fragment>
154
153
  }`
155
154
  )
@@ -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 }\n"],"names":[],"mappings":";;AAuBA,MAAM,cAAc,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,IAAI,QAAQ,SAAS,SAAS,CAAG;AAClH,UAAM,WAAW,IAAI,MAAM,QAAQ,aAAa,SAAY,QAAQ,WAAW,QAAQ;AACvF,UAAM,aAAa,IAAI,MAAM,QAAQ,eAAe,SAAY,QAAQ,aAAa,OAAQ;AAC7F,UAAM,MAAM,QAAQ,QAAQ,SAAY,QAAQ,MAAM,IAAI,QAAQ,GAAG,GAAG,CAAC;AACzE,UAAM,kBAAkB,QAAQ,oBAAoB,SAAY,QAAQ,kBAAkB;AAC1F,UAAM,OAAO,QAAQ,SAAS,SAAY,QAAQ,OAAO;AACzD,UAAM,MAAM,QAAQ,QAAQ,SAAY,QAAQ,MAAM;AAItD,UAAM,cAAc,IAAI,MAAO;AAC/B,UAAM,SAAS,IAAI,QAAS;AAC5B,UAAM,sBAAsB,IAAI,QAAS;AACzC,UAAM,sBAAsB,IAAI,QAAS;AACzC,UAAM,iBAAiB,IAAI,QAAS;AACpC,UAAM,iBAAiB,IAAI,QAAQ,GAAG,GAAG,EAAE;AAC3C,UAAM,YAAY,IAAI,QAAS;AAE/B,UAAM,OAAO,IAAI,QAAS;AAC1B,UAAM,SAAS,IAAI,QAAS;AAC5B,UAAM,IAAI,IAAI,QAAS;AAEvB,UAAM,gBAAgB,IAAI,QAAS;AAEnC,UAAM,eAAe,IAAI,kBAAmB;AAE5C,UAAM,eAAe,IAAI,kBAAkB,cAAc,aAAa;AAEtE,UAAM,eAAe;AAAA,MACnB,UAAU,cAAc,MAAM;AAAA,QAC5B,YAAY,KAAK;AAAA,QACjB,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,IAAI,UAAW;AAAA,UACvC,UAAU,EAAE,OAAO,IAAI,MAAM,OAAQ,EAAG;AAAA,UACxC,cAAc,EAAE,OAAO,IAAI,QAAQ,SAAS,SAAS,CAAC,EAAG;AAAA,UACzD,KAAK,EAAE,OAAO,IAAI,UAAW;AAAA,UAC7B,YAAY,EAAE,OAAO,IAAI,MAAM,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,WAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA,IAGrD;AAED,UAAM,WAAW,IAAI,eAAe;AAAA,MAClC,gBAAgB,aAAa;AAAA,MAC7B,cAAc,aAAa;AAAA,MAC3B,UAAU,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;"}
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 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":[],"mappings":";AAuBA,MAAM,cAAc,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,IAAI,QAAQ,SAAS,SAAS,CAAG;AAClH,UAAM,WAAW,IAAI,MAAM,QAAQ,aAAa,SAAY,QAAQ,WAAW,QAAQ;AACvF,UAAM,aAAa,IAAI,MAAM,QAAQ,eAAe,SAAY,QAAQ,aAAa,OAAQ;AAC7F,UAAM,MAAM,QAAQ,QAAQ,SAAY,QAAQ,MAAM,IAAI,QAAQ,GAAG,GAAG,CAAC;AACzE,UAAM,kBAAkB,QAAQ,oBAAoB,SAAY,QAAQ,kBAAkB;AAC1F,UAAM,OAAO,QAAQ,SAAS,SAAY,QAAQ,OAAO;AACzD,UAAM,MAAM,QAAQ,QAAQ,SAAY,QAAQ,MAAM;AAItD,UAAM,cAAc,IAAI,MAAO;AAC/B,UAAM,SAAS,IAAI,QAAS;AAC5B,UAAM,sBAAsB,IAAI,QAAS;AACzC,UAAM,sBAAsB,IAAI,QAAS;AACzC,UAAM,iBAAiB,IAAI,QAAS;AACpC,UAAM,iBAAiB,IAAI,QAAQ,GAAG,GAAG,EAAE;AAC3C,UAAM,YAAY,IAAI,QAAS;AAE/B,UAAM,OAAO,IAAI,QAAS;AAC1B,UAAM,SAAS,IAAI,QAAS;AAC5B,UAAM,IAAI,IAAI,QAAS;AAEvB,UAAM,gBAAgB,IAAI,QAAS;AAEnC,UAAM,eAAe,IAAI,kBAAmB;AAE5C,UAAM,eAAe,IAAI,kBAAkB,cAAc,aAAa;AAEtE,UAAM,eAAe;AAAA,MACnB,UAAU,cAAc,MAAM;AAAA,QAC5B,YAAY,KAAK;AAAA,QACjB,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,IAAI,UAAW;AAAA,UACvC,UAAU,EAAE,OAAO,IAAI,MAAM,OAAQ,EAAG;AAAA,UACxC,cAAc,EAAE,OAAO,IAAI,QAAQ,SAAS,SAAS,CAAC,EAAG;AAAA,UACzD,KAAK,EAAE,OAAO,IAAI,UAAW;AAAA,UAC7B,YAAY,EAAE,OAAO,IAAI,MAAM,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,SAAS,SAAS,QAAQ,QAAQ,EAAE,CAAC,KAAK,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA,IAGpF;AAED,UAAM,WAAW,IAAI,eAAe;AAAA,MAClC,gBAAgB,aAAa;AAAA,MAC7B,cAAc,aAAa;AAAA,MAC3B,UAAU,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;"}