three-stdlib 2.35.5 → 2.35.6
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- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +34 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +17 -42
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
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{"version":3,"file":"BokehShader2.cjs","sources":["../../src/shaders/BokehShader2.ts"],"sourcesContent":["import { IUniform, Texture, Vector2 } from 'three'\n\nexport interface BokehShader2Uniforms {\n textureWidth: IUniform<number>\n textureHeight: IUniform<number>\n\n focalDepth: IUniform<number>\n focalLength: IUniform<number>\n fstop: IUniform<number>\n\n tColor: IUniform<Texture | null>\n tDepth: IUniform<Texture | null>\n\n maxblur: IUniform<number>\n\n showFocus: IUniform<number>\n manualdof: IUniform<number>\n vignetting: IUniform<number>\n depthblur: IUniform<number>\n\n threshold: IUniform<number>\n gain: IUniform<number>\n bias: IUniform<number>\n fringe: IUniform<number>\n\n znear: IUniform<number>\n zfar: IUniform<number>\n\n noise: IUniform<number>\n dithering: IUniform<number>\n pentagon: IUniform<number>\n\n shaderFocus: IUniform<number>\n focusCoords: IUniform<Vector2>\n}\n\n/**\n * Depth-of-field shader with bokeh\n * ported from GLSL shader by Martins Upitis\n * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)\n *\n * Requires #define RINGS and SAMPLES integers\n */\n\nexport const BokehShader2: {\n uniforms: BokehShader2Uniforms\n vertexShader: string\n fragmentShader: string\n} = {\n uniforms: {\n textureWidth: { value: 1.0 },\n textureHeight: { value: 1.0 },\n\n focalDepth: { value: 1.0 },\n focalLength: { value: 24.0 },\n fstop: { value: 0.9 },\n\n tColor: { value: null },\n tDepth: { value: null },\n\n maxblur: { value: 1.0 },\n\n showFocus: { value: 0 },\n manualdof: { value: 0 },\n vignetting: { value: 0 },\n depthblur: { value: 0 },\n\n threshold: { value: 0.5 },\n gain: { value: 2.0 },\n bias: { value: 0.5 },\n fringe: { value: 0.7 },\n\n znear: { value: 0.1 },\n zfar: { value: 100 },\n\n noise: { value: 1 },\n dithering: { value: 0.0001 },\n pentagon: { value: 0 },\n\n shaderFocus: { value: 1 },\n focusCoords: { value: new Vector2() },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n '#include <common>',\n\n 'varying vec2 vUv;',\n\n 'uniform sampler2D tColor;',\n 'uniform sampler2D tDepth;',\n 'uniform float textureWidth;',\n 'uniform float textureHeight;',\n\n 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below',\n 'uniform float focalLength; //focal length in mm',\n 'uniform float fstop; //f-stop value',\n 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)',\n\n '/*',\n 'make sure that these two values are the same for your camera, otherwise distances will be wrong.',\n '*/',\n\n 'uniform float znear; // camera clipping start',\n 'uniform float zfar; // camera clipping end',\n\n '//------------------------------------------',\n '//user variables',\n\n 'const int samples = SAMPLES; //samples on the first ring',\n 'const int rings = RINGS; //ring count',\n\n 'const int maxringsamples = rings * samples;',\n\n 'uniform bool manualdof; // manual dof calculation',\n 'float ndofstart = 1.0; // near dof blur start',\n 'float ndofdist = 2.0; // near dof blur falloff distance',\n 'float fdofstart = 1.0; // far dof blur start',\n 'float fdofdist = 3.0; // far dof blur falloff distance',\n\n 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)',\n\n 'uniform bool vignetting; // use optical lens vignetting',\n\n 'float vignout = 1.3; // vignetting outer border',\n 'float vignin = 0.0; // vignetting inner border',\n 'float vignfade = 22.0; // f-stops till vignete fades',\n\n 'uniform bool shaderFocus;',\n '// disable if you use external focalDepth value',\n\n 'uniform vec2 focusCoords;',\n '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)',\n '// if center of screen use vec2(0.5, 0.5);',\n\n 'uniform float maxblur;',\n '//clamp value of max blur (0.0 = no blur, 1.0 default)',\n\n 'uniform float threshold; // highlight threshold;',\n 'uniform float gain; // highlight gain;',\n\n 'uniform float bias; // bokeh edge bias',\n 'uniform float fringe; // bokeh chromatic aberration / fringing',\n\n 'uniform bool noise; //use noise instead of pattern for sample dithering',\n\n 'uniform float dithering;',\n\n 'uniform bool depthblur; // blur the depth buffer',\n 'float dbsize = 1.25; // depth blur size',\n\n '/*',\n 'next part is experimental',\n 'not looking good with small sample and ring count',\n 'looks okay starting from samples = 4, rings = 4',\n '*/',\n\n 'uniform bool pentagon; //use pentagon as bokeh shape?',\n 'float feather = 0.4; //pentagon shape feather',\n\n '//------------------------------------------',\n\n 'float penta(vec2 coords) {',\n '\t//pentagonal shape',\n '\tfloat scale = float(rings) - 1.3;',\n '\tvec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);',\n '\tvec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);',\n '\tvec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);',\n '\tvec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);',\n '\tvec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);',\n '\tvec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);',\n\n '\tvec4 one = vec4( 1.0 );',\n\n '\tvec4 P = vec4((coords),vec2(scale, scale));',\n\n '\tvec4 dist = vec4(0.0);',\n '\tfloat inorout = -4.0;',\n\n '\tdist.x = dot( P, HS0 );',\n '\tdist.y = dot( P, HS1 );',\n '\tdist.z = dot( P, HS2 );',\n '\tdist.w = dot( P, HS3 );',\n\n '\tdist = smoothstep( -feather, feather, dist );',\n\n '\tinorout += dot( dist, one );',\n\n '\tdist.x = dot( P, HS4 );',\n '\tdist.y = HS5.w - abs( P.z );',\n\n '\tdist = smoothstep( -feather, feather, dist );',\n '\tinorout += dist.x;',\n\n '\treturn clamp( inorout, 0.0, 1.0 );',\n '}',\n\n 'float bdepth(vec2 coords) {',\n '\t// Depth buffer blur',\n '\tfloat d = 0.0;',\n '\tfloat kernel[9];',\n '\tvec2 offset[9];',\n\n '\tvec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;',\n\n '\toffset[0] = vec2(-wh.x,-wh.y);',\n '\toffset[1] = vec2( 0.0, -wh.y);',\n '\toffset[2] = vec2( wh.x -wh.y);',\n\n '\toffset[3] = vec2(-wh.x, 0.0);',\n '\toffset[4] = vec2( 0.0, 0.0);',\n '\toffset[5] = vec2( wh.x, 0.0);',\n\n '\toffset[6] = vec2(-wh.x, wh.y);',\n '\toffset[7] = vec2( 0.0, wh.y);',\n '\toffset[8] = vec2( wh.x, wh.y);',\n\n '\tkernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;',\n '\tkernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;',\n '\tkernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;',\n\n '\tfor( int i=0; i<9; i++ ) {',\n '\t\tfloat tmp = texture2D(tDepth, coords + offset[i]).r;',\n '\t\td += tmp * kernel[i];',\n '\t}',\n\n '\treturn d;',\n '}',\n\n 'vec3 color(vec2 coords,float blur) {',\n '\t//processing the sample',\n\n '\tvec3 col = vec3(0.0);',\n '\tvec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);',\n\n '\tcol.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;',\n '\tcol.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;',\n '\tcol.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;',\n\n '\tvec3 lumcoeff = vec3(0.299,0.587,0.114);',\n '\tfloat lum = dot(col.rgb, lumcoeff);',\n '\tfloat thresh = max((lum-threshold)*gain, 0.0);',\n '\treturn col+mix(vec3(0.0),col,thresh*blur);',\n '}',\n\n 'vec3 debugFocus(vec3 col, float blur, float depth) {',\n '\tfloat edge = 0.002*depth; //distance based edge smoothing',\n '\tfloat m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);',\n '\tfloat e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);',\n\n '\tcol = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);',\n '\tcol = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);',\n\n '\treturn col;',\n '}',\n\n 'float linearize(float depth) {',\n '\treturn -zfar * znear / (depth * (zfar - znear) - zfar);',\n '}',\n\n 'float vignette() {',\n '\tfloat dist = distance(vUv.xy, vec2(0.5,0.5));',\n '\tdist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);',\n '\treturn clamp(dist,0.0,1.0);',\n '}',\n\n 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {',\n '\tfloat rings2 = float(rings);',\n '\tfloat step = PI*2.0 / float(ringsamples);',\n '\tfloat pw = cos(j*step)*i;',\n '\tfloat ph = sin(j*step)*i;',\n '\tfloat p = 1.0;',\n '\tif (pentagon) {',\n '\t\tp = penta(vec2(pw,ph));',\n '\t}',\n '\tcol += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;',\n '\treturn 1.0 * mix(1.0, i /rings2, bias) * p;',\n '}',\n\n 'void main() {',\n '\t//scene depth calculation',\n\n '\tfloat depth = linearize(texture2D(tDepth,vUv.xy).x);',\n\n '\t// Blur depth?',\n '\tif ( depthblur ) {',\n '\t\tdepth = linearize(bdepth(vUv.xy));',\n '\t}',\n\n '\t//focal plane calculation',\n\n '\tfloat fDepth = focalDepth;',\n\n '\tif (shaderFocus) {',\n\n '\t\tfDepth = linearize(texture2D(tDepth,focusCoords).x);',\n\n '\t}',\n\n '\t// dof blur factor calculation',\n\n '\tfloat blur = 0.0;',\n\n '\tif (manualdof) {',\n '\t\tfloat a = depth-fDepth; // Focal plane',\n '\t\tfloat b = (a-fdofstart)/fdofdist; // Far DoF',\n '\t\tfloat c = (-a-ndofstart)/ndofdist; // Near Dof',\n '\t\tblur = (a>0.0) ? b : c;',\n '\t} else {',\n '\t\tfloat f = focalLength; // focal length in mm',\n '\t\tfloat d = fDepth*1000.0; // focal plane in mm',\n '\t\tfloat o = depth*1000.0; // depth in mm',\n\n '\t\tfloat a = (o*f)/(o-f);',\n '\t\tfloat b = (d*f)/(d-f);',\n '\t\tfloat c = (d-f)/(d*fstop*CoC);',\n\n '\t\tblur = abs(a-b)*c;',\n '\t}',\n\n '\tblur = clamp(blur,0.0,1.0);',\n\n '\t// calculation of pattern for dithering',\n\n '\tvec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;',\n\n '\t// getting blur x and y step factor',\n\n '\tfloat w = (1.0/textureWidth)*blur*maxblur+noise.x;',\n '\tfloat h = (1.0/textureHeight)*blur*maxblur+noise.y;',\n\n '\t// calculation of final color',\n\n '\tvec3 col = vec3(0.0);',\n\n '\tif(blur < 0.05) {',\n '\t\t//some optimization thingy',\n '\t\tcol = texture2D(tColor, vUv.xy).rgb;',\n '\t} else {',\n '\t\tcol = texture2D(tColor, vUv.xy).rgb;',\n '\t\tfloat s = 1.0;',\n '\t\tint ringsamples;',\n\n '\t\tfor (int i = 1; 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{"version":3,"file":"BokehShader2.cjs","sources":["../../src/shaders/BokehShader2.ts"],"sourcesContent":["import { IUniform, Texture, Vector2 } from 'three'\n\nexport interface BokehShader2Uniforms {\n textureWidth: IUniform<number>\n textureHeight: IUniform<number>\n\n focalDepth: IUniform<number>\n focalLength: IUniform<number>\n fstop: IUniform<number>\n\n tColor: IUniform<Texture | null>\n tDepth: IUniform<Texture | null>\n\n maxblur: IUniform<number>\n\n showFocus: IUniform<number>\n manualdof: IUniform<number>\n vignetting: IUniform<number>\n depthblur: IUniform<number>\n\n threshold: IUniform<number>\n gain: IUniform<number>\n bias: IUniform<number>\n fringe: IUniform<number>\n\n znear: IUniform<number>\n zfar: IUniform<number>\n\n noise: IUniform<number>\n dithering: IUniform<number>\n pentagon: IUniform<number>\n\n shaderFocus: IUniform<number>\n focusCoords: IUniform<Vector2>\n}\n\n/**\n * Depth-of-field shader with bokeh\n * ported from GLSL shader by Martins Upitis\n * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)\n *\n * Requires #define RINGS and SAMPLES integers\n */\n\nexport const BokehShader2: {\n uniforms: BokehShader2Uniforms\n vertexShader: string\n fragmentShader: string\n} = {\n uniforms: {\n textureWidth: { value: 1.0 },\n textureHeight: { value: 1.0 },\n\n focalDepth: { value: 1.0 },\n focalLength: { value: 24.0 },\n fstop: { value: 0.9 },\n\n tColor: { value: null },\n tDepth: { value: null },\n\n maxblur: { value: 1.0 },\n\n showFocus: { value: 0 },\n manualdof: { value: 0 },\n vignetting: { value: 0 },\n depthblur: { value: 0 },\n\n threshold: { value: 0.5 },\n gain: { value: 2.0 },\n bias: { value: 0.5 },\n fringe: { value: 0.7 },\n\n znear: { value: 0.1 },\n zfar: { value: 100 },\n\n noise: { value: 1 },\n dithering: { value: 0.0001 },\n pentagon: { value: 0 },\n\n shaderFocus: { value: 1 },\n focusCoords: { value: /* @__PURE__ */ new Vector2() },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #include <common>\n\n varying vec2 vUv;\n\n uniform sampler2D tColor;\n uniform sampler2D tDepth;\n uniform float textureWidth;\n uniform float textureHeight;\n\n uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below\n uniform float focalLength; //focal length in mm\n uniform float fstop; //f-stop value\n uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)\n\n /*\n make sure that these two values are the same for your camera, otherwise distances will be wrong.\n */\n\n uniform float znear; // camera clipping start\n uniform float zfar; // camera clipping end\n\n //------------------------------------------\n //user variables\n\n const int samples = SAMPLES; //samples on the first ring\n const int rings = RINGS; //ring count\n\n const int maxringsamples = rings * samples;\n\n uniform bool manualdof; // manual dof calculation\n float ndofstart = 1.0; // near dof blur start\n float ndofdist = 2.0; // near dof blur falloff distance\n float fdofstart = 1.0; // far dof blur start\n float fdofdist = 3.0; // far dof blur falloff distance\n\n float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)\n\n uniform bool vignetting; // use optical lens vignetting\n\n float vignout = 1.3; // vignetting outer border\n float vignin = 0.0; // vignetting inner border\n float vignfade = 22.0; // f-stops till vignete fades\n\n uniform bool shaderFocus;\n // disable if you use external focalDepth value\n\n uniform vec2 focusCoords;\n // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)\n // if center of screen use vec2(0.5, 0.5);\n\n uniform float maxblur;\n //clamp value of max blur (0.0 = no blur, 1.0 default)\n\n uniform float threshold; // highlight threshold;\n uniform float gain; // highlight gain;\n\n uniform float bias; // bokeh edge bias\n uniform float fringe; // bokeh chromatic aberration / fringing\n\n uniform bool noise; //use noise instead of pattern for sample dithering\n\n uniform float dithering;\n\n uniform bool depthblur; // blur the depth buffer\n float dbsize = 1.25; // depth blur size\n\n /*\n next part is experimental\n not looking good with small sample and ring count\n looks okay starting from samples = 4, rings = 4\n */\n\n uniform bool pentagon; //use pentagon as bokeh shape?\n float feather = 0.4; //pentagon shape feather\n\n //------------------------------------------\n\n float penta(vec2 coords) {\n \t//pentagonal shape\n \tfloat scale = float(rings) - 1.3;\n \tvec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);\n \tvec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);\n \tvec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);\n \tvec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);\n \tvec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);\n \tvec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);\n\n \tvec4 one = vec4( 1.0 );\n\n \tvec4 P = vec4((coords),vec2(scale, scale));\n\n \tvec4 dist = vec4(0.0);\n \tfloat inorout = -4.0;\n\n \tdist.x = dot( P, HS0 );\n \tdist.y = dot( P, HS1 );\n \tdist.z = dot( P, HS2 );\n \tdist.w = dot( P, HS3 );\n\n \tdist = smoothstep( -feather, feather, dist );\n\n \tinorout += dot( dist, one );\n\n \tdist.x = dot( P, HS4 );\n \tdist.y = HS5.w - abs( P.z );\n\n \tdist = smoothstep( -feather, feather, dist );\n \tinorout += dist.x;\n\n \treturn clamp( inorout, 0.0, 1.0 );\n }\n\n float bdepth(vec2 coords) {\n \t// Depth buffer blur\n \tfloat d = 0.0;\n \tfloat kernel[9];\n \tvec2 offset[9];\n\n \tvec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;\n\n \toffset[0] = vec2(-wh.x,-wh.y);\n \toffset[1] = vec2( 0.0, -wh.y);\n \toffset[2] = vec2( wh.x -wh.y);\n\n \toffset[3] = vec2(-wh.x, 0.0);\n \toffset[4] = vec2( 0.0, 0.0);\n \toffset[5] = vec2( wh.x, 0.0);\n\n \toffset[6] = vec2(-wh.x, wh.y);\n \toffset[7] = vec2( 0.0, wh.y);\n \toffset[8] = vec2( wh.x, wh.y);\n\n \tkernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;\n \tkernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;\n \tkernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;\n\n \tfor( int i=0; i<9; i++ ) {\n \t\tfloat tmp = texture2D(tDepth, coords + offset[i]).r;\n \t\td += tmp * kernel[i];\n \t}\n\n \treturn d;\n }\n\n vec3 color(vec2 coords,float blur) {\n \t//processing the sample\n\n \tvec3 col = vec3(0.0);\n \tvec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);\n\n \tcol.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;\n \tcol.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;\n \tcol.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;\n\n \tvec3 lumcoeff = vec3(0.299,0.587,0.114);\n \tfloat lum = dot(col.rgb, lumcoeff);\n \tfloat thresh = max((lum-threshold)*gain, 0.0);\n \treturn col+mix(vec3(0.0),col,thresh*blur);\n }\n\n vec3 debugFocus(vec3 col, float blur, float depth) {\n \tfloat edge = 0.002*depth; //distance based edge smoothing\n \tfloat m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);\n \tfloat e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);\n\n \tcol = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);\n \tcol = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);\n\n \treturn col;\n }\n\n float linearize(float depth) {\n \treturn -zfar * znear / (depth * (zfar - znear) - zfar);\n }\n\n float vignette() {\n \tfloat dist = distance(vUv.xy, vec2(0.5,0.5));\n \tdist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);\n \treturn clamp(dist,0.0,1.0);\n }\n\n float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {\n \tfloat rings2 = float(rings);\n \tfloat step = PI*2.0 / float(ringsamples);\n \tfloat pw = cos(j*step)*i;\n \tfloat ph = sin(j*step)*i;\n \tfloat p = 1.0;\n \tif (pentagon) {\n \t\tp = penta(vec2(pw,ph));\n \t}\n \tcol += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;\n \treturn 1.0 * mix(1.0, i /rings2, bias) * p;\n }\n\n void main() {\n \t//scene depth calculation\n\n \tfloat depth = linearize(texture2D(tDepth,vUv.xy).x);\n\n \t// Blur depth?\n \tif ( depthblur ) {\n \t\tdepth = linearize(bdepth(vUv.xy));\n \t}\n\n \t//focal plane calculation\n\n \tfloat fDepth = focalDepth;\n\n \tif (shaderFocus) {\n\n \t\tfDepth = linearize(texture2D(tDepth,focusCoords).x);\n\n \t}\n\n \t// dof blur factor calculation\n\n \tfloat blur = 0.0;\n\n \tif (manualdof) {\n \t\tfloat a = depth-fDepth; // Focal plane\n \t\tfloat b = (a-fdofstart)/fdofdist; // Far DoF\n \t\tfloat c = (-a-ndofstart)/ndofdist; // Near Dof\n \t\tblur = (a>0.0) ? b : c;\n \t} else {\n \t\tfloat f = focalLength; // focal length in mm\n \t\tfloat d = fDepth*1000.0; // focal plane in mm\n \t\tfloat o = depth*1000.0; // depth in mm\n\n \t\tfloat a = (o*f)/(o-f);\n \t\tfloat b = (d*f)/(d-f);\n \t\tfloat c = (d-f)/(d*fstop*CoC);\n\n \t\tblur = abs(a-b)*c;\n \t}\n\n \tblur = clamp(blur,0.0,1.0);\n\n \t// calculation of pattern for dithering\n\n \tvec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;\n\n \t// getting blur x and y step factor\n\n \tfloat w = (1.0/textureWidth)*blur*maxblur+noise.x;\n \tfloat h = (1.0/textureHeight)*blur*maxblur+noise.y;\n\n \t// calculation of final color\n\n \tvec3 col = vec3(0.0);\n\n \tif(blur < 0.05) {\n \t\t//some optimization thingy\n \t\tcol = texture2D(tColor, vUv.xy).rgb;\n \t} else {\n \t\tcol = texture2D(tColor, vUv.xy).rgb;\n \t\tfloat s = 1.0;\n \t\tint ringsamples;\n\n \t\tfor (int i = 1; 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