three-stdlib 2.35.5 → 2.35.6

Sign up to get free protection for your applications and to get access to all the features.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  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 +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +34 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  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 +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  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 +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  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 +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  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 +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  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 +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  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 +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  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 +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  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 +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +17 -42
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  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 +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +47 -31
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +47 -31
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +37 -24
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +37 -24
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +43 -24
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +43 -24
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +34 -17
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +34 -17
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +39 -26
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +39 -26
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +36 -21
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +36 -21
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +147 -97
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +147 -97
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +31 -18
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +31 -18
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +33 -20
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +33 -20
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +154 -117
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +154 -117
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +358 -270
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +358 -270
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +236 -142
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +236 -142
  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 +36 -20
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +36 -20
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +64 -37
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +64 -37
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +29 -16
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +29 -16
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +55 -35
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +55 -35
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +275 -165
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +275 -165
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +50 -27
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +50 -27
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +32 -17
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +43 -27
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +43 -27
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +43 -27
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +264 -213
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +264 -213
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +63 -35
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +63 -35
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +2 -1
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +3 -2
  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 +3 -3
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -3
  500. package/webxr/ARButton.js +3 -3
  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 +98 -95
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +9 -6
  509. package/webxr/VRButton.js +98 -95
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -7,72 +7,100 @@ const SMAAEdgesShader = {
7
7
  },
8
8
  uniforms: {
9
9
  tDiffuse: { value: null },
10
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
10
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
11
11
  },
12
- vertexShader: [
13
- "uniform vec2 resolution;",
14
- "varying vec2 vUv;",
15
- "varying vec4 vOffset[ 3 ];",
16
- "void SMAAEdgeDetectionVS( vec2 texcoord ) {",
17
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
18
- // WebGL port note: Changed sign in W component
19
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
20
- // WebGL port note: Changed sign in W component
21
- " vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
22
- // WebGL port note: Changed sign in W component
23
- "}",
24
- "void main() {",
25
- " vUv = uv;",
26
- " SMAAEdgeDetectionVS( vUv );",
27
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
28
- "}"
29
- ].join("\n"),
30
- fragmentShader: [
31
- "uniform sampler2D tDiffuse;",
32
- "varying vec2 vUv;",
33
- "varying vec4 vOffset[ 3 ];",
34
- "vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
35
- " vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
12
+ vertexShader: (
13
+ /* glsl */
14
+ `
15
+ uniform vec2 resolution;
16
+
17
+ varying vec2 vUv;
18
+ varying vec4 vOffset[ 3 ];
19
+
20
+ void SMAAEdgeDetectionVS( vec2 texcoord ) {
21
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
22
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
23
+ vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
24
+ }
25
+
26
+ void main() {
27
+
28
+ vUv = uv;
29
+
30
+ SMAAEdgeDetectionVS( vUv );
31
+
32
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
33
+
34
+ }
35
+ `
36
+ ),
37
+ fragmentShader: (
38
+ /* glsl */
39
+ `
40
+ uniform sampler2D tDiffuse;
41
+
42
+ varying vec2 vUv;
43
+ varying vec4 vOffset[ 3 ];
44
+
45
+ vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
46
+ vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
47
+
36
48
  // Calculate color deltas:
37
- " vec4 delta;",
38
- " vec3 C = texture2D( colorTex, texcoord ).rgb;",
39
- " vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
40
- " vec3 t = abs( C - Cleft );",
41
- " delta.x = max( max( t.r, t.g ), t.b );",
42
- " vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
43
- " t = abs( C - Ctop );",
44
- " delta.y = max( max( t.r, t.g ), t.b );",
49
+ vec4 delta;
50
+ vec3 C = texture2D( colorTex, texcoord ).rgb;
51
+
52
+ vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
53
+ vec3 t = abs( C - Cleft );
54
+ delta.x = max( max( t.r, t.g ), t.b );
55
+
56
+ vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
57
+ t = abs( C - Ctop );
58
+ delta.y = max( max( t.r, t.g ), t.b );
59
+
45
60
  // We do the usual threshold:
46
- " vec2 edges = step( threshold, delta.xy );",
61
+ vec2 edges = step( threshold, delta.xy );
62
+
47
63
  // Then discard if there is no edge:
48
- " if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
49
- " discard;",
64
+ if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
65
+ discard;
66
+
50
67
  // Calculate right and bottom deltas:
51
- " vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
52
- " t = abs( C - Cright );",
53
- " delta.z = max( max( t.r, t.g ), t.b );",
54
- " vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
55
- " t = abs( C - Cbottom );",
56
- " delta.w = max( max( t.r, t.g ), t.b );",
68
+ vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
69
+ t = abs( C - Cright );
70
+ delta.z = max( max( t.r, t.g ), t.b );
71
+
72
+ vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
73
+ t = abs( C - Cbottom );
74
+ delta.w = max( max( t.r, t.g ), t.b );
75
+
57
76
  // Calculate the maximum delta in the direct neighborhood:
58
- " float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
77
+ float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
78
+
59
79
  // Calculate left-left and top-top deltas:
60
- " vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
61
- " t = abs( C - Cleftleft );",
62
- " delta.z = max( max( t.r, t.g ), t.b );",
63
- " vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
64
- " t = abs( C - Ctoptop );",
65
- " delta.w = max( max( t.r, t.g ), t.b );",
80
+ vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
81
+ t = abs( C - Cleftleft );
82
+ delta.z = max( max( t.r, t.g ), t.b );
83
+
84
+ vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
85
+ t = abs( C - Ctoptop );
86
+ delta.w = max( max( t.r, t.g ), t.b );
87
+
66
88
  // Calculate the final maximum delta:
67
- " maxDelta = max( max( maxDelta, delta.z ), delta.w );",
89
+ maxDelta = max( max( maxDelta, delta.z ), delta.w );
90
+
68
91
  // Local contrast adaptation in action:
69
- " edges.xy *= step( 0.5 * maxDelta, delta.xy );",
70
- " return vec4( edges, 0.0, 0.0 );",
71
- "}",
72
- "void main() {",
73
- " gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
74
- "}"
75
- ].join("\n")
92
+ edges.xy *= step( 0.5 * maxDelta, delta.xy );
93
+
94
+ return vec4( edges, 0.0, 0.0 );
95
+ }
96
+
97
+ void main() {
98
+
99
+ gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
100
+
101
+ }
102
+ `
103
+ )
76
104
  };
77
105
  const SMAAWeightsShader = {
78
106
  defines: {
@@ -85,52 +113,70 @@ const SMAAWeightsShader = {
85
113
  tDiffuse: { value: null },
86
114
  tArea: { value: null },
87
115
  tSearch: { value: null },
88
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
116
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
89
117
  },
90
- vertexShader: [
91
- "uniform vec2 resolution;",
92
- "varying vec2 vUv;",
93
- "varying vec4 vOffset[ 3 ];",
94
- "varying vec2 vPixcoord;",
95
- "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
96
- " vPixcoord = texcoord / resolution;",
118
+ vertexShader: (
119
+ /* glsl */
120
+ `
121
+ uniform vec2 resolution;
122
+
123
+ varying vec2 vUv;
124
+ varying vec4 vOffset[ 3 ];
125
+ varying vec2 vPixcoord;
126
+
127
+ void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
128
+ vPixcoord = texcoord / resolution;
129
+
97
130
  // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
98
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
99
- // WebGL port note: Changed sign in Y and W components
100
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
101
- // WebGL port note: Changed sign in Y and W components
131
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
132
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
133
+
102
134
  // And these for the searches, they indicate the ends of the loops:
103
- " vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
104
- "}",
105
- "void main() {",
106
- " vUv = uv;",
107
- " SMAABlendingWeightCalculationVS( vUv );",
108
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
109
- "}"
110
- ].join("\n"),
111
- fragmentShader: [
112
- "#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
113
- "uniform sampler2D tDiffuse;",
114
- "uniform sampler2D tArea;",
115
- "uniform sampler2D tSearch;",
116
- "uniform vec2 resolution;",
117
- "varying vec2 vUv;",
118
- "varying vec4 vOffset[3];",
119
- "varying vec2 vPixcoord;",
120
- "#if __VERSION__ == 100",
121
- "vec2 round( vec2 x ) {",
122
- " return sign( x ) * floor( abs( x ) + 0.5 );",
123
- "}",
124
- "#endif",
125
- "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
135
+ vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
136
+
137
+ }
138
+
139
+ void main() {
140
+
141
+ vUv = uv;
142
+
143
+ SMAABlendingWeightCalculationVS( vUv );
144
+
145
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
146
+
147
+ }
148
+ `
149
+ ),
150
+ fragmentShader: (
151
+ /* glsl */
152
+ `
153
+ #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
154
+
155
+ uniform sampler2D tDiffuse;
156
+ uniform sampler2D tArea;
157
+ uniform sampler2D tSearch;
158
+ uniform vec2 resolution;
159
+
160
+ varying vec2 vUv;
161
+ varying vec4 vOffset[3];
162
+ varying vec2 vPixcoord;
163
+
164
+ #if __VERSION__ == 100
165
+ vec2 round( vec2 x ) {
166
+ return sign( x ) * floor( abs( x ) + 0.5 );
167
+ }
168
+ #endif
169
+
170
+ float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
126
171
  // Not required if searchTex accesses are set to point:
127
172
  // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
128
173
  // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
129
174
  // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
130
- " e.r = bias + e.r * scale;",
131
- " return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
132
- "}",
133
- "float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
175
+ e.r = bias + e.r * scale;
176
+ return 255.0 * texture2D( searchTex, e, 0.0 ).r;
177
+ }
178
+
179
+ float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
134
180
  /**
135
181
  * @PSEUDO_GATHER4
136
182
  * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
@@ -138,220 +184,262 @@ const SMAAWeightsShader = {
138
184
  * Sampling with different offsets in each direction allows to disambiguate
139
185
  * which edges are active from the four fetched ones.
140
186
  */
141
- " vec2 e = vec2( 0.0, 1.0 );",
142
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
143
- // WebGL port note: Changed while to for
144
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
145
- " texcoord -= vec2( 2.0, 0.0 ) * resolution;",
146
- " if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
147
- " }",
187
+ vec2 e = vec2( 0.0, 1.0 );
188
+
189
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
190
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
191
+ texcoord -= vec2( 2.0, 0.0 ) * resolution;
192
+ if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
193
+ }
194
+
148
195
  // We correct the previous (-0.25, -0.125) offset we applied:
149
- " texcoord.x += 0.25 * resolution.x;",
196
+ texcoord.x += 0.25 * resolution.x;
197
+
150
198
  // The searches are bias by 1, so adjust the coords accordingly:
151
- " texcoord.x += resolution.x;",
199
+ texcoord.x += resolution.x;
200
+
152
201
  // Disambiguate the length added by the last step:
153
- " texcoord.x += 2.0 * resolution.x;",
154
- // Undo last step
155
- " texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
156
- " return texcoord.x;",
157
- "}",
158
- "float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
159
- " vec2 e = vec2( 0.0, 1.0 );",
160
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
161
- // WebGL port note: Changed while to for
162
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
163
- " texcoord += vec2( 2.0, 0.0 ) * resolution;",
164
- " if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
165
- " }",
166
- " texcoord.x -= 0.25 * resolution.x;",
167
- " texcoord.x -= resolution.x;",
168
- " texcoord.x -= 2.0 * resolution.x;",
169
- " texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
170
- " return texcoord.x;",
171
- "}",
172
- "float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
173
- " vec2 e = vec2( 1.0, 0.0 );",
174
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
175
- // WebGL port note: Changed while to for
176
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
177
- " texcoord += vec2( 0.0, 2.0 ) * resolution;",
178
- // WebGL port note: Changed sign
179
- " if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
180
- " }",
181
- " texcoord.y -= 0.25 * resolution.y;",
182
- // WebGL port note: Changed sign
183
- " texcoord.y -= resolution.y;",
184
- // WebGL port note: Changed sign
185
- " texcoord.y -= 2.0 * resolution.y;",
186
- // WebGL port note: Changed sign
187
- " texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
188
- // WebGL port note: Changed sign
189
- " return texcoord.y;",
190
- "}",
191
- "float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
192
- " vec2 e = vec2( 1.0, 0.0 );",
193
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
194
- // WebGL port note: Changed while to for
195
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
196
- " texcoord -= vec2( 0.0, 2.0 ) * resolution;",
197
- // WebGL port note: Changed sign
198
- " if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
199
- " }",
200
- " texcoord.y += 0.25 * resolution.y;",
201
- // WebGL port note: Changed sign
202
- " texcoord.y += resolution.y;",
203
- // WebGL port note: Changed sign
204
- " texcoord.y += 2.0 * resolution.y;",
205
- // WebGL port note: Changed sign
206
- " texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
207
- // WebGL port note: Changed sign
208
- " return texcoord.y;",
209
- "}",
210
- "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
202
+ texcoord.x += 2.0 * resolution.x; // Undo last step
203
+ texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
204
+
205
+ return texcoord.x;
206
+ }
207
+
208
+ float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
209
+ vec2 e = vec2( 0.0, 1.0 );
210
+
211
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
212
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
213
+ texcoord += vec2( 2.0, 0.0 ) * resolution;
214
+ if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
215
+ }
216
+
217
+ texcoord.x -= 0.25 * resolution.x;
218
+ texcoord.x -= resolution.x;
219
+ texcoord.x -= 2.0 * resolution.x;
220
+ texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
221
+
222
+ return texcoord.x;
223
+ }
224
+
225
+ float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
226
+ vec2 e = vec2( 1.0, 0.0 );
227
+
228
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
229
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
230
+ texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
231
+ if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
232
+ }
233
+
234
+ texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
235
+ texcoord.y -= resolution.y; // WebGL port note: Changed sign
236
+ texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
237
+ texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
238
+
239
+ return texcoord.y;
240
+ }
241
+
242
+ float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
243
+ vec2 e = vec2( 1.0, 0.0 );
244
+
245
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
246
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
247
+ texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
248
+ if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
249
+ }
250
+
251
+ texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
252
+ texcoord.y += resolution.y; // WebGL port note: Changed sign
253
+ texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
254
+ texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
255
+
256
+ return texcoord.y;
257
+ }
258
+
259
+ vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
211
260
  // Rounding prevents precision errors of bilinear filtering:
212
- " vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
261
+ vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
262
+
213
263
  // We do a scale and bias for mapping to texel space:
214
- " texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
264
+ texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
265
+
215
266
  // Move to proper place, according to the subpixel offset:
216
- " texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
217
- " return texture2D( areaTex, texcoord, 0.0 ).rg;",
218
- "}",
219
- "vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
220
- " vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
221
- " vec2 e = texture2D( edgesTex, texcoord ).rg;",
222
- " if ( e.g > 0.0 ) {",
223
- // Edge at north
224
- " vec2 d;",
267
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
268
+
269
+ return texture2D( areaTex, texcoord, 0.0 ).rg;
270
+ }
271
+
272
+ vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
273
+ vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
274
+
275
+ vec2 e = texture2D( edgesTex, texcoord ).rg;
276
+
277
+ if ( e.g > 0.0 ) { // Edge at north
278
+ vec2 d;
279
+
225
280
  // Find the distance to the left:
226
- " vec2 coords;",
227
- " coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
228
- " coords.y = offset[ 1 ].y;",
229
- // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
230
- " d.x = coords.x;",
281
+ vec2 coords;
282
+ coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
283
+ coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
284
+ d.x = coords.x;
285
+
231
286
  // Now fetch the left crossing edges, two at a time using bilinear
232
287
  // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
233
288
  // discern what value each edge has:
234
- " float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
289
+ float e1 = texture2D( edgesTex, coords, 0.0 ).r;
290
+
235
291
  // Find the distance to the right:
236
- " coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
237
- " d.y = coords.x;",
292
+ coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
293
+ d.y = coords.x;
294
+
238
295
  // We want the distances to be in pixel units (doing this here allow to
239
296
  // better interleave arithmetic and memory accesses):
240
- " d = d / resolution.x - pixcoord.x;",
297
+ d = d / resolution.x - pixcoord.x;
298
+
241
299
  // SMAAArea below needs a sqrt, as the areas texture is compressed
242
300
  // quadratically:
243
- " vec2 sqrt_d = sqrt( abs( d ) );",
301
+ vec2 sqrt_d = sqrt( abs( d ) );
302
+
244
303
  // Fetch the right crossing edges:
245
- " coords.y -= 1.0 * resolution.y;",
246
- // WebGL port note: Added
247
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
304
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
305
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
306
+
248
307
  // Ok, we know how this pattern looks like, now it is time for getting
249
308
  // the actual area:
250
- " weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
251
- " }",
252
- " if ( e.r > 0.0 ) {",
253
- // Edge at west
254
- " vec2 d;",
309
+ weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
310
+ }
311
+
312
+ if ( e.r > 0.0 ) { // Edge at west
313
+ vec2 d;
314
+
255
315
  // Find the distance to the top:
256
- " vec2 coords;",
257
- " coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
258
- " coords.x = offset[ 0 ].x;",
259
- // offset[1].x = texcoord.x - 0.25 * resolution.x;
260
- " d.x = coords.y;",
316
+ vec2 coords;
317
+
318
+ coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
319
+ coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
320
+ d.x = coords.y;
321
+
261
322
  // Fetch the top crossing edges:
262
- " float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
323
+ float e1 = texture2D( edgesTex, coords, 0.0 ).g;
324
+
263
325
  // Find the distance to the bottom:
264
- " coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
265
- " d.y = coords.y;",
326
+ coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
327
+ d.y = coords.y;
328
+
266
329
  // We want the distances to be in pixel units:
267
- " d = d / resolution.y - pixcoord.y;",
330
+ d = d / resolution.y - pixcoord.y;
331
+
268
332
  // SMAAArea below needs a sqrt, as the areas texture is compressed
269
333
  // quadratically:
270
- " vec2 sqrt_d = sqrt( abs( d ) );",
334
+ vec2 sqrt_d = sqrt( abs( d ) );
335
+
271
336
  // Fetch the bottom crossing edges:
272
- " coords.y -= 1.0 * resolution.y;",
273
- // WebGL port note: Added
274
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
337
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
338
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
339
+
275
340
  // Get the area for this direction:
276
- " weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
277
- " }",
278
- " return weights;",
279
- "}",
280
- "void main() {",
281
- " gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
282
- "}"
283
- ].join("\n")
341
+ weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
342
+ }
343
+
344
+ return weights;
345
+ }
346
+
347
+ void main() {
348
+
349
+ gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
350
+
351
+ }
352
+ `
353
+ )
284
354
  };
285
355
  const SMAABlendShader = {
286
356
  uniforms: {
287
357
  tDiffuse: { value: null },
288
358
  tColor: { value: null },
289
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
359
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
290
360
  },
291
- vertexShader: [
292
- "uniform vec2 resolution;",
293
- "varying vec2 vUv;",
294
- "varying vec4 vOffset[ 2 ];",
295
- "void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
296
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
297
- // WebGL port note: Changed sign in W component
298
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
299
- // WebGL port note: Changed sign in W component
300
- "}",
301
- "void main() {",
302
- " vUv = uv;",
303
- " SMAANeighborhoodBlendingVS( vUv );",
304
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
305
- "}"
306
- ].join("\n"),
307
- fragmentShader: [
308
- "uniform sampler2D tDiffuse;",
309
- "uniform sampler2D tColor;",
310
- "uniform vec2 resolution;",
311
- "varying vec2 vUv;",
312
- "varying vec4 vOffset[ 2 ];",
313
- "vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
361
+ vertexShader: (
362
+ /* glsl */
363
+ `
364
+ uniform vec2 resolution;
365
+
366
+ varying vec2 vUv;
367
+ varying vec4 vOffset[ 2 ];
368
+
369
+ void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
370
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
371
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
372
+ }
373
+
374
+ void main() {
375
+
376
+ vUv = uv;
377
+
378
+ SMAANeighborhoodBlendingVS( vUv );
379
+
380
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
381
+
382
+ }
383
+ `
384
+ ),
385
+ fragmentShader: (
386
+ /* glsl */
387
+ `
388
+ uniform sampler2D tDiffuse;
389
+ uniform sampler2D tColor;
390
+ uniform vec2 resolution;
391
+
392
+ varying vec2 vUv;
393
+ varying vec4 vOffset[ 2 ];
394
+
395
+ vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
314
396
  // Fetch the blending weights for current pixel:
315
- " vec4 a;",
316
- " a.xz = texture2D( blendTex, texcoord ).xz;",
317
- " a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
318
- " a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
397
+ vec4 a;
398
+ a.xz = texture2D( blendTex, texcoord ).xz;
399
+ a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
400
+ a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
401
+
319
402
  // Is there any blending weight with a value greater than 0.0?
320
- " if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
321
- " return texture2D( colorTex, texcoord, 0.0 );",
322
- " } else {",
403
+ if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
404
+ return texture2D( colorTex, texcoord, 0.0 );
405
+ } else {
323
406
  // Up to 4 lines can be crossing a pixel (one through each edge). We
324
407
  // favor blending by choosing the line with the maximum weight for each
325
408
  // direction:
326
- " vec2 offset;",
327
- " offset.x = a.a > a.b ? a.a : -a.b;",
328
- // left vs. right
329
- " offset.y = a.g > a.r ? -a.g : a.r;",
330
- // top vs. bottom // WebGL port note: Changed signs
409
+ vec2 offset;
410
+ offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
411
+ offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
412
+
331
413
  // Then we go in the direction that has the maximum weight:
332
- " if ( abs( offset.x ) > abs( offset.y )) {",
333
- // horizontal vs. vertical
334
- " offset.y = 0.0;",
335
- " } else {",
336
- " offset.x = 0.0;",
337
- " }",
414
+ if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
415
+ offset.y = 0.0;
416
+ } else {
417
+ offset.x = 0.0;
418
+ }
419
+
338
420
  // Fetch the opposite color and lerp by hand:
339
- " vec4 C = texture2D( colorTex, texcoord, 0.0 );",
340
- " texcoord += sign( offset ) * resolution;",
341
- " vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
342
- " float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
421
+ vec4 C = texture2D( colorTex, texcoord, 0.0 );
422
+ texcoord += sign( offset ) * resolution;
423
+ vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
424
+ float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
425
+
343
426
  // WebGL port note: Added gamma correction
344
- " C.xyz = pow(C.xyz, vec3(2.2));",
345
- " Cop.xyz = pow(Cop.xyz, vec3(2.2));",
346
- " vec4 mixed = mix(C, Cop, s);",
347
- " mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
348
- " return mixed;",
349
- " }",
350
- "}",
351
- "void main() {",
352
- " gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
353
- "}"
354
- ].join("\n")
427
+ C.xyz = pow(C.xyz, vec3(2.2));
428
+ Cop.xyz = pow(Cop.xyz, vec3(2.2));
429
+ vec4 mixed = mix(C, Cop, s);
430
+ mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
431
+
432
+ return mixed;
433
+ }
434
+ }
435
+
436
+ void main() {
437
+
438
+ gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
439
+
440
+ }
441
+ `
442
+ )
355
443
  };
356
444
  exports.SMAABlendShader = SMAABlendShader;
357
445
  exports.SMAAEdgesShader = SMAAEdgesShader;