three-stdlib 2.35.5 → 2.35.6

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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
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- {"version":3,"file":"SSRPass.js","sources":["../../src/postprocessing/SSRPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n NormalBlending,\n DepthTexture,\n SrcAlphaFactor,\n OneMinusSrcAlphaFactor,\n MeshNormalMaterial,\n MeshBasicMaterial,\n NearestFilter,\n NoBlending,\n ShaderMaterial,\n UniformsUtils,\n UnsignedShortType,\n WebGLRenderTarget,\n HalfFloatType,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SSRShader } from '../shaders/SSRShader'\nimport { SSRBlurShader } from '../shaders/SSRShader'\nimport { SSRDepthShader } from '../shaders/SSRShader'\nimport { CopyShader } from '../shaders/CopyShader'\n\nclass SSRPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSR: 1,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n Metalness: 7,\n }\n constructor({ renderer, scene, camera, width, height, selects, bouncing = false, groundReflector }) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.renderer = renderer\n this.scene = scene\n this.camera = camera\n this.groundReflector = groundReflector\n\n this.opacity = SSRShader.uniforms.opacity.value\n this.output = 0\n\n this.maxDistance = SSRShader.uniforms.maxDistance.value\n this.thickness = SSRShader.uniforms.thickness.value\n\n this.tempColor = new Color()\n\n this._selects = selects\n this.selective = Array.isArray(this._selects)\n Object.defineProperty(this, 'selects', {\n get() {\n return this._selects\n },\n set(val) {\n if (this._selects === val) return\n this._selects = val\n if (Array.isArray(val)) {\n this.selective = true\n this.ssrMaterial.defines.SELECTIVE = true\n this.ssrMaterial.needsUpdate = true\n } else {\n this.selective = false\n this.ssrMaterial.defines.SELECTIVE = false\n this.ssrMaterial.needsUpdate = true\n }\n },\n })\n\n this._bouncing = bouncing\n Object.defineProperty(this, 'bouncing', {\n get() {\n return this._bouncing\n },\n set(val) {\n if (this._bouncing === val) return\n this._bouncing = val\n if (val) {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n } else {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n }\n },\n })\n\n this.blur = true\n\n this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION\n Object.defineProperty(this, 'distanceAttenuation', {\n get() {\n return this._distanceAttenuation\n },\n set(val) {\n if (this._distanceAttenuation === val) return\n this._distanceAttenuation = val\n this.ssrMaterial.defines.DISTANCE_ATTENUATION = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._fresnel = SSRShader.defines.FRESNEL\n Object.defineProperty(this, 'fresnel', {\n get() {\n return this._fresnel\n },\n set(val) {\n if (this._fresnel === val) return\n this._fresnel = val\n this.ssrMaterial.defines.FRESNEL = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._infiniteThick = SSRShader.defines.INFINITE_THICK\n Object.defineProperty(this, 'infiniteThick', {\n get() {\n return this._infiniteThick\n },\n set(val) {\n if (this._infiniteThick === val) return\n this._infiniteThick = val\n this.ssrMaterial.defines.INFINITE_THICK = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n // beauty render target with depth buffer\n\n const depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n depthTexture.minFilter = NearestFilter\n depthTexture.magFilter = NearestFilter\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n depthTexture: depthTexture,\n depthBuffer: true,\n })\n\n //for bouncing\n this.prevRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n // normal render target\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // metalness render target\n\n this.metalnessRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // ssr render target\n\n this.ssrRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n this.blurRenderTarget = this.ssrRenderTarget.clone()\n this.blurRenderTarget2 = this.ssrRenderTarget.clone()\n // this.blurRenderTarget3 = this.ssrRenderTarget.clone();\n\n // ssr material\n\n this.ssrMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRShader.defines, {\n MAX_STEP: Math.sqrt(this.width * this.width + this.height * this.height),\n }),\n uniforms: UniformsUtils.clone(SSRShader.uniforms),\n vertexShader: SSRShader.vertexShader,\n fragmentShader: SSRShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssrMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssrMaterial.defines.SELECTIVE = this.selective\n this.ssrMaterial.needsUpdate = true\n this.ssrMaterial.uniforms['tMetalness'].value = this.metalnessRenderTarget.texture\n this.ssrMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.ssrMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssrMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.ssrMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // metalnessOn material\n\n this.metalnessOnMaterial = new MeshBasicMaterial({\n color: 'white',\n })\n\n // metalnessOff material\n\n this.metalnessOffMaterial = new MeshBasicMaterial({\n color: 'black',\n })\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // blur material 2\n\n this.blurMaterial2 = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial2.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.blurMaterial2.uniforms['resolution'].value.set(this.width, this.height)\n\n // // blur material 3\n\n // this.blurMaterial3 = new ShaderMaterial({\n // defines: Object.assign({}, SSRBlurShader.defines),\n // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n // vertexShader: SSRBlurShader.vertexShader,\n // fragmentShader: SSRBlurShader.fragmentShader\n // });\n // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;\n // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRDepthShader.defines),\n uniforms: UniformsUtils.clone(SSRDepthShader.uniforms),\n vertexShader: SSRDepthShader.vertexShader,\n fragmentShader: SSRDepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: SrcAlphaFactor,\n blendDst: OneMinusSrcAlphaFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: SrcAlphaFactor,\n blendDstAlpha: OneMinusSrcAlphaFactor,\n blendEquationAlpha: AddEquation,\n // premultipliedAlpha:true,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.prevRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.metalnessRenderTarget.dispose()\n this.ssrRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n this.blurRenderTarget2.dispose()\n // this.blurRenderTarget3.dispose();\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.metalnessOnMaterial.dispose()\n this.metalnessOffMaterial.dispose()\n this.blurMaterial.dispose()\n this.blurMaterial2.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n // render beauty and depth\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n if (this.groundReflector) {\n this.groundReflector.visible = false\n this.groundReflector.doRender(this.renderer, this.scene, this.camera)\n this.groundReflector.visible = true\n }\n\n renderer.render(this.scene, this.camera)\n if (this.groundReflector) this.groundReflector.visible = false\n\n // render normals\n\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0, 0)\n\n // render metalnesses\n\n if (this.selective) {\n this.renderMetalness(renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0)\n }\n\n // render SSR\n\n this.ssrMaterial.uniforms['opacity'].value = this.opacity\n this.ssrMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.renderPass(renderer, this.ssrMaterial, this.ssrRenderTarget)\n\n // render blur\n\n if (this.blur) {\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n this.renderPass(renderer, this.blurMaterial2, this.blurRenderTarget2)\n // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);\n }\n\n // output result to screen\n\n switch (this.output) {\n case SSRPass.OUTPUT.Default:\n if (this.bouncing) {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n } else {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n }\n\n break\n case SSRPass.OUTPUT.SSR:\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.bouncing) {\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n }\n\n break\n\n case SSRPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Metalness:\n this.copyMaterial.uniforms['tDiffuse'].value = this.metalnessRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSRPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderMetalness(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.traverseVisible((child) => {\n child._SSRPassBackupMaterial = child.material\n if (this._selects.includes(child)) {\n child.material = this.metalnessOnMaterial\n } else {\n child.material = this.metalnessOffMaterial\n }\n })\n renderer.render(this.scene, this.camera)\n this.scene.traverseVisible((child) => {\n child.material = child._SSRPassBackupMaterial\n })\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.ssrMaterial.defines.MAX_STEP = Math.sqrt(width * width + height * height)\n this.ssrMaterial.needsUpdate = true\n this.beautyRenderTarget.setSize(width, height)\n this.prevRenderTarget.setSize(width, height)\n this.ssrRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.metalnessRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n this.blurRenderTarget2.setSize(width, height)\n // this.blurRenderTarget3.setSize(width, height);\n\n this.ssrMaterial.uniforms['resolution'].value.set(width, height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n this.blurMaterial2.uniforms['resolution'].value.set(width, height)\n }\n}\n\nexport { SSRPass 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+ {"version":3,"file":"SSRPass.js","sources":["../../src/postprocessing/SSRPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n NormalBlending,\n DepthTexture,\n SrcAlphaFactor,\n OneMinusSrcAlphaFactor,\n MeshNormalMaterial,\n MeshBasicMaterial,\n NearestFilter,\n NoBlending,\n ShaderMaterial,\n UniformsUtils,\n UnsignedShortType,\n WebGLRenderTarget,\n HalfFloatType,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SSRShader } from '../shaders/SSRShader'\nimport { SSRBlurShader } from '../shaders/SSRShader'\nimport { SSRDepthShader } from '../shaders/SSRShader'\nimport { CopyShader } from '../shaders/CopyShader'\n\nconst SSRPass = /* @__PURE__ */ (() => {\n class SSRPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSR: 1,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n Metalness: 7,\n }\n constructor({ renderer, scene, camera, width, height, selects, bouncing = false, groundReflector }) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.renderer = renderer\n this.scene = scene\n this.camera = camera\n this.groundReflector = groundReflector\n\n this.opacity = SSRShader.uniforms.opacity.value\n this.output = 0\n\n this.maxDistance = SSRShader.uniforms.maxDistance.value\n this.thickness = SSRShader.uniforms.thickness.value\n\n this.tempColor = new Color()\n\n this._selects = selects\n this.selective = Array.isArray(this._selects)\n Object.defineProperty(this, 'selects', {\n get() {\n return this._selects\n },\n set(val) {\n if (this._selects === val) return\n this._selects = val\n if (Array.isArray(val)) {\n this.selective = true\n this.ssrMaterial.defines.SELECTIVE = true\n this.ssrMaterial.needsUpdate = true\n } else {\n this.selective = false\n this.ssrMaterial.defines.SELECTIVE = false\n this.ssrMaterial.needsUpdate = true\n }\n },\n })\n\n this._bouncing = bouncing\n Object.defineProperty(this, 'bouncing', {\n get() {\n return this._bouncing\n },\n set(val) {\n if (this._bouncing === val) return\n this._bouncing = val\n if (val) {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n } else {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n }\n },\n })\n\n this.blur = true\n\n this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION\n Object.defineProperty(this, 'distanceAttenuation', {\n get() {\n return this._distanceAttenuation\n },\n set(val) {\n if (this._distanceAttenuation === val) return\n this._distanceAttenuation = val\n this.ssrMaterial.defines.DISTANCE_ATTENUATION = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._fresnel = SSRShader.defines.FRESNEL\n Object.defineProperty(this, 'fresnel', {\n get() {\n return this._fresnel\n },\n set(val) {\n if (this._fresnel === val) return\n this._fresnel = val\n this.ssrMaterial.defines.FRESNEL = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._infiniteThick = SSRShader.defines.INFINITE_THICK\n Object.defineProperty(this, 'infiniteThick', {\n get() {\n return this._infiniteThick\n },\n set(val) {\n if (this._infiniteThick === val) return\n this._infiniteThick = val\n this.ssrMaterial.defines.INFINITE_THICK = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n // beauty render target with depth buffer\n\n const depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n depthTexture.minFilter = NearestFilter\n depthTexture.magFilter = NearestFilter\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n depthTexture: depthTexture,\n depthBuffer: true,\n })\n\n //for bouncing\n this.prevRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n // normal render target\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // metalness render target\n\n this.metalnessRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // ssr render target\n\n this.ssrRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n this.blurRenderTarget = this.ssrRenderTarget.clone()\n this.blurRenderTarget2 = this.ssrRenderTarget.clone()\n // this.blurRenderTarget3 = this.ssrRenderTarget.clone();\n\n // ssr material\n\n this.ssrMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRShader.defines, {\n MAX_STEP: Math.sqrt(this.width * this.width + this.height * this.height),\n }),\n uniforms: UniformsUtils.clone(SSRShader.uniforms),\n vertexShader: SSRShader.vertexShader,\n fragmentShader: SSRShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssrMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssrMaterial.defines.SELECTIVE = this.selective\n this.ssrMaterial.needsUpdate = true\n this.ssrMaterial.uniforms['tMetalness'].value = this.metalnessRenderTarget.texture\n this.ssrMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.ssrMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssrMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.ssrMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // metalnessOn material\n\n this.metalnessOnMaterial = new MeshBasicMaterial({\n color: 'white',\n })\n\n // metalnessOff material\n\n this.metalnessOffMaterial = new MeshBasicMaterial({\n color: 'black',\n })\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // blur material 2\n\n this.blurMaterial2 = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial2.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.blurMaterial2.uniforms['resolution'].value.set(this.width, this.height)\n\n // // blur material 3\n\n // this.blurMaterial3 = new ShaderMaterial({\n // defines: Object.assign({}, SSRBlurShader.defines),\n // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n // vertexShader: SSRBlurShader.vertexShader,\n // fragmentShader: SSRBlurShader.fragmentShader\n // });\n // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;\n // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRDepthShader.defines),\n uniforms: UniformsUtils.clone(SSRDepthShader.uniforms),\n vertexShader: SSRDepthShader.vertexShader,\n fragmentShader: SSRDepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: SrcAlphaFactor,\n blendDst: OneMinusSrcAlphaFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: SrcAlphaFactor,\n blendDstAlpha: OneMinusSrcAlphaFactor,\n blendEquationAlpha: AddEquation,\n // premultipliedAlpha:true,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.prevRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.metalnessRenderTarget.dispose()\n this.ssrRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n this.blurRenderTarget2.dispose()\n // this.blurRenderTarget3.dispose();\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.metalnessOnMaterial.dispose()\n this.metalnessOffMaterial.dispose()\n this.blurMaterial.dispose()\n this.blurMaterial2.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n // render beauty and depth\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n if (this.groundReflector) {\n this.groundReflector.visible = false\n this.groundReflector.doRender(this.renderer, this.scene, this.camera)\n this.groundReflector.visible = true\n }\n\n renderer.render(this.scene, this.camera)\n if (this.groundReflector) this.groundReflector.visible = false\n\n // render normals\n\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0, 0)\n\n // render metalnesses\n\n if (this.selective) {\n this.renderMetalness(renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0)\n }\n\n // render SSR\n\n this.ssrMaterial.uniforms['opacity'].value = this.opacity\n this.ssrMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.renderPass(renderer, this.ssrMaterial, this.ssrRenderTarget)\n\n // render blur\n\n if (this.blur) {\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n this.renderPass(renderer, this.blurMaterial2, this.blurRenderTarget2)\n // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);\n }\n\n // output result to screen\n\n switch (this.output) {\n case SSRPass.OUTPUT.Default:\n if (this.bouncing) {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n } else {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n }\n\n break\n case SSRPass.OUTPUT.SSR:\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.bouncing) {\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n }\n\n break\n\n case SSRPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Metalness:\n this.copyMaterial.uniforms['tDiffuse'].value = this.metalnessRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSRPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderMetalness(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.traverseVisible((child) => {\n child._SSRPassBackupMaterial = child.material\n if (this._selects.includes(child)) {\n child.material = this.metalnessOnMaterial\n } else {\n child.material = this.metalnessOffMaterial\n }\n })\n renderer.render(this.scene, this.camera)\n this.scene.traverseVisible((child) => {\n child.material = child._SSRPassBackupMaterial\n })\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.ssrMaterial.defines.MAX_STEP = Math.sqrt(width * width + height * height)\n this.ssrMaterial.needsUpdate = true\n this.beautyRenderTarget.setSize(width, height)\n this.prevRenderTarget.setSize(width, height)\n this.ssrRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.metalnessRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n this.blurRenderTarget2.setSize(width, height)\n // this.blurRenderTarget3.setSize(width, height);\n\n this.ssrMaterial.uniforms['resolution'].value.set(width, height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n this.blurMaterial2.uniforms['resolution'].value.set(width, height)\n }\n }\n\n return SSRPass\n})()\n\nexport { SSRPass 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@@ -10,194 +10,195 @@ const THREE = require("three");
10
10
  const Pass = require("./Pass.cjs");
11
11
  const CopyShader = require("../shaders/CopyShader.cjs");
12
12
  const LuminosityHighPassShader = require("../shaders/LuminosityHighPassShader.cjs");
13
- const _UnrealBloomPass = class extends Pass.Pass {
14
- constructor(resolution, strength, radius, threshold) {
15
- super();
16
- this.strength = strength !== void 0 ? strength : 1;
17
- this.radius = radius;
18
- this.threshold = threshold;
19
- this.resolution = resolution !== void 0 ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
20
- this.clearColor = new THREE.Color(0, 0, 0);
21
- this.renderTargetsHorizontal = [];
22
- this.renderTargetsVertical = [];
23
- this.nMips = 5;
24
- let resx = Math.round(this.resolution.x / 2);
25
- let resy = Math.round(this.resolution.y / 2);
26
- this.renderTargetBright = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
27
- this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
28
- this.renderTargetBright.texture.generateMipmaps = false;
29
- for (let i = 0; i < this.nMips; i++) {
30
- const renderTargetHorizonal = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
31
- renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
32
- renderTargetHorizonal.texture.generateMipmaps = false;
33
- this.renderTargetsHorizontal.push(renderTargetHorizonal);
34
- const renderTargetVertical = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
35
- renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
36
- renderTargetVertical.texture.generateMipmaps = false;
37
- this.renderTargetsVertical.push(renderTargetVertical);
38
- resx = Math.round(resx / 2);
39
- resy = Math.round(resy / 2);
13
+ const UnrealBloomPass = /* @__PURE__ */ (() => {
14
+ const _UnrealBloomPass = class extends Pass.Pass {
15
+ constructor(resolution, strength, radius, threshold) {
16
+ super();
17
+ this.strength = strength !== void 0 ? strength : 1;
18
+ this.radius = radius;
19
+ this.threshold = threshold;
20
+ this.resolution = resolution !== void 0 ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
21
+ this.clearColor = new THREE.Color(0, 0, 0);
22
+ this.renderTargetsHorizontal = [];
23
+ this.renderTargetsVertical = [];
24
+ this.nMips = 5;
25
+ let resx = Math.round(this.resolution.x / 2);
26
+ let resy = Math.round(this.resolution.y / 2);
27
+ this.renderTargetBright = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
28
+ this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
29
+ this.renderTargetBright.texture.generateMipmaps = false;
30
+ for (let i = 0; i < this.nMips; i++) {
31
+ const renderTargetHorizonal = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
32
+ renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
33
+ renderTargetHorizonal.texture.generateMipmaps = false;
34
+ this.renderTargetsHorizontal.push(renderTargetHorizonal);
35
+ const renderTargetVertical = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
36
+ renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
37
+ renderTargetVertical.texture.generateMipmaps = false;
38
+ this.renderTargetsVertical.push(renderTargetVertical);
39
+ resx = Math.round(resx / 2);
40
+ resy = Math.round(resy / 2);
41
+ }
42
+ const highPassShader = LuminosityHighPassShader.LuminosityHighPassShader;
43
+ this.highPassUniforms = THREE.UniformsUtils.clone(highPassShader.uniforms);
44
+ this.highPassUniforms["luminosityThreshold"].value = threshold;
45
+ this.highPassUniforms["smoothWidth"].value = 0.01;
46
+ this.materialHighPassFilter = new THREE.ShaderMaterial({
47
+ uniforms: this.highPassUniforms,
48
+ vertexShader: highPassShader.vertexShader,
49
+ fragmentShader: highPassShader.fragmentShader,
50
+ defines: {}
51
+ });
52
+ this.separableBlurMaterials = [];
53
+ const kernelSizeArray = [3, 5, 7, 9, 11];
54
+ resx = Math.round(this.resolution.x / 2);
55
+ resy = Math.round(this.resolution.y / 2);
56
+ for (let i = 0; i < this.nMips; i++) {
57
+ this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
58
+ this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
59
+ resx = Math.round(resx / 2);
60
+ resy = Math.round(resy / 2);
61
+ }
62
+ this.compositeMaterial = this.getCompositeMaterial(this.nMips);
63
+ this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture;
64
+ this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture;
65
+ this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture;
66
+ this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture;
67
+ this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture;
68
+ this.compositeMaterial.uniforms["bloomStrength"].value = strength;
69
+ this.compositeMaterial.uniforms["bloomRadius"].value = 0.1;
70
+ this.compositeMaterial.needsUpdate = true;
71
+ const bloomFactors = [1, 0.8, 0.6, 0.4, 0.2];
72
+ this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
73
+ this.bloomTintColors = [
74
+ new THREE.Vector3(1, 1, 1),
75
+ new THREE.Vector3(1, 1, 1),
76
+ new THREE.Vector3(1, 1, 1),
77
+ new THREE.Vector3(1, 1, 1),
78
+ new THREE.Vector3(1, 1, 1)
79
+ ];
80
+ this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
81
+ const copyShader = CopyShader.CopyShader;
82
+ this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
83
+ this.copyUniforms["opacity"].value = 1;
84
+ this.materialCopy = new THREE.ShaderMaterial({
85
+ uniforms: this.copyUniforms,
86
+ vertexShader: copyShader.vertexShader,
87
+ fragmentShader: copyShader.fragmentShader,
88
+ blending: THREE.AdditiveBlending,
89
+ depthTest: false,
90
+ depthWrite: false,
91
+ transparent: true
92
+ });
93
+ this.enabled = true;
94
+ this.needsSwap = false;
95
+ this._oldClearColor = new THREE.Color();
96
+ this.oldClearAlpha = 1;
97
+ this.basic = new THREE.MeshBasicMaterial();
98
+ this.fsQuad = new Pass.FullScreenQuad(null);
40
99
  }
41
- const highPassShader = LuminosityHighPassShader.LuminosityHighPassShader;
42
- this.highPassUniforms = THREE.UniformsUtils.clone(highPassShader.uniforms);
43
- this.highPassUniforms["luminosityThreshold"].value = threshold;
44
- this.highPassUniforms["smoothWidth"].value = 0.01;
45
- this.materialHighPassFilter = new THREE.ShaderMaterial({
46
- uniforms: this.highPassUniforms,
47
- vertexShader: highPassShader.vertexShader,
48
- fragmentShader: highPassShader.fragmentShader,
49
- defines: {}
50
- });
51
- this.separableBlurMaterials = [];
52
- const kernelSizeArray = [3, 5, 7, 9, 11];
53
- resx = Math.round(this.resolution.x / 2);
54
- resy = Math.round(this.resolution.y / 2);
55
- for (let i = 0; i < this.nMips; i++) {
56
- this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
57
- this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
58
- resx = Math.round(resx / 2);
59
- resy = Math.round(resy / 2);
100
+ dispose() {
101
+ for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
102
+ this.renderTargetsHorizontal[i].dispose();
103
+ }
104
+ for (let i = 0; i < this.renderTargetsVertical.length; i++) {
105
+ this.renderTargetsVertical[i].dispose();
106
+ }
107
+ this.renderTargetBright.dispose();
108
+ for (let i = 0; i < this.separableBlurMaterials.length; i++) {
109
+ this.separableBlurMaterials[i].dispose();
110
+ }
111
+ this.compositeMaterial.dispose();
112
+ this.materialCopy.dispose();
113
+ this.basic.dispose();
114
+ this.fsQuad.dispose();
60
115
  }
61
- this.compositeMaterial = this.getCompositeMaterial(this.nMips);
62
- this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture;
63
- this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture;
64
- this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture;
65
- this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture;
66
- this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture;
67
- this.compositeMaterial.uniforms["bloomStrength"].value = strength;
68
- this.compositeMaterial.uniforms["bloomRadius"].value = 0.1;
69
- this.compositeMaterial.needsUpdate = true;
70
- const bloomFactors = [1, 0.8, 0.6, 0.4, 0.2];
71
- this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
72
- this.bloomTintColors = [
73
- new THREE.Vector3(1, 1, 1),
74
- new THREE.Vector3(1, 1, 1),
75
- new THREE.Vector3(1, 1, 1),
76
- new THREE.Vector3(1, 1, 1),
77
- new THREE.Vector3(1, 1, 1)
78
- ];
79
- this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
80
- const copyShader = CopyShader.CopyShader;
81
- this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
82
- this.copyUniforms["opacity"].value = 1;
83
- this.materialCopy = new THREE.ShaderMaterial({
84
- uniforms: this.copyUniforms,
85
- vertexShader: copyShader.vertexShader,
86
- fragmentShader: copyShader.fragmentShader,
87
- blending: THREE.AdditiveBlending,
88
- depthTest: false,
89
- depthWrite: false,
90
- transparent: true
91
- });
92
- this.enabled = true;
93
- this.needsSwap = false;
94
- this._oldClearColor = new THREE.Color();
95
- this.oldClearAlpha = 1;
96
- this.basic = new THREE.MeshBasicMaterial();
97
- this.fsQuad = new Pass.FullScreenQuad(null);
98
- }
99
- dispose() {
100
- for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
101
- this.renderTargetsHorizontal[i].dispose();
116
+ setSize(width, height) {
117
+ let resx = Math.round(width / 2);
118
+ let resy = Math.round(height / 2);
119
+ this.renderTargetBright.setSize(resx, resy);
120
+ for (let i = 0; i < this.nMips; i++) {
121
+ this.renderTargetsHorizontal[i].setSize(resx, resy);
122
+ this.renderTargetsVertical[i].setSize(resx, resy);
123
+ this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
124
+ resx = Math.round(resx / 2);
125
+ resy = Math.round(resy / 2);
126
+ }
102
127
  }
103
- for (let i = 0; i < this.renderTargetsVertical.length; i++) {
104
- this.renderTargetsVertical[i].dispose();
105
- }
106
- this.renderTargetBright.dispose();
107
- for (let i = 0; i < this.separableBlurMaterials.length; i++) {
108
- this.separableBlurMaterials[i].dispose();
109
- }
110
- this.compositeMaterial.dispose();
111
- this.materialCopy.dispose();
112
- this.basic.dispose();
113
- this.fsQuad.dispose();
114
- }
115
- setSize(width, height) {
116
- let resx = Math.round(width / 2);
117
- let resy = Math.round(height / 2);
118
- this.renderTargetBright.setSize(resx, resy);
119
- for (let i = 0; i < this.nMips; i++) {
120
- this.renderTargetsHorizontal[i].setSize(resx, resy);
121
- this.renderTargetsVertical[i].setSize(resx, resy);
122
- this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
123
- resx = Math.round(resx / 2);
124
- resy = Math.round(resy / 2);
125
- }
126
- }
127
- render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
128
- renderer.getClearColor(this._oldClearColor);
129
- this.oldClearAlpha = renderer.getClearAlpha();
130
- const oldAutoClear = renderer.autoClear;
131
- renderer.autoClear = false;
132
- renderer.setClearColor(this.clearColor, 0);
133
- if (maskActive)
134
- renderer.state.buffers.stencil.setTest(false);
135
- if (this.renderToScreen) {
136
- this.fsQuad.material = this.basic;
137
- this.basic.map = readBuffer.texture;
138
- renderer.setRenderTarget(null);
139
- renderer.clear();
140
- this.fsQuad.render(renderer);
141
- }
142
- this.highPassUniforms["tDiffuse"].value = readBuffer.texture;
143
- this.highPassUniforms["luminosityThreshold"].value = this.threshold;
144
- this.fsQuad.material = this.materialHighPassFilter;
145
- renderer.setRenderTarget(this.renderTargetBright);
146
- renderer.clear();
147
- this.fsQuad.render(renderer);
148
- let inputRenderTarget = this.renderTargetBright;
149
- for (let i = 0; i < this.nMips; i++) {
150
- this.fsQuad.material = this.separableBlurMaterials[i];
151
- this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture;
152
- this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionX;
153
- renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
128
+ render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
129
+ renderer.getClearColor(this._oldClearColor);
130
+ this.oldClearAlpha = renderer.getClearAlpha();
131
+ const oldAutoClear = renderer.autoClear;
132
+ renderer.autoClear = false;
133
+ renderer.setClearColor(this.clearColor, 0);
134
+ if (maskActive)
135
+ renderer.state.buffers.stencil.setTest(false);
136
+ if (this.renderToScreen) {
137
+ this.fsQuad.material = this.basic;
138
+ this.basic.map = readBuffer.texture;
139
+ renderer.setRenderTarget(null);
140
+ renderer.clear();
141
+ this.fsQuad.render(renderer);
142
+ }
143
+ this.highPassUniforms["tDiffuse"].value = readBuffer.texture;
144
+ this.highPassUniforms["luminosityThreshold"].value = this.threshold;
145
+ this.fsQuad.material = this.materialHighPassFilter;
146
+ renderer.setRenderTarget(this.renderTargetBright);
154
147
  renderer.clear();
155
148
  this.fsQuad.render(renderer);
156
- this.separableBlurMaterials[i].uniforms["colorTexture"].value = this.renderTargetsHorizontal[i].texture;
157
- this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionY;
158
- renderer.setRenderTarget(this.renderTargetsVertical[i]);
149
+ let inputRenderTarget = this.renderTargetBright;
150
+ for (let i = 0; i < this.nMips; i++) {
151
+ this.fsQuad.material = this.separableBlurMaterials[i];
152
+ this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture;
153
+ this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionX;
154
+ renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
155
+ renderer.clear();
156
+ this.fsQuad.render(renderer);
157
+ this.separableBlurMaterials[i].uniforms["colorTexture"].value = this.renderTargetsHorizontal[i].texture;
158
+ this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionY;
159
+ renderer.setRenderTarget(this.renderTargetsVertical[i]);
160
+ renderer.clear();
161
+ this.fsQuad.render(renderer);
162
+ inputRenderTarget = this.renderTargetsVertical[i];
163
+ }
164
+ this.fsQuad.material = this.compositeMaterial;
165
+ this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
166
+ this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
167
+ this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
168
+ renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
159
169
  renderer.clear();
160
170
  this.fsQuad.render(renderer);
161
- inputRenderTarget = this.renderTargetsVertical[i];
171
+ this.fsQuad.material = this.materialCopy;
172
+ this.copyUniforms["tDiffuse"].value = this.renderTargetsHorizontal[0].texture;
173
+ if (maskActive)
174
+ renderer.state.buffers.stencil.setTest(true);
175
+ if (this.renderToScreen) {
176
+ renderer.setRenderTarget(null);
177
+ this.fsQuad.render(renderer);
178
+ } else {
179
+ renderer.setRenderTarget(readBuffer);
180
+ this.fsQuad.render(renderer);
181
+ }
182
+ renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
183
+ renderer.autoClear = oldAutoClear;
162
184
  }
163
- this.fsQuad.material = this.compositeMaterial;
164
- this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
165
- this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
166
- this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
167
- renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
168
- renderer.clear();
169
- this.fsQuad.render(renderer);
170
- this.fsQuad.material = this.materialCopy;
171
- this.copyUniforms["tDiffuse"].value = this.renderTargetsHorizontal[0].texture;
172
- if (maskActive)
173
- renderer.state.buffers.stencil.setTest(true);
174
- if (this.renderToScreen) {
175
- renderer.setRenderTarget(null);
176
- this.fsQuad.render(renderer);
177
- } else {
178
- renderer.setRenderTarget(readBuffer);
179
- this.fsQuad.render(renderer);
180
- }
181
- renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
182
- renderer.autoClear = oldAutoClear;
183
- }
184
- getSeperableBlurMaterial(kernelRadius) {
185
- return new THREE.ShaderMaterial({
186
- defines: {
187
- KERNEL_RADIUS: kernelRadius,
188
- SIGMA: kernelRadius
189
- },
190
- uniforms: {
191
- colorTexture: { value: null },
192
- texSize: { value: new THREE.Vector2(0.5, 0.5) },
193
- direction: { value: new THREE.Vector2(0.5, 0.5) }
194
- },
195
- vertexShader: `varying vec2 vUv;
185
+ getSeperableBlurMaterial(kernelRadius) {
186
+ return new THREE.ShaderMaterial({
187
+ defines: {
188
+ KERNEL_RADIUS: kernelRadius,
189
+ SIGMA: kernelRadius
190
+ },
191
+ uniforms: {
192
+ colorTexture: { value: null },
193
+ texSize: { value: new THREE.Vector2(0.5, 0.5) },
194
+ direction: { value: new THREE.Vector2(0.5, 0.5) }
195
+ },
196
+ vertexShader: `varying vec2 vUv;
196
197
  void main() {
197
198
  vUv = uv;
198
199
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
199
200
  }`,
200
- fragmentShader: `#include <common>
201
+ fragmentShader: `#include <common>
201
202
  varying vec2 vUv;
202
203
  uniform sampler2D colorTexture;
203
204
  uniform vec2 texSize;
@@ -222,30 +223,30 @@ const _UnrealBloomPass = class extends Pass.Pass {
222
223
  }
223
224
  gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
224
225
  }`
225
- });
226
- }
227
- getCompositeMaterial(nMips) {
228
- return new THREE.ShaderMaterial({
229
- defines: {
230
- NUM_MIPS: nMips
231
- },
232
- uniforms: {
233
- blurTexture1: { value: null },
234
- blurTexture2: { value: null },
235
- blurTexture3: { value: null },
236
- blurTexture4: { value: null },
237
- blurTexture5: { value: null },
238
- bloomStrength: { value: 1 },
239
- bloomFactors: { value: null },
240
- bloomTintColors: { value: null },
241
- bloomRadius: { value: 0 }
242
- },
243
- vertexShader: `varying vec2 vUv;
226
+ });
227
+ }
228
+ getCompositeMaterial(nMips) {
229
+ return new THREE.ShaderMaterial({
230
+ defines: {
231
+ NUM_MIPS: nMips
232
+ },
233
+ uniforms: {
234
+ blurTexture1: { value: null },
235
+ blurTexture2: { value: null },
236
+ blurTexture3: { value: null },
237
+ blurTexture4: { value: null },
238
+ blurTexture5: { value: null },
239
+ bloomStrength: { value: 1 },
240
+ bloomFactors: { value: null },
241
+ bloomTintColors: { value: null },
242
+ bloomRadius: { value: 0 }
243
+ },
244
+ vertexShader: `varying vec2 vUv;
244
245
  void main() {
245
246
  vUv = uv;
246
247
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
247
248
  }`,
248
- fragmentShader: `varying vec2 vUv;
249
+ fragmentShader: `varying vec2 vUv;
249
250
  uniform sampler2D blurTexture1;
250
251
  uniform sampler2D blurTexture2;
251
252
  uniform sampler2D blurTexture3;
@@ -268,11 +269,13 @@ const _UnrealBloomPass = class extends Pass.Pass {
268
269
  lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
269
270
  lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
270
271
  }`
271
- });
272
- }
273
- };
274
- let UnrealBloomPass = _UnrealBloomPass;
275
- __publicField(UnrealBloomPass, "BlurDirectionX", new THREE.Vector2(1, 0));
276
- __publicField(UnrealBloomPass, "BlurDirectionY", new THREE.Vector2(0, 1));
272
+ });
273
+ }
274
+ };
275
+ let UnrealBloomPass2 = _UnrealBloomPass;
276
+ __publicField(UnrealBloomPass2, "BlurDirectionX", new THREE.Vector2(1, 0));
277
+ __publicField(UnrealBloomPass2, "BlurDirectionY", new THREE.Vector2(0, 1));
278
+ return UnrealBloomPass2;
279
+ })();
277
280
  exports.UnrealBloomPass = UnrealBloomPass;
278
281
  //# sourceMappingURL=UnrealBloomPass.cjs.map