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":"UnrealBloomPass.cjs","sources":["../../src/postprocessing/UnrealBloomPass.js"],"sourcesContent":["import {\n AdditiveBlending,\n Color,\n HalfFloatType,\n MeshBasicMaterial,\n ShaderMaterial,\n UniformsUtils,\n Vector2,\n Vector3,\n WebGLRenderTarget,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { CopyShader } from '../shaders/CopyShader'\nimport { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader'\n\n/**\n * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a\n * mip map chain of bloom textures and blurs them with different radii. Because\n * of the weighted combination of mips, and because larger blurs are done on\n * higher mips, this effect provides good quality and performance.\n *\n * Reference:\n * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/\n */\nclass UnrealBloomPass extends Pass {\n static BlurDirectionX = new Vector2(1.0, 0.0)\n static BlurDirectionY = new Vector2(0.0, 1.0)\n\n constructor(resolution, strength, radius, threshold) {\n super()\n\n this.strength = strength !== undefined ? strength : 1\n this.radius = radius\n this.threshold = threshold\n this.resolution = resolution !== undefined ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256)\n\n // create color only once here, reuse it later inside the render function\n this.clearColor = new Color(0, 0, 0)\n\n // render targets\n this.renderTargetsHorizontal = []\n this.renderTargetsVertical = []\n this.nMips = 5\n let resx = Math.round(this.resolution.x / 2)\n let resy = Math.round(this.resolution.y / 2)\n\n this.renderTargetBright = new WebGLRenderTarget(resx, resy, { type: HalfFloatType })\n this.renderTargetBright.texture.name = 'UnrealBloomPass.bright'\n this.renderTargetBright.texture.generateMipmaps = false\n\n for (let i = 0; i < this.nMips; i++) {\n const renderTargetHorizonal = new WebGLRenderTarget(resx, resy, { type: HalfFloatType })\n\n renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i\n renderTargetHorizonal.texture.generateMipmaps = false\n\n this.renderTargetsHorizontal.push(renderTargetHorizonal)\n\n const renderTargetVertical = new WebGLRenderTarget(resx, resy, { type: HalfFloatType })\n\n renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i\n renderTargetVertical.texture.generateMipmaps = false\n\n this.renderTargetsVertical.push(renderTargetVertical)\n\n resx = Math.round(resx / 2)\n\n resy = Math.round(resy / 2)\n }\n\n // luminosity high pass material\n\n const highPassShader = LuminosityHighPassShader\n this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms)\n\n this.highPassUniforms['luminosityThreshold'].value = threshold\n this.highPassUniforms['smoothWidth'].value = 0.01\n\n this.materialHighPassFilter = new ShaderMaterial({\n uniforms: this.highPassUniforms,\n vertexShader: highPassShader.vertexShader,\n fragmentShader: highPassShader.fragmentShader,\n defines: {},\n })\n\n // Gaussian Blur Materials\n this.separableBlurMaterials = []\n const kernelSizeArray = [3, 5, 7, 9, 11]\n resx = Math.round(this.resolution.x / 2)\n resy = Math.round(this.resolution.y / 2)\n\n for (let i = 0; i < this.nMips; i++) {\n this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]))\n\n this.separableBlurMaterials[i].uniforms['texSize'].value = new Vector2(resx, resy)\n\n resx = Math.round(resx / 2)\n\n resy = Math.round(resy / 2)\n }\n\n // Composite material\n this.compositeMaterial = this.getCompositeMaterial(this.nMips)\n this.compositeMaterial.uniforms['blurTexture1'].value = this.renderTargetsVertical[0].texture\n this.compositeMaterial.uniforms['blurTexture2'].value = this.renderTargetsVertical[1].texture\n this.compositeMaterial.uniforms['blurTexture3'].value = this.renderTargetsVertical[2].texture\n this.compositeMaterial.uniforms['blurTexture4'].value = this.renderTargetsVertical[3].texture\n this.compositeMaterial.uniforms['blurTexture5'].value = this.renderTargetsVertical[4].texture\n this.compositeMaterial.uniforms['bloomStrength'].value = strength\n this.compositeMaterial.uniforms['bloomRadius'].value = 0.1\n this.compositeMaterial.needsUpdate = true\n\n const bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2]\n this.compositeMaterial.uniforms['bloomFactors'].value = bloomFactors\n this.bloomTintColors = [\n new Vector3(1, 1, 1),\n new Vector3(1, 1, 1),\n new Vector3(1, 1, 1),\n new Vector3(1, 1, 1),\n new Vector3(1, 1, 1),\n ]\n this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors\n\n // copy material\n\n const copyShader = CopyShader\n\n this.copyUniforms = UniformsUtils.clone(copyShader.uniforms)\n this.copyUniforms['opacity'].value = 1.0\n\n this.materialCopy = new ShaderMaterial({\n uniforms: this.copyUniforms,\n vertexShader: copyShader.vertexShader,\n fragmentShader: copyShader.fragmentShader,\n blending: AdditiveBlending,\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.enabled = true\n this.needsSwap = false\n\n this._oldClearColor = new Color()\n this.oldClearAlpha = 1\n\n this.basic = new MeshBasicMaterial()\n\n this.fsQuad = new FullScreenQuad(null)\n }\n\n dispose() {\n for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {\n this.renderTargetsHorizontal[i].dispose()\n }\n\n for (let i = 0; i < this.renderTargetsVertical.length; i++) {\n this.renderTargetsVertical[i].dispose()\n }\n\n this.renderTargetBright.dispose()\n\n //\n\n for (let i = 0; i < this.separableBlurMaterials.length; i++) {\n this.separableBlurMaterials[i].dispose()\n }\n\n this.compositeMaterial.dispose()\n this.materialCopy.dispose()\n this.basic.dispose()\n\n //\n\n this.fsQuad.dispose()\n }\n\n setSize(width, height) {\n let resx = Math.round(width / 2)\n let resy = Math.round(height / 2)\n\n this.renderTargetBright.setSize(resx, resy)\n\n for (let i = 0; i < this.nMips; i++) {\n this.renderTargetsHorizontal[i].setSize(resx, resy)\n this.renderTargetsVertical[i].setSize(resx, resy)\n\n this.separableBlurMaterials[i].uniforms['texSize'].value = new Vector2(resx, resy)\n\n resx = Math.round(resx / 2)\n resy = Math.round(resy / 2)\n }\n }\n\n render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {\n renderer.getClearColor(this._oldClearColor)\n this.oldClearAlpha = renderer.getClearAlpha()\n const oldAutoClear = renderer.autoClear\n renderer.autoClear = false\n\n renderer.setClearColor(this.clearColor, 0)\n\n if (maskActive) renderer.state.buffers.stencil.setTest(false)\n\n // Render input to screen\n\n if (this.renderToScreen) {\n this.fsQuad.material = this.basic\n this.basic.map = readBuffer.texture\n\n renderer.setRenderTarget(null)\n renderer.clear()\n this.fsQuad.render(renderer)\n }\n\n // 1. Extract Bright Areas\n\n this.highPassUniforms['tDiffuse'].value = readBuffer.texture\n this.highPassUniforms['luminosityThreshold'].value = this.threshold\n this.fsQuad.material = this.materialHighPassFilter\n\n renderer.setRenderTarget(this.renderTargetBright)\n renderer.clear()\n this.fsQuad.render(renderer)\n\n // 2. Blur All the mips progressively\n\n let inputRenderTarget = this.renderTargetBright\n\n for (let i = 0; i < this.nMips; i++) {\n this.fsQuad.material = this.separableBlurMaterials[i]\n\n this.separableBlurMaterials[i].uniforms['colorTexture'].value = inputRenderTarget.texture\n this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionX\n renderer.setRenderTarget(this.renderTargetsHorizontal[i])\n renderer.clear()\n this.fsQuad.render(renderer)\n\n this.separableBlurMaterials[i].uniforms['colorTexture'].value = this.renderTargetsHorizontal[i].texture\n this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionY\n renderer.setRenderTarget(this.renderTargetsVertical[i])\n renderer.clear()\n this.fsQuad.render(renderer)\n\n inputRenderTarget = this.renderTargetsVertical[i]\n }\n\n // Composite All the mips\n\n this.fsQuad.material = this.compositeMaterial\n this.compositeMaterial.uniforms['bloomStrength'].value = this.strength\n this.compositeMaterial.uniforms['bloomRadius'].value = this.radius\n this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors\n\n renderer.setRenderTarget(this.renderTargetsHorizontal[0])\n renderer.clear()\n this.fsQuad.render(renderer)\n\n // Blend it additively over the input texture\n\n this.fsQuad.material = this.materialCopy\n this.copyUniforms['tDiffuse'].value = this.renderTargetsHorizontal[0].texture\n\n if (maskActive) renderer.state.buffers.stencil.setTest(true)\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(readBuffer)\n this.fsQuad.render(renderer)\n }\n\n // Restore renderer settings\n\n renderer.setClearColor(this._oldClearColor, this.oldClearAlpha)\n renderer.autoClear = oldAutoClear\n }\n\n getSeperableBlurMaterial(kernelRadius) {\n return new ShaderMaterial({\n defines: {\n KERNEL_RADIUS: kernelRadius,\n SIGMA: kernelRadius,\n },\n\n uniforms: {\n colorTexture: { value: null },\n texSize: { value: new Vector2(0.5, 0.5) },\n direction: { value: new Vector2(0.5, 0.5) },\n },\n\n vertexShader: `varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n\n fragmentShader: `#include <common>\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec2 direction;\n\n\t\t\t\tfloat gaussianPdf(in float x, in float sigma) {\n\t\t\t\t\treturn 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n\t\t\t\t}\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tfloat fSigma = float(SIGMA);\n\t\t\t\t\tfloat weightSum = gaussianPdf(0.0, fSigma);\n\t\t\t\t\tvec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\n\t\t\t\t\tfor( int i = 1; i < KERNEL_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat x = float(i);\n\t\t\t\t\t\tfloat w = gaussianPdf(x, fSigma);\n\t\t\t\t\t\tvec2 uvOffset = direction * invSize * x;\n\t\t\t\t\t\tvec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\n\t\t\t\t\t\tvec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\n\t\t\t\t\t\tdiffuseSum += (sample1 + sample2) * w;\n\t\t\t\t\t\tweightSum += 2.0 * w;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\t\t\t\t}`,\n })\n }\n\n getCompositeMaterial(nMips) {\n return new ShaderMaterial({\n defines: {\n NUM_MIPS: nMips,\n },\n\n uniforms: {\n blurTexture1: { value: null },\n blurTexture2: { value: null },\n blurTexture3: { value: null },\n blurTexture4: { value: null },\n blurTexture5: { value: null },\n bloomStrength: { value: 1.0 },\n bloomFactors: { value: null },\n bloomTintColors: { value: null },\n bloomRadius: { value: 0.0 },\n },\n\n vertexShader: `varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n\n fragmentShader: `varying vec2 vUv;\n\t\t\t\tuniform sampler2D blurTexture1;\n\t\t\t\tuniform sampler2D blurTexture2;\n\t\t\t\tuniform sampler2D blurTexture3;\n\t\t\t\tuniform sampler2D blurTexture4;\n\t\t\t\tuniform sampler2D blurTexture5;\n\t\t\t\tuniform float bloomStrength;\n\t\t\t\tuniform float bloomRadius;\n\t\t\t\tuniform float bloomFactors[NUM_MIPS];\n\t\t\t\tuniform vec3 bloomTintColors[NUM_MIPS];\n\n\t\t\t\tfloat lerpBloomFactor(const in float factor) {\n\t\t\t\t\tfloat mirrorFactor = 1.2 - factor;\n\t\t\t\t\treturn mix(factor, mirrorFactor, bloomRadius);\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tgl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\n\t\t\t\t}`,\n })\n }\n}\n\nexport { UnrealBloomPass 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+ {"version":3,"file":"UnrealBloomPass.cjs","sources":["../../src/postprocessing/UnrealBloomPass.js"],"sourcesContent":["import {\n AdditiveBlending,\n Color,\n HalfFloatType,\n MeshBasicMaterial,\n ShaderMaterial,\n UniformsUtils,\n Vector2,\n Vector3,\n WebGLRenderTarget,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { CopyShader } from '../shaders/CopyShader'\nimport { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader'\n\n/**\n * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a\n * mip map chain of bloom textures and blurs them with different radii. Because\n * of the weighted combination of mips, and because larger blurs are done on\n * higher mips, this effect provides good quality and performance.\n *\n * Reference:\n * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/\n */\nconst UnrealBloomPass = /* @__PURE__ */ (() => {\n class UnrealBloomPass extends Pass {\n static BlurDirectionX = new Vector2(1.0, 0.0)\n static BlurDirectionY = new Vector2(0.0, 1.0)\n\n constructor(resolution, strength, radius, threshold) {\n super()\n\n this.strength = strength !== undefined ? strength : 1\n this.radius = radius\n this.threshold = threshold\n this.resolution = resolution !== undefined ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256)\n\n // create color only once here, reuse it later inside the render function\n this.clearColor = new Color(0, 0, 0)\n\n // render targets\n this.renderTargetsHorizontal = []\n this.renderTargetsVertical = []\n this.nMips = 5\n let resx = Math.round(this.resolution.x / 2)\n let resy = Math.round(this.resolution.y / 2)\n\n this.renderTargetBright = new WebGLRenderTarget(resx, resy, { type: HalfFloatType })\n this.renderTargetBright.texture.name = 'UnrealBloomPass.bright'\n this.renderTargetBright.texture.generateMipmaps = false\n\n for (let i = 0; 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this.strength\n this.compositeMaterial.uniforms['bloomRadius'].value = this.radius\n this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors\n\n renderer.setRenderTarget(this.renderTargetsHorizontal[0])\n renderer.clear()\n this.fsQuad.render(renderer)\n\n // Blend it additively over the input texture\n\n this.fsQuad.material = this.materialCopy\n this.copyUniforms['tDiffuse'].value = this.renderTargetsHorizontal[0].texture\n\n if (maskActive) renderer.state.buffers.stencil.setTest(true)\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(readBuffer)\n this.fsQuad.render(renderer)\n }\n\n // Restore renderer settings\n\n renderer.setClearColor(this._oldClearColor, this.oldClearAlpha)\n renderer.autoClear = oldAutoClear\n }\n\n getSeperableBlurMaterial(kernelRadius) {\n return new ShaderMaterial({\n defines: {\n KERNEL_RADIUS: kernelRadius,\n SIGMA: kernelRadius,\n },\n\n uniforms: {\n colorTexture: { value: null },\n texSize: { value: new Vector2(0.5, 0.5) },\n direction: { value: new Vector2(0.5, 0.5) },\n },\n\n vertexShader: `varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n\n fragmentShader: `#include <common>\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec2 direction;\n\n\t\t\t\tfloat gaussianPdf(in float x, in float sigma) {\n\t\t\t\t\treturn 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n\t\t\t\t}\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tfloat fSigma = float(SIGMA);\n\t\t\t\t\tfloat weightSum = gaussianPdf(0.0, fSigma);\n\t\t\t\t\tvec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\n\t\t\t\t\tfor( int i = 1; i < KERNEL_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat x = float(i);\n\t\t\t\t\t\tfloat w = gaussianPdf(x, fSigma);\n\t\t\t\t\t\tvec2 uvOffset = direction * invSize * x;\n\t\t\t\t\t\tvec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\n\t\t\t\t\t\tvec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\n\t\t\t\t\t\tdiffuseSum += (sample1 + sample2) * w;\n\t\t\t\t\t\tweightSum += 2.0 * w;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\t\t\t\t}`,\n })\n }\n\n getCompositeMaterial(nMips) {\n return new ShaderMaterial({\n defines: {\n NUM_MIPS: nMips,\n },\n\n uniforms: {\n blurTexture1: { value: null },\n blurTexture2: { value: null },\n blurTexture3: { value: null },\n blurTexture4: { value: null },\n blurTexture5: { value: null },\n bloomStrength: { value: 1.0 },\n bloomFactors: { value: null },\n bloomTintColors: { value: null },\n bloomRadius: { value: 0.0 },\n },\n\n vertexShader: `varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n\n fragmentShader: `varying vec2 vUv;\n\t\t\t\tuniform sampler2D blurTexture1;\n\t\t\t\tuniform sampler2D blurTexture2;\n\t\t\t\tuniform sampler2D blurTexture3;\n\t\t\t\tuniform sampler2D blurTexture4;\n\t\t\t\tuniform sampler2D blurTexture5;\n\t\t\t\tuniform float bloomStrength;\n\t\t\t\tuniform float bloomRadius;\n\t\t\t\tuniform float bloomFactors[NUM_MIPS];\n\t\t\t\tuniform vec3 bloomTintColors[NUM_MIPS];\n\n\t\t\t\tfloat lerpBloomFactor(const in float factor) {\n\t\t\t\t\tfloat mirrorFactor = 1.2 - factor;\n\t\t\t\t\treturn mix(factor, mirrorFactor, bloomRadius);\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tgl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\n\t\t\t\t}`,\n })\n }\n }\n\n return UnrealBloomPass\n})()\n\nexport { UnrealBloomPass 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@@ -8,194 +8,195 @@ import { Vector2, Color, WebGLRenderTarget, HalfFloatType, UniformsUtils, Shader
8
8
  import { Pass, FullScreenQuad } from "./Pass.js";
9
9
  import { CopyShader } from "../shaders/CopyShader.js";
10
10
  import { LuminosityHighPassShader } from "../shaders/LuminosityHighPassShader.js";
11
- const _UnrealBloomPass = class extends Pass {
12
- constructor(resolution, strength, radius, threshold) {
13
- super();
14
- this.strength = strength !== void 0 ? strength : 1;
15
- this.radius = radius;
16
- this.threshold = threshold;
17
- this.resolution = resolution !== void 0 ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256);
18
- this.clearColor = new Color(0, 0, 0);
19
- this.renderTargetsHorizontal = [];
20
- this.renderTargetsVertical = [];
21
- this.nMips = 5;
22
- let resx = Math.round(this.resolution.x / 2);
23
- let resy = Math.round(this.resolution.y / 2);
24
- this.renderTargetBright = new WebGLRenderTarget(resx, resy, { type: HalfFloatType });
25
- this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
26
- this.renderTargetBright.texture.generateMipmaps = false;
27
- for (let i = 0; i < this.nMips; i++) {
28
- const renderTargetHorizonal = new WebGLRenderTarget(resx, resy, { type: HalfFloatType });
29
- renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
30
- renderTargetHorizonal.texture.generateMipmaps = false;
31
- this.renderTargetsHorizontal.push(renderTargetHorizonal);
32
- const renderTargetVertical = new WebGLRenderTarget(resx, resy, { type: HalfFloatType });
33
- renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
34
- renderTargetVertical.texture.generateMipmaps = false;
35
- this.renderTargetsVertical.push(renderTargetVertical);
36
- resx = Math.round(resx / 2);
37
- resy = Math.round(resy / 2);
11
+ const UnrealBloomPass = /* @__PURE__ */ (() => {
12
+ const _UnrealBloomPass = class extends Pass {
13
+ constructor(resolution, strength, radius, threshold) {
14
+ super();
15
+ this.strength = strength !== void 0 ? strength : 1;
16
+ this.radius = radius;
17
+ this.threshold = threshold;
18
+ this.resolution = resolution !== void 0 ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256);
19
+ this.clearColor = new Color(0, 0, 0);
20
+ this.renderTargetsHorizontal = [];
21
+ this.renderTargetsVertical = [];
22
+ this.nMips = 5;
23
+ let resx = Math.round(this.resolution.x / 2);
24
+ let resy = Math.round(this.resolution.y / 2);
25
+ this.renderTargetBright = new WebGLRenderTarget(resx, resy, { type: HalfFloatType });
26
+ this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
27
+ this.renderTargetBright.texture.generateMipmaps = false;
28
+ for (let i = 0; i < this.nMips; i++) {
29
+ const renderTargetHorizonal = new WebGLRenderTarget(resx, resy, { type: HalfFloatType });
30
+ renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
31
+ renderTargetHorizonal.texture.generateMipmaps = false;
32
+ this.renderTargetsHorizontal.push(renderTargetHorizonal);
33
+ const renderTargetVertical = new WebGLRenderTarget(resx, resy, { type: HalfFloatType });
34
+ renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
35
+ renderTargetVertical.texture.generateMipmaps = false;
36
+ this.renderTargetsVertical.push(renderTargetVertical);
37
+ resx = Math.round(resx / 2);
38
+ resy = Math.round(resy / 2);
39
+ }
40
+ const highPassShader = LuminosityHighPassShader;
41
+ this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms);
42
+ this.highPassUniforms["luminosityThreshold"].value = threshold;
43
+ this.highPassUniforms["smoothWidth"].value = 0.01;
44
+ this.materialHighPassFilter = new ShaderMaterial({
45
+ uniforms: this.highPassUniforms,
46
+ vertexShader: highPassShader.vertexShader,
47
+ fragmentShader: highPassShader.fragmentShader,
48
+ defines: {}
49
+ });
50
+ this.separableBlurMaterials = [];
51
+ const kernelSizeArray = [3, 5, 7, 9, 11];
52
+ resx = Math.round(this.resolution.x / 2);
53
+ resy = Math.round(this.resolution.y / 2);
54
+ for (let i = 0; i < this.nMips; i++) {
55
+ this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
56
+ this.separableBlurMaterials[i].uniforms["texSize"].value = new Vector2(resx, resy);
57
+ resx = Math.round(resx / 2);
58
+ resy = Math.round(resy / 2);
59
+ }
60
+ this.compositeMaterial = this.getCompositeMaterial(this.nMips);
61
+ this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture;
62
+ this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture;
63
+ this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture;
64
+ this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture;
65
+ this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture;
66
+ this.compositeMaterial.uniforms["bloomStrength"].value = strength;
67
+ this.compositeMaterial.uniforms["bloomRadius"].value = 0.1;
68
+ this.compositeMaterial.needsUpdate = true;
69
+ const bloomFactors = [1, 0.8, 0.6, 0.4, 0.2];
70
+ this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
71
+ this.bloomTintColors = [
72
+ new Vector3(1, 1, 1),
73
+ new Vector3(1, 1, 1),
74
+ new Vector3(1, 1, 1),
75
+ new Vector3(1, 1, 1),
76
+ new Vector3(1, 1, 1)
77
+ ];
78
+ this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
79
+ const copyShader = CopyShader;
80
+ this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
81
+ this.copyUniforms["opacity"].value = 1;
82
+ this.materialCopy = new ShaderMaterial({
83
+ uniforms: this.copyUniforms,
84
+ vertexShader: copyShader.vertexShader,
85
+ fragmentShader: copyShader.fragmentShader,
86
+ blending: AdditiveBlending,
87
+ depthTest: false,
88
+ depthWrite: false,
89
+ transparent: true
90
+ });
91
+ this.enabled = true;
92
+ this.needsSwap = false;
93
+ this._oldClearColor = new Color();
94
+ this.oldClearAlpha = 1;
95
+ this.basic = new MeshBasicMaterial();
96
+ this.fsQuad = new FullScreenQuad(null);
38
97
  }
39
- const highPassShader = LuminosityHighPassShader;
40
- this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms);
41
- this.highPassUniforms["luminosityThreshold"].value = threshold;
42
- this.highPassUniforms["smoothWidth"].value = 0.01;
43
- this.materialHighPassFilter = new ShaderMaterial({
44
- uniforms: this.highPassUniforms,
45
- vertexShader: highPassShader.vertexShader,
46
- fragmentShader: highPassShader.fragmentShader,
47
- defines: {}
48
- });
49
- this.separableBlurMaterials = [];
50
- const kernelSizeArray = [3, 5, 7, 9, 11];
51
- resx = Math.round(this.resolution.x / 2);
52
- resy = Math.round(this.resolution.y / 2);
53
- for (let i = 0; i < this.nMips; i++) {
54
- this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
55
- this.separableBlurMaterials[i].uniforms["texSize"].value = new Vector2(resx, resy);
56
- resx = Math.round(resx / 2);
57
- resy = Math.round(resy / 2);
98
+ dispose() {
99
+ for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
100
+ this.renderTargetsHorizontal[i].dispose();
101
+ }
102
+ for (let i = 0; i < this.renderTargetsVertical.length; i++) {
103
+ this.renderTargetsVertical[i].dispose();
104
+ }
105
+ this.renderTargetBright.dispose();
106
+ for (let i = 0; i < this.separableBlurMaterials.length; i++) {
107
+ this.separableBlurMaterials[i].dispose();
108
+ }
109
+ this.compositeMaterial.dispose();
110
+ this.materialCopy.dispose();
111
+ this.basic.dispose();
112
+ this.fsQuad.dispose();
58
113
  }
59
- this.compositeMaterial = this.getCompositeMaterial(this.nMips);
60
- this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture;
61
- this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture;
62
- this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture;
63
- this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture;
64
- this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture;
65
- this.compositeMaterial.uniforms["bloomStrength"].value = strength;
66
- this.compositeMaterial.uniforms["bloomRadius"].value = 0.1;
67
- this.compositeMaterial.needsUpdate = true;
68
- const bloomFactors = [1, 0.8, 0.6, 0.4, 0.2];
69
- this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
70
- this.bloomTintColors = [
71
- new Vector3(1, 1, 1),
72
- new Vector3(1, 1, 1),
73
- new Vector3(1, 1, 1),
74
- new Vector3(1, 1, 1),
75
- new Vector3(1, 1, 1)
76
- ];
77
- this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
78
- const copyShader = CopyShader;
79
- this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
80
- this.copyUniforms["opacity"].value = 1;
81
- this.materialCopy = new ShaderMaterial({
82
- uniforms: this.copyUniforms,
83
- vertexShader: copyShader.vertexShader,
84
- fragmentShader: copyShader.fragmentShader,
85
- blending: AdditiveBlending,
86
- depthTest: false,
87
- depthWrite: false,
88
- transparent: true
89
- });
90
- this.enabled = true;
91
- this.needsSwap = false;
92
- this._oldClearColor = new Color();
93
- this.oldClearAlpha = 1;
94
- this.basic = new MeshBasicMaterial();
95
- this.fsQuad = new FullScreenQuad(null);
96
- }
97
- dispose() {
98
- for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
99
- this.renderTargetsHorizontal[i].dispose();
114
+ setSize(width, height) {
115
+ let resx = Math.round(width / 2);
116
+ let resy = Math.round(height / 2);
117
+ this.renderTargetBright.setSize(resx, resy);
118
+ for (let i = 0; i < this.nMips; i++) {
119
+ this.renderTargetsHorizontal[i].setSize(resx, resy);
120
+ this.renderTargetsVertical[i].setSize(resx, resy);
121
+ this.separableBlurMaterials[i].uniforms["texSize"].value = new Vector2(resx, resy);
122
+ resx = Math.round(resx / 2);
123
+ resy = Math.round(resy / 2);
124
+ }
100
125
  }
101
- for (let i = 0; i < this.renderTargetsVertical.length; i++) {
102
- this.renderTargetsVertical[i].dispose();
103
- }
104
- this.renderTargetBright.dispose();
105
- for (let i = 0; i < this.separableBlurMaterials.length; i++) {
106
- this.separableBlurMaterials[i].dispose();
107
- }
108
- this.compositeMaterial.dispose();
109
- this.materialCopy.dispose();
110
- this.basic.dispose();
111
- this.fsQuad.dispose();
112
- }
113
- setSize(width, height) {
114
- let resx = Math.round(width / 2);
115
- let resy = Math.round(height / 2);
116
- this.renderTargetBright.setSize(resx, resy);
117
- for (let i = 0; i < this.nMips; i++) {
118
- this.renderTargetsHorizontal[i].setSize(resx, resy);
119
- this.renderTargetsVertical[i].setSize(resx, resy);
120
- this.separableBlurMaterials[i].uniforms["texSize"].value = new Vector2(resx, resy);
121
- resx = Math.round(resx / 2);
122
- resy = Math.round(resy / 2);
123
- }
124
- }
125
- render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
126
- renderer.getClearColor(this._oldClearColor);
127
- this.oldClearAlpha = renderer.getClearAlpha();
128
- const oldAutoClear = renderer.autoClear;
129
- renderer.autoClear = false;
130
- renderer.setClearColor(this.clearColor, 0);
131
- if (maskActive)
132
- renderer.state.buffers.stencil.setTest(false);
133
- if (this.renderToScreen) {
134
- this.fsQuad.material = this.basic;
135
- this.basic.map = readBuffer.texture;
136
- renderer.setRenderTarget(null);
137
- renderer.clear();
138
- this.fsQuad.render(renderer);
139
- }
140
- this.highPassUniforms["tDiffuse"].value = readBuffer.texture;
141
- this.highPassUniforms["luminosityThreshold"].value = this.threshold;
142
- this.fsQuad.material = this.materialHighPassFilter;
143
- renderer.setRenderTarget(this.renderTargetBright);
144
- renderer.clear();
145
- this.fsQuad.render(renderer);
146
- let inputRenderTarget = this.renderTargetBright;
147
- for (let i = 0; i < this.nMips; i++) {
148
- this.fsQuad.material = this.separableBlurMaterials[i];
149
- this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture;
150
- this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionX;
151
- renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
126
+ render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
127
+ renderer.getClearColor(this._oldClearColor);
128
+ this.oldClearAlpha = renderer.getClearAlpha();
129
+ const oldAutoClear = renderer.autoClear;
130
+ renderer.autoClear = false;
131
+ renderer.setClearColor(this.clearColor, 0);
132
+ if (maskActive)
133
+ renderer.state.buffers.stencil.setTest(false);
134
+ if (this.renderToScreen) {
135
+ this.fsQuad.material = this.basic;
136
+ this.basic.map = readBuffer.texture;
137
+ renderer.setRenderTarget(null);
138
+ renderer.clear();
139
+ this.fsQuad.render(renderer);
140
+ }
141
+ this.highPassUniforms["tDiffuse"].value = readBuffer.texture;
142
+ this.highPassUniforms["luminosityThreshold"].value = this.threshold;
143
+ this.fsQuad.material = this.materialHighPassFilter;
144
+ renderer.setRenderTarget(this.renderTargetBright);
152
145
  renderer.clear();
153
146
  this.fsQuad.render(renderer);
154
- this.separableBlurMaterials[i].uniforms["colorTexture"].value = this.renderTargetsHorizontal[i].texture;
155
- this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionY;
156
- renderer.setRenderTarget(this.renderTargetsVertical[i]);
147
+ let inputRenderTarget = this.renderTargetBright;
148
+ for (let i = 0; i < this.nMips; i++) {
149
+ this.fsQuad.material = this.separableBlurMaterials[i];
150
+ this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture;
151
+ this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionX;
152
+ renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
153
+ renderer.clear();
154
+ this.fsQuad.render(renderer);
155
+ this.separableBlurMaterials[i].uniforms["colorTexture"].value = this.renderTargetsHorizontal[i].texture;
156
+ this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionY;
157
+ renderer.setRenderTarget(this.renderTargetsVertical[i]);
158
+ renderer.clear();
159
+ this.fsQuad.render(renderer);
160
+ inputRenderTarget = this.renderTargetsVertical[i];
161
+ }
162
+ this.fsQuad.material = this.compositeMaterial;
163
+ this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
164
+ this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
165
+ this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
166
+ renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
157
167
  renderer.clear();
158
168
  this.fsQuad.render(renderer);
159
- inputRenderTarget = this.renderTargetsVertical[i];
169
+ this.fsQuad.material = this.materialCopy;
170
+ this.copyUniforms["tDiffuse"].value = this.renderTargetsHorizontal[0].texture;
171
+ if (maskActive)
172
+ renderer.state.buffers.stencil.setTest(true);
173
+ if (this.renderToScreen) {
174
+ renderer.setRenderTarget(null);
175
+ this.fsQuad.render(renderer);
176
+ } else {
177
+ renderer.setRenderTarget(readBuffer);
178
+ this.fsQuad.render(renderer);
179
+ }
180
+ renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
181
+ renderer.autoClear = oldAutoClear;
160
182
  }
161
- this.fsQuad.material = this.compositeMaterial;
162
- this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
163
- this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
164
- this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
165
- renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
166
- renderer.clear();
167
- this.fsQuad.render(renderer);
168
- this.fsQuad.material = this.materialCopy;
169
- this.copyUniforms["tDiffuse"].value = this.renderTargetsHorizontal[0].texture;
170
- if (maskActive)
171
- renderer.state.buffers.stencil.setTest(true);
172
- if (this.renderToScreen) {
173
- renderer.setRenderTarget(null);
174
- this.fsQuad.render(renderer);
175
- } else {
176
- renderer.setRenderTarget(readBuffer);
177
- this.fsQuad.render(renderer);
178
- }
179
- renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
180
- renderer.autoClear = oldAutoClear;
181
- }
182
- getSeperableBlurMaterial(kernelRadius) {
183
- return new ShaderMaterial({
184
- defines: {
185
- KERNEL_RADIUS: kernelRadius,
186
- SIGMA: kernelRadius
187
- },
188
- uniforms: {
189
- colorTexture: { value: null },
190
- texSize: { value: new Vector2(0.5, 0.5) },
191
- direction: { value: new Vector2(0.5, 0.5) }
192
- },
193
- vertexShader: `varying vec2 vUv;
183
+ getSeperableBlurMaterial(kernelRadius) {
184
+ return new ShaderMaterial({
185
+ defines: {
186
+ KERNEL_RADIUS: kernelRadius,
187
+ SIGMA: kernelRadius
188
+ },
189
+ uniforms: {
190
+ colorTexture: { value: null },
191
+ texSize: { value: new Vector2(0.5, 0.5) },
192
+ direction: { value: new Vector2(0.5, 0.5) }
193
+ },
194
+ vertexShader: `varying vec2 vUv;
194
195
  void main() {
195
196
  vUv = uv;
196
197
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
197
198
  }`,
198
- fragmentShader: `#include <common>
199
+ fragmentShader: `#include <common>
199
200
  varying vec2 vUv;
200
201
  uniform sampler2D colorTexture;
201
202
  uniform vec2 texSize;
@@ -220,30 +221,30 @@ const _UnrealBloomPass = class extends Pass {
220
221
  }
221
222
  gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
222
223
  }`
223
- });
224
- }
225
- getCompositeMaterial(nMips) {
226
- return new ShaderMaterial({
227
- defines: {
228
- NUM_MIPS: nMips
229
- },
230
- uniforms: {
231
- blurTexture1: { value: null },
232
- blurTexture2: { value: null },
233
- blurTexture3: { value: null },
234
- blurTexture4: { value: null },
235
- blurTexture5: { value: null },
236
- bloomStrength: { value: 1 },
237
- bloomFactors: { value: null },
238
- bloomTintColors: { value: null },
239
- bloomRadius: { value: 0 }
240
- },
241
- vertexShader: `varying vec2 vUv;
224
+ });
225
+ }
226
+ getCompositeMaterial(nMips) {
227
+ return new ShaderMaterial({
228
+ defines: {
229
+ NUM_MIPS: nMips
230
+ },
231
+ uniforms: {
232
+ blurTexture1: { value: null },
233
+ blurTexture2: { value: null },
234
+ blurTexture3: { value: null },
235
+ blurTexture4: { value: null },
236
+ blurTexture5: { value: null },
237
+ bloomStrength: { value: 1 },
238
+ bloomFactors: { value: null },
239
+ bloomTintColors: { value: null },
240
+ bloomRadius: { value: 0 }
241
+ },
242
+ vertexShader: `varying vec2 vUv;
242
243
  void main() {
243
244
  vUv = uv;
244
245
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
245
246
  }`,
246
- fragmentShader: `varying vec2 vUv;
247
+ fragmentShader: `varying vec2 vUv;
247
248
  uniform sampler2D blurTexture1;
248
249
  uniform sampler2D blurTexture2;
249
250
  uniform sampler2D blurTexture3;
@@ -266,12 +267,14 @@ const _UnrealBloomPass = class extends Pass {
266
267
  lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
267
268
  lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
268
269
  }`
269
- });
270
- }
271
- };
272
- let UnrealBloomPass = _UnrealBloomPass;
273
- __publicField(UnrealBloomPass, "BlurDirectionX", new Vector2(1, 0));
274
- __publicField(UnrealBloomPass, "BlurDirectionY", new Vector2(0, 1));
270
+ });
271
+ }
272
+ };
273
+ let UnrealBloomPass2 = _UnrealBloomPass;
274
+ __publicField(UnrealBloomPass2, "BlurDirectionX", new Vector2(1, 0));
275
+ __publicField(UnrealBloomPass2, "BlurDirectionY", new Vector2(0, 1));
276
+ return UnrealBloomPass2;
277
+ })();
275
278
  export {
276
279
  UnrealBloomPass
277
280
  };