three-stdlib 2.35.5 → 2.35.6
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- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +34 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +17 -42
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
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{"version":3,"file":"UnrealBloomPass.js","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.js","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; 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. 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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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{"version":3,"file":"CSS2DRenderer.cjs","sources":["../../src/renderers/CSS2DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Vector2, Vector3 } from 'three'\n\nclass CSS2DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS2DObject = true\n\n this.element = element\n\n this.element.style.position = 'absolute'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.center = new Vector2(0.5, 0.5) // ( 0, 0 ) is the lower left; ( 1, 1 ) is the top right\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n this.center = source.center\n\n return this\n }\n}\n\nconst _vector = new Vector3()\nconst _viewMatrix = new Matrix4()\nconst _viewProjectionMatrix = new Matrix4()\nconst _a = new Vector3()\nconst _b = new Vector3()\n\nclass CSS2DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n _viewMatrix.copy(camera.matrixWorldInverse)\n _viewProjectionMatrix.multiplyMatrices(camera.projectionMatrix, _viewMatrix)\n\n renderObject(scene, scene, camera)\n zOrder(scene)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n }\n\n function renderObject(object, scene, camera) {\n if (object.isCSS2DObject) {\n _vector.setFromMatrixPosition(object.matrixWorld)\n _vector.applyMatrix4(_viewProjectionMatrix)\n\n const visible =\n object.visible === true && _vector.z >= -1 && _vector.z <= 1 && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n const element = object.element\n\n element.style.transform =\n 'translate(' +\n -100 * object.center.x +\n '%,' +\n -100 * object.center.y +\n '%)' +\n 'translate(' +\n (_vector.x * _widthHalf + _widthHalf) +\n 'px,' +\n (-_vector.y * _heightHalf + _heightHalf) +\n 'px)'\n\n if (element.parentNode !== domElement) {\n domElement.appendChild(element)\n }\n\n object.onAfterRender(_this, scene, camera)\n }\n\n const objectData = {\n distanceToCameraSquared: getDistanceToSquared(camera, object),\n }\n\n cache.objects.set(object, objectData)\n }\n\n for (let i = 0, l = object.children.length; i < l; i++) {\n renderObject(object.children[i], scene, camera)\n }\n }\n\n function getDistanceToSquared(object1, object2) {\n _a.setFromMatrixPosition(object1.matrixWorld)\n _b.setFromMatrixPosition(object2.matrixWorld)\n\n return _a.distanceToSquared(_b)\n }\n\n function filterAndFlatten(scene) {\n const result = []\n\n scene.traverse(function (object) {\n if (object.isCSS2DObject) result.push(object)\n })\n\n return result\n }\n\n function zOrder(scene) {\n const sorted = filterAndFlatten(scene).sort(function (a, b) {\n if (a.renderOrder !== b.renderOrder) {\n return b.renderOrder - a.renderOrder\n }\n\n const distanceA = cache.objects.get(a).distanceToCameraSquared\n const distanceB = cache.objects.get(b).distanceToCameraSquared\n\n return distanceA - distanceB\n })\n\n const zMax = sorted.length\n\n for (let i = 0, l = sorted.length; i < l; i++) {\n sorted[i].element.style.zIndex = zMax - i\n }\n }\n }\n}\n\nexport { CSS2DObject, CSS2DRenderer }\n"],"names":["Object3D","Vector2","Vector3","Matrix4"],"mappings":";;;AAEA,MAAM,oBAAoBA,MAAAA,SAAS;AAAA,EACjC,YAAY,UAAU,SAAS,cAAc,KAAK,GAAG;AACnD,UAAO;AAEP,SAAK,gBAAgB;AAErB,SAAK,UAAU;AAEf,SAAK,QAAQ,MAAM,WAAW;AAC9B,SAAK,QAAQ,MAAM,aAAa;AAEhC,SAAK,QAAQ,aAAa,aAAa,KAAK;AAE5C,SAAK,SAAS,IAAIC,cAAQ,KAAK,GAAG;AAElC,SAAK,iBAAiB,WAAW,WAAY;AAC3C,WAAK,SAAS,SAAU,QAAQ;AAC9B,YAAI,OAAO,mBAAmB,WAAW,OAAO,QAAQ,eAAe,MAAM;AAC3E,iBAAO,QAAQ,WAAW,YAAY,OAAO,OAAO;AAAA,QACrD;AAAA,MACT,CAAO;AAAA,IACP,CAAK;AAAA,EACF;AAAA,EAED,KAAK,QAAQ,WAAW;AACtB,UAAM,KAAK,QAAQ,SAAS;AAE5B,SAAK,UAAU,OAAO,QAAQ,UAAU,IAAI;AAE5C,SAAK,SAAS,OAAO;AAErB,WAAO;AAAA,EACR;AACH;AAEA,MAAM,
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{"version":3,"file":"CSS2DRenderer.cjs","sources":["../../src/renderers/CSS2DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Vector2, Vector3 } from 'three'\n\nclass CSS2DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS2DObject = true\n\n this.element = element\n\n this.element.style.position = 'absolute'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.center = new Vector2(0.5, 0.5) // ( 0, 0 ) is the lower left; ( 1, 1 ) is the top right\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n this.center = source.center\n\n return this\n }\n}\n\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _viewMatrix = /* @__PURE__ */ new Matrix4()\nconst _viewProjectionMatrix = /* @__PURE__ */ new Matrix4()\nconst _a = /* @__PURE__ */ new Vector3()\nconst _b = /* @__PURE__ */ new Vector3()\n\nclass CSS2DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n _viewMatrix.copy(camera.matrixWorldInverse)\n _viewProjectionMatrix.multiplyMatrices(camera.projectionMatrix, _viewMatrix)\n\n renderObject(scene, scene, camera)\n zOrder(scene)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n }\n\n function renderObject(object, scene, camera) {\n if (object.isCSS2DObject) {\n _vector.setFromMatrixPosition(object.matrixWorld)\n _vector.applyMatrix4(_viewProjectionMatrix)\n\n const visible =\n object.visible === true && _vector.z >= -1 && _vector.z <= 1 && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n const element = object.element\n\n element.style.transform =\n 'translate(' +\n -100 * object.center.x +\n '%,' +\n -100 * object.center.y +\n '%)' +\n 'translate(' +\n (_vector.x * _widthHalf + _widthHalf) +\n 'px,' +\n (-_vector.y * _heightHalf + _heightHalf) +\n 'px)'\n\n if (element.parentNode !== domElement) {\n domElement.appendChild(element)\n }\n\n object.onAfterRender(_this, scene, camera)\n }\n\n const objectData = {\n distanceToCameraSquared: getDistanceToSquared(camera, object),\n }\n\n cache.objects.set(object, objectData)\n }\n\n for (let i = 0, l = object.children.length; i < l; i++) {\n renderObject(object.children[i], scene, camera)\n }\n }\n\n function getDistanceToSquared(object1, object2) {\n _a.setFromMatrixPosition(object1.matrixWorld)\n _b.setFromMatrixPosition(object2.matrixWorld)\n\n return _a.distanceToSquared(_b)\n }\n\n function filterAndFlatten(scene) {\n const result = []\n\n scene.traverse(function (object) {\n if (object.isCSS2DObject) result.push(object)\n })\n\n return result\n }\n\n function zOrder(scene) {\n const sorted = filterAndFlatten(scene).sort(function (a, b) {\n if (a.renderOrder !== b.renderOrder) {\n return b.renderOrder - a.renderOrder\n }\n\n const distanceA = cache.objects.get(a).distanceToCameraSquared\n const distanceB = cache.objects.get(b).distanceToCameraSquared\n\n return distanceA - distanceB\n })\n\n const zMax = sorted.length\n\n for (let i = 0, l = sorted.length; i < l; i++) {\n sorted[i].element.style.zIndex = zMax - i\n }\n }\n }\n}\n\nexport { CSS2DObject, CSS2DRenderer }\n"],"names":["Object3D","Vector2","Vector3","Matrix4"],"mappings":";;;AAEA,MAAM,oBAAoBA,MAAAA,SAAS;AAAA,EACjC,YAAY,UAAU,SAAS,cAAc,KAAK,GAAG;AACnD,UAAO;AAEP,SAAK,gBAAgB;AAErB,SAAK,UAAU;AAEf,SAAK,QAAQ,MAAM,WAAW;AAC9B,SAAK,QAAQ,MAAM,aAAa;AAEhC,SAAK,QAAQ,aAAa,aAAa,KAAK;AAE5C,SAAK,SAAS,IAAIC,cAAQ,KAAK,GAAG;AAElC,SAAK,iBAAiB,WAAW,WAAY;AAC3C,WAAK,SAAS,SAAU,QAAQ;AAC9B,YAAI,OAAO,mBAAmB,WAAW,OAAO,QAAQ,eAAe,MAAM;AAC3E,iBAAO,QAAQ,WAAW,YAAY,OAAO,OAAO;AAAA,QACrD;AAAA,MACT,CAAO;AAAA,IACP,CAAK;AAAA,EACF;AAAA,EAED,KAAK,QAAQ,WAAW;AACtB,UAAM,KAAK,QAAQ,SAAS;AAE5B,SAAK,UAAU,OAAO,QAAQ,UAAU,IAAI;AAE5C,SAAK,SAAS,OAAO;AAErB,WAAO;AAAA,EACR;AACH;AAEA,MAAM,UAA0B,oBAAIC,MAAAA,QAAS;AAC7C,MAAM,cAA8B,oBAAIC,MAAAA,QAAS;AACjD,MAAM,wBAAwC,oBAAIA,MAAAA,QAAS;AAC3D,MAAM,KAAqB,oBAAID,MAAAA,QAAS;AACxC,MAAM,KAAqB,oBAAIA,MAAAA,QAAS;AAExC,MAAM,cAAc;AAAA,EAClB,YAAY,aAAa,IAAI;AAC3B,UAAM,QAAQ;AAEd,QAAI,QAAQ;AACZ,QAAI,YAAY;AAEhB,UAAM,QAAQ;AAAA,MACZ,SAAS,oBAAI,QAAS;AAAA,IACvB;AAED,UAAM,aAAa,WAAW,YAAY,SAAY,WAAW,UAAU,SAAS,cAAc,KAAK;AAEvG,eAAW,MAAM,WAAW;AAE5B,SAAK,aAAa;AAElB,SAAK,UAAU,WAAY;AACzB,aAAO;AAAA,QACL,OAAO;AAAA,QACP,QAAQ;AAAA,MACT;AAAA,IACF;AAED,SAAK,SAAS,SAAU,OAAO,QAAQ;AACrC,UAAI,MAAM,0BAA0B;AAAM,cAAM,kBAAmB;AACnE,UAAI,OAAO,WAAW,QAAQ,OAAO,0BAA0B;AAAM,eAAO,kBAAmB;AAE/F,kBAAY,KAAK,OAAO,kBAAkB;AAC1C,4BAAsB,iBAAiB,OAAO,kBAAkB,WAAW;AAE3E,mBAAa,OAAO,OAAO,MAAM;AACjC,aAAO,KAAK;AAAA,IACb;AAED,SAAK,UAAU,SAAU,OAAO,QAAQ;AACtC,eAAS;AACT,gBAAU;AAEV,mBAAa,SAAS;AACtB,oBAAc,UAAU;AAExB,iBAAW,MAAM,QAAQ,QAAQ;AACjC,iBAAW,MAAM,SAAS,SAAS;AAAA,IACpC;AAED,aAAS,aAAa,QAAQ,OAAO,QAAQ;AAC3C,UAAI,OAAO,eAAe;AACxB,gBAAQ,sBAAsB,OAAO,WAAW;AAChD,gBAAQ,aAAa,qBAAqB;AAE1C,cAAM,UACJ,OAAO,YAAY,QAAQ,QAAQ,KAAK,MAAM,QAAQ,KAAK,KAAK,OAAO,OAAO,KAAK,OAAO,MAAM,MAAM;AACxG,eAAO,QAAQ,MAAM,UAAU,YAAY,OAAO,KAAK;AAEvD,YAAI,YAAY,MAAM;AACpB,iBAAO,eAAe,OAAO,OAAO,MAAM;AAE1C,gBAAM,UAAU,OAAO;AAEvB,kBAAQ,MAAM,YACZ,eACA,OAAO,OAAO,OAAO,IACrB,OACA,OAAO,OAAO,OAAO,IACrB,kBAEC,QAAQ,IAAI,aAAa,cAC1B,SACC,CAAC,QAAQ,IAAI,cAAc,eAC5B;AAEF,cAAI,QAAQ,eAAe,YAAY;AACrC,uBAAW,YAAY,OAAO;AAAA,UAC/B;AAED,iBAAO,cAAc,OAAO,OAAO,MAAM;AAAA,QAC1C;AAED,cAAM,aAAa;AAAA,UACjB,yBAAyB,qBAAqB,QAAQ,MAAM;AAAA,QAC7D;AAED,cAAM,QAAQ,IAAI,QAAQ,UAAU;AAAA,MACrC;AAED,eAAS,IAAI,GAAG,IAAI,OAAO,SAAS,QAAQ,IAAI,GAAG,KAAK;AACtD,qBAAa,OAAO,SAAS,CAAC,GAAG,OAAO,MAAM;AAAA,MAC/C;AAAA,IACF;AAED,aAAS,qBAAqB,SAAS,SAAS;AAC9C,SAAG,sBAAsB,QAAQ,WAAW;AAC5C,SAAG,sBAAsB,QAAQ,WAAW;AAE5C,aAAO,GAAG,kBAAkB,EAAE;AAAA,IAC/B;AAED,aAAS,iBAAiB,OAAO;AAC/B,YAAM,SAAS,CAAE;AAEjB,YAAM,SAAS,SAAU,QAAQ;AAC/B,YAAI,OAAO;AAAe,iBAAO,KAAK,MAAM;AAAA,MACpD,CAAO;AAED,aAAO;AAAA,IACR;AAED,aAAS,OAAO,OAAO;AACrB,YAAM,SAAS,iBAAiB,KAAK,EAAE,KAAK,SAAU,GAAG,GAAG;AAC1D,YAAI,EAAE,gBAAgB,EAAE,aAAa;AACnC,iBAAO,EAAE,cAAc,EAAE;AAAA,QAC1B;AAED,cAAM,YAAY,MAAM,QAAQ,IAAI,CAAC,EAAE;AACvC,cAAM,YAAY,MAAM,QAAQ,IAAI,CAAC,EAAE;AAEvC,eAAO,YAAY;AAAA,MAC3B,CAAO;AAED,YAAM,OAAO,OAAO;AAEpB,eAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,IAAI,GAAG,KAAK;AAC7C,eAAO,CAAC,EAAE,QAAQ,MAAM,SAAS,OAAO;AAAA,MACzC;AAAA,IACF;AAAA,EACF;AACH;;;"}
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{"version":3,"file":"CSS2DRenderer.js","sources":["../../src/renderers/CSS2DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Vector2, Vector3 } from 'three'\n\nclass CSS2DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS2DObject = true\n\n this.element = element\n\n this.element.style.position = 'absolute'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.center = new Vector2(0.5, 0.5) // ( 0, 0 ) is the lower left; ( 1, 1 ) is the top right\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n this.center = source.center\n\n return this\n }\n}\n\nconst _vector = new Vector3()\nconst _viewMatrix = new Matrix4()\nconst _viewProjectionMatrix = new Matrix4()\nconst _a = new Vector3()\nconst _b = new Vector3()\n\nclass CSS2DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n _viewMatrix.copy(camera.matrixWorldInverse)\n _viewProjectionMatrix.multiplyMatrices(camera.projectionMatrix, _viewMatrix)\n\n renderObject(scene, scene, camera)\n zOrder(scene)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n }\n\n function renderObject(object, scene, camera) {\n if (object.isCSS2DObject) {\n _vector.setFromMatrixPosition(object.matrixWorld)\n _vector.applyMatrix4(_viewProjectionMatrix)\n\n const visible =\n object.visible === true && _vector.z >= -1 && _vector.z <= 1 && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n const element = object.element\n\n element.style.transform =\n 'translate(' +\n -100 * object.center.x +\n '%,' +\n -100 * object.center.y +\n '%)' +\n 'translate(' +\n (_vector.x * _widthHalf + _widthHalf) +\n 'px,' +\n (-_vector.y * _heightHalf + _heightHalf) +\n 'px)'\n\n if (element.parentNode !== domElement) {\n domElement.appendChild(element)\n }\n\n object.onAfterRender(_this, scene, camera)\n }\n\n const objectData = {\n distanceToCameraSquared: getDistanceToSquared(camera, object),\n }\n\n cache.objects.set(object, objectData)\n }\n\n for (let i = 0, l = object.children.length; i < l; i++) {\n renderObject(object.children[i], scene, camera)\n }\n }\n\n function getDistanceToSquared(object1, object2) {\n _a.setFromMatrixPosition(object1.matrixWorld)\n _b.setFromMatrixPosition(object2.matrixWorld)\n\n return _a.distanceToSquared(_b)\n }\n\n function filterAndFlatten(scene) {\n const result = []\n\n scene.traverse(function (object) {\n if (object.isCSS2DObject) result.push(object)\n })\n\n return result\n }\n\n function zOrder(scene) {\n const sorted = filterAndFlatten(scene).sort(function (a, b) {\n if (a.renderOrder !== b.renderOrder) {\n return b.renderOrder - a.renderOrder\n }\n\n const distanceA = cache.objects.get(a).distanceToCameraSquared\n const distanceB = cache.objects.get(b).distanceToCameraSquared\n\n return distanceA - distanceB\n })\n\n const zMax = sorted.length\n\n for (let i = 0, l = sorted.length; i < l; i++) {\n sorted[i].element.style.zIndex = zMax - i\n }\n }\n }\n}\n\nexport { CSS2DObject, CSS2DRenderer }\n"],"names":[],"mappings":";AAEA,MAAM,oBAAoB,SAAS;AAAA,EACjC,YAAY,UAAU,SAAS,cAAc,KAAK,GAAG;AACnD,UAAO;AAEP,SAAK,gBAAgB;AAErB,SAAK,UAAU;AAEf,SAAK,QAAQ,MAAM,WAAW;AAC9B,SAAK,QAAQ,MAAM,aAAa;AAEhC,SAAK,QAAQ,aAAa,aAAa,KAAK;AAE5C,SAAK,SAAS,IAAI,QAAQ,KAAK,GAAG;AAElC,SAAK,iBAAiB,WAAW,WAAY;AAC3C,WAAK,SAAS,SAAU,QAAQ;AAC9B,YAAI,OAAO,mBAAmB,WAAW,OAAO,QAAQ,eAAe,MAAM;AAC3E,iBAAO,QAAQ,WAAW,YAAY,OAAO,OAAO;AAAA,QACrD;AAAA,MACT,CAAO;AAAA,IACP,CAAK;AAAA,EACF;AAAA,EAED,KAAK,QAAQ,WAAW;AACtB,UAAM,KAAK,QAAQ,SAAS;AAE5B,SAAK,UAAU,OAAO,QAAQ,UAAU,IAAI;AAE5C,SAAK,SAAS,OAAO;AAErB,WAAO;AAAA,EACR;AACH;AAEA,MAAM,
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{"version":3,"file":"CSS2DRenderer.js","sources":["../../src/renderers/CSS2DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Vector2, Vector3 } from 'three'\n\nclass CSS2DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS2DObject = true\n\n this.element = element\n\n this.element.style.position = 'absolute'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.center = new Vector2(0.5, 0.5) // ( 0, 0 ) is the lower left; ( 1, 1 ) is the top right\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n this.center = source.center\n\n return this\n }\n}\n\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _viewMatrix = /* @__PURE__ */ new Matrix4()\nconst _viewProjectionMatrix = /* @__PURE__ */ new Matrix4()\nconst _a = /* @__PURE__ */ new Vector3()\nconst _b = /* @__PURE__ */ new Vector3()\n\nclass CSS2DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n _viewMatrix.copy(camera.matrixWorldInverse)\n _viewProjectionMatrix.multiplyMatrices(camera.projectionMatrix, _viewMatrix)\n\n renderObject(scene, scene, camera)\n zOrder(scene)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n }\n\n function renderObject(object, scene, camera) {\n if (object.isCSS2DObject) {\n _vector.setFromMatrixPosition(object.matrixWorld)\n _vector.applyMatrix4(_viewProjectionMatrix)\n\n const visible =\n object.visible === true && _vector.z >= -1 && _vector.z <= 1 && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n const element = object.element\n\n element.style.transform =\n 'translate(' +\n -100 * object.center.x +\n '%,' +\n -100 * object.center.y +\n '%)' +\n 'translate(' +\n (_vector.x * _widthHalf + _widthHalf) +\n 'px,' +\n (-_vector.y * _heightHalf + _heightHalf) +\n 'px)'\n\n if (element.parentNode !== domElement) {\n domElement.appendChild(element)\n }\n\n object.onAfterRender(_this, scene, camera)\n }\n\n const objectData = {\n distanceToCameraSquared: getDistanceToSquared(camera, object),\n }\n\n cache.objects.set(object, objectData)\n }\n\n for (let i = 0, l = object.children.length; i < l; i++) {\n renderObject(object.children[i], scene, camera)\n }\n }\n\n function getDistanceToSquared(object1, object2) {\n _a.setFromMatrixPosition(object1.matrixWorld)\n _b.setFromMatrixPosition(object2.matrixWorld)\n\n return _a.distanceToSquared(_b)\n }\n\n function filterAndFlatten(scene) {\n const result = []\n\n scene.traverse(function (object) {\n if (object.isCSS2DObject) result.push(object)\n })\n\n return result\n }\n\n function zOrder(scene) {\n const sorted = filterAndFlatten(scene).sort(function (a, b) {\n if (a.renderOrder !== b.renderOrder) {\n return b.renderOrder - a.renderOrder\n }\n\n const distanceA = cache.objects.get(a).distanceToCameraSquared\n const distanceB = cache.objects.get(b).distanceToCameraSquared\n\n return distanceA - distanceB\n })\n\n const zMax = sorted.length\n\n for (let i = 0, l = sorted.length; i < l; i++) {\n sorted[i].element.style.zIndex = zMax - i\n }\n }\n }\n}\n\nexport { CSS2DObject, CSS2DRenderer }\n"],"names":[],"mappings":";AAEA,MAAM,oBAAoB,SAAS;AAAA,EACjC,YAAY,UAAU,SAAS,cAAc,KAAK,GAAG;AACnD,UAAO;AAEP,SAAK,gBAAgB;AAErB,SAAK,UAAU;AAEf,SAAK,QAAQ,MAAM,WAAW;AAC9B,SAAK,QAAQ,MAAM,aAAa;AAEhC,SAAK,QAAQ,aAAa,aAAa,KAAK;AAE5C,SAAK,SAAS,IAAI,QAAQ,KAAK,GAAG;AAElC,SAAK,iBAAiB,WAAW,WAAY;AAC3C,WAAK,SAAS,SAAU,QAAQ;AAC9B,YAAI,OAAO,mBAAmB,WAAW,OAAO,QAAQ,eAAe,MAAM;AAC3E,iBAAO,QAAQ,WAAW,YAAY,OAAO,OAAO;AAAA,QACrD;AAAA,MACT,CAAO;AAAA,IACP,CAAK;AAAA,EACF;AAAA,EAED,KAAK,QAAQ,WAAW;AACtB,UAAM,KAAK,QAAQ,SAAS;AAE5B,SAAK,UAAU,OAAO,QAAQ,UAAU,IAAI;AAE5C,SAAK,SAAS,OAAO;AAErB,WAAO;AAAA,EACR;AACH;AAEA,MAAM,UAA0B,oBAAI,QAAS;AAC7C,MAAM,cAA8B,oBAAI,QAAS;AACjD,MAAM,wBAAwC,oBAAI,QAAS;AAC3D,MAAM,KAAqB,oBAAI,QAAS;AACxC,MAAM,KAAqB,oBAAI,QAAS;AAExC,MAAM,cAAc;AAAA,EAClB,YAAY,aAAa,IAAI;AAC3B,UAAM,QAAQ;AAEd,QAAI,QAAQ;AACZ,QAAI,YAAY;AAEhB,UAAM,QAAQ;AAAA,MACZ,SAAS,oBAAI,QAAS;AAAA,IACvB;AAED,UAAM,aAAa,WAAW,YAAY,SAAY,WAAW,UAAU,SAAS,cAAc,KAAK;AAEvG,eAAW,MAAM,WAAW;AAE5B,SAAK,aAAa;AAElB,SAAK,UAAU,WAAY;AACzB,aAAO;AAAA,QACL,OAAO;AAAA,QACP,QAAQ;AAAA,MACT;AAAA,IACF;AAED,SAAK,SAAS,SAAU,OAAO,QAAQ;AACrC,UAAI,MAAM,0BAA0B;AAAM,cAAM,kBAAmB;AACnE,UAAI,OAAO,WAAW,QAAQ,OAAO,0BAA0B;AAAM,eAAO,kBAAmB;AAE/F,kBAAY,KAAK,OAAO,kBAAkB;AAC1C,4BAAsB,iBAAiB,OAAO,kBAAkB,WAAW;AAE3E,mBAAa,OAAO,OAAO,MAAM;AACjC,aAAO,KAAK;AAAA,IACb;AAED,SAAK,UAAU,SAAU,OAAO,QAAQ;AACtC,eAAS;AACT,gBAAU;AAEV,mBAAa,SAAS;AACtB,oBAAc,UAAU;AAExB,iBAAW,MAAM,QAAQ,QAAQ;AACjC,iBAAW,MAAM,SAAS,SAAS;AAAA,IACpC;AAED,aAAS,aAAa,QAAQ,OAAO,QAAQ;AAC3C,UAAI,OAAO,eAAe;AACxB,gBAAQ,sBAAsB,OAAO,WAAW;AAChD,gBAAQ,aAAa,qBAAqB;AAE1C,cAAM,UACJ,OAAO,YAAY,QAAQ,QAAQ,KAAK,MAAM,QAAQ,KAAK,KAAK,OAAO,OAAO,KAAK,OAAO,MAAM,MAAM;AACxG,eAAO,QAAQ,MAAM,UAAU,YAAY,OAAO,KAAK;AAEvD,YAAI,YAAY,MAAM;AACpB,iBAAO,eAAe,OAAO,OAAO,MAAM;AAE1C,gBAAM,UAAU,OAAO;AAEvB,kBAAQ,MAAM,YACZ,eACA,OAAO,OAAO,OAAO,IACrB,OACA,OAAO,OAAO,OAAO,IACrB,kBAEC,QAAQ,IAAI,aAAa,cAC1B,SACC,CAAC,QAAQ,IAAI,cAAc,eAC5B;AAEF,cAAI,QAAQ,eAAe,YAAY;AACrC,uBAAW,YAAY,OAAO;AAAA,UAC/B;AAED,iBAAO,cAAc,OAAO,OAAO,MAAM;AAAA,QAC1C;AAED,cAAM,aAAa;AAAA,UACjB,yBAAyB,qBAAqB,QAAQ,MAAM;AAAA,QAC7D;AAED,cAAM,QAAQ,IAAI,QAAQ,UAAU;AAAA,MACrC;AAED,eAAS,IAAI,GAAG,IAAI,OAAO,SAAS,QAAQ,IAAI,GAAG,KAAK;AACtD,qBAAa,OAAO,SAAS,CAAC,GAAG,OAAO,MAAM;AAAA,MAC/C;AAAA,IACF;AAED,aAAS,qBAAqB,SAAS,SAAS;AAC9C,SAAG,sBAAsB,QAAQ,WAAW;AAC5C,SAAG,sBAAsB,QAAQ,WAAW;AAE5C,aAAO,GAAG,kBAAkB,EAAE;AAAA,IAC/B;AAED,aAAS,iBAAiB,OAAO;AAC/B,YAAM,SAAS,CAAE;AAEjB,YAAM,SAAS,SAAU,QAAQ;AAC/B,YAAI,OAAO;AAAe,iBAAO,KAAK,MAAM;AAAA,MACpD,CAAO;AAED,aAAO;AAAA,IACR;AAED,aAAS,OAAO,OAAO;AACrB,YAAM,SAAS,iBAAiB,KAAK,EAAE,KAAK,SAAU,GAAG,GAAG;AAC1D,YAAI,EAAE,gBAAgB,EAAE,aAAa;AACnC,iBAAO,EAAE,cAAc,EAAE;AAAA,QAC1B;AAED,cAAM,YAAY,MAAM,QAAQ,IAAI,CAAC,EAAE;AACvC,cAAM,YAAY,MAAM,QAAQ,IAAI,CAAC,EAAE;AAEvC,eAAO,YAAY;AAAA,MAC3B,CAAO;AAED,YAAM,OAAO,OAAO;AAEpB,eAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,IAAI,GAAG,KAAK;AAC7C,eAAO,CAAC,EAAE,QAAQ,MAAM,SAAS,OAAO;AAAA,MACzC;AAAA,IACF;AAAA,EACF;AACH;"}
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{"version":3,"file":"CSS3DRenderer.cjs","sources":["../../src/renderers/CSS3DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'\n\n/**\n * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n */\n\nconst _position = new Vector3()\nconst _quaternion = new Quaternion()\nconst _scale = new Vector3()\n\nclass CSS3DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS3DObject = true\n\n this.element = element\n this.element.style.position = 'absolute'\n this.element.style.pointerEvents = 'auto'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n return this\n }\n}\n\nclass CSS3DSprite extends CSS3DObject {\n constructor(element) {\n super(element)\n\n this.isCSS3DSprite = true\n\n this.rotation2D = 0\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.rotation2D = source.rotation2D\n\n return this\n }\n}\n\n//\n\nconst _matrix = new Matrix4()\nconst _matrix2 = new Matrix4()\n\nclass CSS3DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n camera: { style: '' },\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n const viewElement = document.createElement('div')\n viewElement.style.transformOrigin = '0 0'\n viewElement.style.pointerEvents = 'none'\n domElement.appendChild(viewElement)\n\n const cameraElement = document.createElement('div')\n\n cameraElement.style.transformStyle = 'preserve-3d'\n\n viewElement.appendChild(cameraElement)\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n const fov = camera.projectionMatrix.elements[5] * _heightHalf\n\n if (camera.view && camera.view.enabled) {\n // view offset\n viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${\n -camera.view.offsetY * (_height / camera.view.height)\n }px )`\n\n // view fullWidth and fullHeight, view width and height\n viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${\n camera.view.fullHeight / camera.view.height\n } )`\n } else {\n viewElement.style.transform = ''\n }\n\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n let tx, ty\n\n if (camera.isOrthographicCamera) {\n tx = -(camera.right + camera.left) / 2\n ty = (camera.top + camera.bottom) / 2\n }\n\n const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1\n const cameraCSSMatrix = camera.isOrthographicCamera\n ? `scale( ${scaleByViewOffset} )` +\n 'scale(' +\n fov +\n ')' +\n 'translate(' +\n epsilon(tx) +\n 'px,' +\n epsilon(ty) +\n 'px)' +\n getCameraCSSMatrix(camera.matrixWorldInverse)\n : `scale( ${scaleByViewOffset} )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix(camera.matrixWorldInverse)\n const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : ''\n\n const style = perspective + cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'\n\n if (cache.camera.style !== style) {\n cameraElement.style.transform = style\n\n cache.camera.style = style\n }\n\n renderObject(scene, scene, camera, cameraCSSMatrix)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n\n viewElement.style.width = width + 'px'\n viewElement.style.height = height + 'px'\n\n cameraElement.style.width = width + 'px'\n cameraElement.style.height = height + 'px'\n }\n\n function epsilon(value) {\n return Math.abs(value) < 1e-10 ? 0 : value\n }\n\n function getCameraCSSMatrix(matrix) {\n const elements = matrix.elements\n\n return (\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(-elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(elements[6]) +\n ',' +\n epsilon(elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(-elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(-elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n )\n }\n\n function getObjectCSSMatrix(matrix) {\n const elements = matrix.elements\n const matrix3d =\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(-elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(-elements[6]) +\n ',' +\n epsilon(-elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n\n return 'translate(-50%,-50%)' + matrix3d\n }\n\n function renderObject(object, scene, camera, cameraCSSMatrix) {\n if (object.isCSS3DObject) {\n const visible = object.visible === true && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n let style\n\n if (object.isCSS3DSprite) {\n // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/\n\n _matrix.copy(camera.matrixWorldInverse)\n _matrix.transpose()\n\n if (object.rotation2D !== 0) _matrix.multiply(_matrix2.makeRotationZ(object.rotation2D))\n\n object.matrixWorld.decompose(_position, _quaternion, _scale)\n _matrix.setPosition(_position)\n _matrix.scale(_scale)\n\n _matrix.elements[3] = 0\n _matrix.elements[7] = 0\n _matrix.elements[11] = 0\n _matrix.elements[15] = 1\n\n style = getObjectCSSMatrix(_matrix)\n } else {\n style = getObjectCSSMatrix(object.matrixWorld)\n }\n\n const element = object.element\n const cachedObject = cache.objects.get(object)\n\n if (cachedObject === undefined || cachedObject.style !== style) {\n element.style.transform = style\n\n const objectData = { style: style }\n cache.objects.set(object, objectData)\n }\n\n if 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{"version":3,"file":"CSS3DRenderer.cjs","sources":["../../src/renderers/CSS3DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'\n\n/**\n * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n */\n\nconst _position = /* @__PURE__ */ new Vector3()\nconst _quaternion = /* @__PURE__ */ new Quaternion()\nconst _scale = /* @__PURE__ */ new Vector3()\n\nclass CSS3DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS3DObject = true\n\n this.element = element\n this.element.style.position = 'absolute'\n this.element.style.pointerEvents = 'auto'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n return this\n }\n}\n\nclass CSS3DSprite extends CSS3DObject {\n constructor(element) {\n super(element)\n\n this.isCSS3DSprite = true\n\n this.rotation2D = 0\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.rotation2D = source.rotation2D\n\n return this\n }\n}\n\n//\n\nconst _matrix = /* @__PURE__ */ new Matrix4()\nconst _matrix2 = /* @__PURE__ */ new Matrix4()\n\nclass CSS3DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n camera: { style: '' },\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n const viewElement = document.createElement('div')\n viewElement.style.transformOrigin = '0 0'\n viewElement.style.pointerEvents = 'none'\n domElement.appendChild(viewElement)\n\n const cameraElement = document.createElement('div')\n\n cameraElement.style.transformStyle = 'preserve-3d'\n\n viewElement.appendChild(cameraElement)\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n const fov = camera.projectionMatrix.elements[5] * _heightHalf\n\n if (camera.view && camera.view.enabled) {\n // view offset\n viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${\n -camera.view.offsetY * (_height / camera.view.height)\n }px )`\n\n // view fullWidth and fullHeight, view width and height\n viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${\n camera.view.fullHeight / camera.view.height\n } )`\n } else {\n viewElement.style.transform = ''\n }\n\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n let tx, ty\n\n if (camera.isOrthographicCamera) {\n tx = -(camera.right + camera.left) / 2\n ty = (camera.top + camera.bottom) / 2\n }\n\n const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1\n const cameraCSSMatrix = camera.isOrthographicCamera\n ? `scale( ${scaleByViewOffset} )` +\n 'scale(' +\n fov +\n ')' +\n 'translate(' +\n epsilon(tx) +\n 'px,' +\n epsilon(ty) +\n 'px)' +\n getCameraCSSMatrix(camera.matrixWorldInverse)\n : `scale( ${scaleByViewOffset} )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix(camera.matrixWorldInverse)\n const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : ''\n\n const style = perspective + cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'\n\n if (cache.camera.style !== style) {\n cameraElement.style.transform = style\n\n cache.camera.style = style\n }\n\n renderObject(scene, scene, camera, cameraCSSMatrix)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n\n viewElement.style.width = width + 'px'\n viewElement.style.height = height + 'px'\n\n cameraElement.style.width = width + 'px'\n cameraElement.style.height = height + 'px'\n }\n\n function epsilon(value) {\n return Math.abs(value) < 1e-10 ? 0 : value\n }\n\n function getCameraCSSMatrix(matrix) {\n const elements = matrix.elements\n\n return (\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(-elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(elements[6]) +\n ',' +\n epsilon(elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(-elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(-elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n )\n }\n\n function getObjectCSSMatrix(matrix) {\n const elements = matrix.elements\n const matrix3d =\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(-elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(-elements[6]) +\n ',' +\n epsilon(-elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n\n return 'translate(-50%,-50%)' + matrix3d\n }\n\n function renderObject(object, scene, camera, cameraCSSMatrix) {\n if (object.isCSS3DObject) {\n const visible = object.visible === true && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n let style\n\n if (object.isCSS3DSprite) {\n // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/\n\n _matrix.copy(camera.matrixWorldInverse)\n _matrix.transpose()\n\n if (object.rotation2D !== 0) _matrix.multiply(_matrix2.makeRotationZ(object.rotation2D))\n\n object.matrixWorld.decompose(_position, _quaternion, _scale)\n _matrix.setPosition(_position)\n _matrix.scale(_scale)\n\n _matrix.elements[3] = 0\n _matrix.elements[7] = 0\n _matrix.elements[11] = 0\n _matrix.elements[15] = 1\n\n style = getObjectCSSMatrix(_matrix)\n } else {\n style = getObjectCSSMatrix(object.matrixWorld)\n }\n\n const element = object.element\n const cachedObject = cache.objects.get(object)\n\n if (cachedObject === undefined || cachedObject.style !== style) {\n element.style.transform = style\n\n const objectData = { style: style }\n cache.objects.set(object, objectData)\n }\n\n if 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import { Object3D, Vector3, Quaternion, Matrix4 } from "three";
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{"version":3,"file":"CSS3DRenderer.js","sources":["../../src/renderers/CSS3DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'\n\n/**\n * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n */\n\nconst _position = new Vector3()\nconst _quaternion = new Quaternion()\nconst _scale = new Vector3()\n\nclass CSS3DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS3DObject = true\n\n this.element = element\n this.element.style.position = 'absolute'\n this.element.style.pointerEvents = 'auto'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n return this\n }\n}\n\nclass CSS3DSprite extends CSS3DObject {\n constructor(element) {\n super(element)\n\n this.isCSS3DSprite = true\n\n this.rotation2D = 0\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.rotation2D = source.rotation2D\n\n return this\n }\n}\n\n//\n\nconst _matrix = new Matrix4()\nconst _matrix2 = new Matrix4()\n\nclass CSS3DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n camera: { style: '' },\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n const viewElement = document.createElement('div')\n viewElement.style.transformOrigin = '0 0'\n viewElement.style.pointerEvents = 'none'\n domElement.appendChild(viewElement)\n\n const cameraElement = document.createElement('div')\n\n cameraElement.style.transformStyle = 'preserve-3d'\n\n viewElement.appendChild(cameraElement)\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n const fov = camera.projectionMatrix.elements[5] * _heightHalf\n\n if (camera.view && camera.view.enabled) {\n // view offset\n viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${\n -camera.view.offsetY * (_height / camera.view.height)\n }px )`\n\n // view fullWidth and fullHeight, view width and height\n viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${\n camera.view.fullHeight / camera.view.height\n } )`\n } else {\n viewElement.style.transform = ''\n }\n\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n let tx, ty\n\n if (camera.isOrthographicCamera) {\n tx = -(camera.right + camera.left) / 2\n ty = (camera.top + camera.bottom) / 2\n }\n\n const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1\n const cameraCSSMatrix = camera.isOrthographicCamera\n ? `scale( ${scaleByViewOffset} )` +\n 'scale(' +\n fov +\n ')' +\n 'translate(' +\n epsilon(tx) +\n 'px,' +\n epsilon(ty) +\n 'px)' +\n getCameraCSSMatrix(camera.matrixWorldInverse)\n : `scale( ${scaleByViewOffset} )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix(camera.matrixWorldInverse)\n const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : ''\n\n const style = perspective + cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'\n\n if (cache.camera.style !== style) {\n cameraElement.style.transform = style\n\n cache.camera.style = style\n }\n\n renderObject(scene, scene, camera, cameraCSSMatrix)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n\n viewElement.style.width = width + 'px'\n viewElement.style.height = height + 'px'\n\n cameraElement.style.width = width + 'px'\n cameraElement.style.height = height + 'px'\n }\n\n function epsilon(value) {\n return Math.abs(value) < 1e-10 ? 0 : value\n }\n\n function getCameraCSSMatrix(matrix) {\n const elements = matrix.elements\n\n return (\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(-elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(elements[6]) +\n ',' +\n epsilon(elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(-elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(-elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n )\n }\n\n function getObjectCSSMatrix(matrix) {\n const elements = matrix.elements\n const matrix3d =\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(-elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(-elements[6]) +\n ',' +\n epsilon(-elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n\n return 'translate(-50%,-50%)' + matrix3d\n }\n\n function renderObject(object, scene, camera, cameraCSSMatrix) {\n if (object.isCSS3DObject) {\n const visible = object.visible === true && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? 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{"version":3,"file":"CSS3DRenderer.js","sources":["../../src/renderers/CSS3DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'\n\n/**\n * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n */\n\nconst _position = /* @__PURE__ */ new Vector3()\nconst _quaternion = /* @__PURE__ */ new Quaternion()\nconst _scale = /* @__PURE__ */ new Vector3()\n\nclass CSS3DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS3DObject = true\n\n this.element = element\n this.element.style.position = 'absolute'\n this.element.style.pointerEvents = 'auto'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n return this\n }\n}\n\nclass CSS3DSprite extends CSS3DObject {\n constructor(element) {\n super(element)\n\n this.isCSS3DSprite = true\n\n this.rotation2D = 0\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.rotation2D = source.rotation2D\n\n return this\n }\n}\n\n//\n\nconst _matrix = /* @__PURE__ */ new Matrix4()\nconst _matrix2 = /* @__PURE__ */ new Matrix4()\n\nclass CSS3DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n camera: { style: '' },\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n const viewElement = document.createElement('div')\n viewElement.style.transformOrigin = '0 0'\n viewElement.style.pointerEvents = 'none'\n domElement.appendChild(viewElement)\n\n const cameraElement = document.createElement('div')\n\n cameraElement.style.transformStyle = 'preserve-3d'\n\n viewElement.appendChild(cameraElement)\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n const fov = camera.projectionMatrix.elements[5] * _heightHalf\n\n if (camera.view && camera.view.enabled) {\n // view offset\n viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${\n -camera.view.offsetY * (_height / camera.view.height)\n }px )`\n\n // view fullWidth and fullHeight, view width and height\n viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${\n camera.view.fullHeight / camera.view.height\n } )`\n } else {\n viewElement.style.transform = ''\n }\n\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n let tx, ty\n\n if (camera.isOrthographicCamera) {\n tx = -(camera.right + camera.left) / 2\n ty = (camera.top + camera.bottom) / 2\n }\n\n const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1\n const cameraCSSMatrix = camera.isOrthographicCamera\n ? `scale( ${scaleByViewOffset} )` +\n 'scale(' +\n fov +\n ')' +\n 'translate(' +\n epsilon(tx) +\n 'px,' +\n epsilon(ty) +\n 'px)' +\n getCameraCSSMatrix(camera.matrixWorldInverse)\n : `scale( ${scaleByViewOffset} )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix(camera.matrixWorldInverse)\n const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : ''\n\n const style = perspective + cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'\n\n if (cache.camera.style !== style) {\n cameraElement.style.transform = style\n\n cache.camera.style = style\n }\n\n renderObject(scene, scene, camera, cameraCSSMatrix)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n\n viewElement.style.width = width + 'px'\n viewElement.style.height = height + 'px'\n\n cameraElement.style.width = width + 'px'\n cameraElement.style.height = height + 'px'\n }\n\n function epsilon(value) {\n return Math.abs(value) < 1e-10 ? 0 : value\n }\n\n function getCameraCSSMatrix(matrix) {\n const elements = matrix.elements\n\n return (\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(-elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(elements[6]) +\n ',' +\n epsilon(elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(-elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(-elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n )\n }\n\n function getObjectCSSMatrix(matrix) {\n const elements = matrix.elements\n const matrix3d =\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(-elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(-elements[6]) +\n ',' +\n epsilon(-elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n\n return 'translate(-50%,-50%)' + matrix3d\n }\n\n function renderObject(object, scene, camera, cameraCSSMatrix) {\n if (object.isCSS3DObject) {\n const visible = object.visible === true && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n let style\n\n if (object.isCSS3DSprite) {\n // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/\n\n _matrix.copy(camera.matrixWorldInverse)\n _matrix.transpose()\n\n if (object.rotation2D !== 0) _matrix.multiply(_matrix2.makeRotationZ(object.rotation2D))\n\n object.matrixWorld.decompose(_position, _quaternion, _scale)\n _matrix.setPosition(_position)\n _matrix.scale(_scale)\n\n _matrix.elements[3] = 0\n _matrix.elements[7] = 0\n _matrix.elements[11] = 0\n _matrix.elements[15] = 1\n\n style = getObjectCSSMatrix(_matrix)\n } else {\n style = getObjectCSSMatrix(object.matrixWorld)\n }\n\n const element = object.element\n const cachedObject = cache.objects.get(object)\n\n if (cachedObject === undefined || cachedObject.style !== style) {\n element.style.transform = style\n\n const objectData = { style: style }\n cache.objects.set(object, objectData)\n }\n\n if 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@@ -5,52 +5,77 @@ const ACESFilmicToneMappingShader = {
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exposure: { value: 1 }
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;,
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void main() {,
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vUv = uv;,
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );,
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},
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`
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),
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fragmentShader: (
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/* glsl */
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`
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#define saturate(a) clamp( a, 0.0, 1.0 ),
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uniform sampler2D tDiffuse;,
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uniform float exposure;,
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varying vec2 vUv;,
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vec3 RRTAndODTFit( vec3 v ) {,
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vec3 a = v * ( v + 0.0245786 ) - 0.000090537;,
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vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;,
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return a / b;,
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},
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vec3 ACESFilmicToneMapping( vec3 color ) {,
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// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
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const mat3 ACESInputMat = mat3(,
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vec3( 0.59719, 0.07600, 0.02840 ),, // transposed from source
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vec3( 0.35458, 0.90834, 0.13383 ),,
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vec3( 0.04823, 0.01566, 0.83777 ),
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);,
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// ODT_SAT => XYZ => D60_2_D65 => sRGB
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const mat3 ACESOutputMat = mat3(,
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vec3( 1.60475, -0.10208, -0.00327 ),, // transposed from source
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vec3( -0.53108, 1.10813, -0.07276 ),,
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vec3( -0.07367, -0.00605, 1.07602 ),
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);,
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color = ACESInputMat * color;,
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// Apply RRT and ODT
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color = RRTAndODTFit( color );,
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color = ACESOutputMat * color;,
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// Clamp to [0, 1]
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return saturate( color );,
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},
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void main() {,
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vec4 tex = texture2D( tDiffuse, vUv );,
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tex.rgb *= exposure / 0.6;, // pre-exposed, outside of the tone mapping function
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gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );,
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},
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`
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)
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};
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exports.ACESFilmicToneMappingShader = ACESFilmicToneMappingShader;
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//# sourceMappingURL=ACESFilmicToneMappingShader.cjs.map
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@@ -1 +1 @@
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{"version":3,"file":"ACESFilmicToneMappingShader.cjs","sources":["../../src/shaders/ACESFilmicToneMappingShader.ts"],"sourcesContent":["/**\n * ACES Filmic Tone Mapping Shader by Stephen Hill\n * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs\n *\n * this implementation of ACES is modified to accommodate a brighter viewing environment.\n * the scale factor of 1/0.6 is subjective. see discussion in #19621.\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type ACESFilmicToneMappingShaderUniforms = {\n exposure: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IACESFilmicToneMappingShader extends IShader<ACESFilmicToneMappingShaderUniforms> {}\n\nexport const ACESFilmicToneMappingShader: IACESFilmicToneMappingShader = {\n uniforms: {\n tDiffuse: { value: null },\n exposure: { value: 1.0 },\n },\n\n vertexShader:
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{"version":3,"file":"ACESFilmicToneMappingShader.cjs","sources":["../../src/shaders/ACESFilmicToneMappingShader.ts"],"sourcesContent":["/**\n * ACES Filmic Tone Mapping Shader by Stephen Hill\n * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs\n *\n * this implementation of ACES is modified to accommodate a brighter viewing environment.\n * the scale factor of 1/0.6 is subjective. see discussion in #19621.\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type ACESFilmicToneMappingShaderUniforms = {\n exposure: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IACESFilmicToneMappingShader extends IShader<ACESFilmicToneMappingShaderUniforms> {}\n\nexport const ACESFilmicToneMappingShader: IACESFilmicToneMappingShader = {\n uniforms: {\n tDiffuse: { value: null },\n exposure: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;,\n\n void main() {,\n\n \tvUv = uv;,\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );,\n\n },\n `,\n fragmentShader: /* glsl */ `\n #define saturate(a) clamp( a, 0.0, 1.0 ),\n\n uniform sampler2D tDiffuse;,\n\n uniform float exposure;,\n\n varying vec2 vUv;,\n\n vec3 RRTAndODTFit( vec3 v ) {,\n\n \tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;,\n \tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;,\n \treturn a / b;,\n\n },\n\n vec3 ACESFilmicToneMapping( vec3 color ) {,\n\n // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT\n \tconst mat3 ACESInputMat = mat3(,\n \t\tvec3( 0.59719, 0.07600, 0.02840 ),, // transposed from source\n \t\tvec3( 0.35458, 0.90834, 0.13383 ),,\n \t\tvec3( 0.04823, 0.01566, 0.83777 ),\n \t);,\n\n // ODT_SAT => XYZ => D60_2_D65 => sRGB\n \tconst mat3 ACESOutputMat = mat3(,\n \t\tvec3( 1.60475, -0.10208, -0.00327 ),, // transposed from source\n \t\tvec3( -0.53108, 1.10813, -0.07276 ),,\n \t\tvec3( -0.07367, -0.00605, 1.07602 ),\n \t);,\n\n \tcolor = ACESInputMat * color;,\n\n // Apply RRT and ODT\n \tcolor = RRTAndODTFit( color );,\n\n \tcolor = ACESOutputMat * color;,\n\n // Clamp to [0, 1]\n \treturn saturate( color );,\n\n },\n\n void main() {,\n\n \tvec4 tex = texture2D( tDiffuse, vUv );,\n\n \ttex.rgb *= exposure / 0.6;, // pre-exposed, outside of the tone mapping function\n\n \tgl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );,\n\n },\n `,\n}\n"],"names":[],"mappings":";;AAkBO,MAAM,8BAA4D;AAAA,EACvE,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,UAAU,EAAE,OAAO,EAAI;AAAA,EACzB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAUzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAuD7B;;"}
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