three-stdlib 2.35.5 → 2.35.7
Sign up to get free protection for your applications and to get access to all the features.
- 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 +211 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +212 -207
- 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
- package/shaders/SMAAShader.js +358 -270
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +236 -142
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +236 -142
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +36 -20
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +36 -20
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +64 -37
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +64 -37
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +29 -16
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +29 -16
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +55 -35
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +55 -35
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +275 -165
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +275 -165
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +50 -27
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +50 -27
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +32 -17
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +32 -17
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +43 -27
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +43 -27
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +43 -27
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +43 -27
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +264 -213
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +264 -213
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +63 -35
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +63 -35
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +2 -1
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +3 -2
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +3 -3
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +3 -3
- package/webxr/ARButton.js +3 -3
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +98 -95
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +9 -6
- package/webxr/VRButton.js +98 -95
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/shaders/GodRaysShader.js
CHANGED
@@ -5,20 +5,33 @@ const GodRaysDepthMaskShader = {
|
|
5
5
|
value: null
|
6
6
|
}
|
7
7
|
},
|
8
|
-
vertexShader:
|
9
|
-
|
10
|
-
|
11
|
-
|
12
|
-
|
13
|
-
|
14
|
-
|
15
|
-
|
16
|
-
|
17
|
-
|
18
|
-
|
19
|
-
|
20
|
-
|
21
|
-
|
8
|
+
vertexShader: (
|
9
|
+
/* glsl */
|
10
|
+
`
|
11
|
+
varying vec2 vUv;
|
12
|
+
|
13
|
+
void main() {
|
14
|
+
|
15
|
+
vUv = uv;
|
16
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
17
|
+
|
18
|
+
}
|
19
|
+
`
|
20
|
+
),
|
21
|
+
fragmentShader: (
|
22
|
+
/* glsl */
|
23
|
+
`
|
24
|
+
varying vec2 vUv;
|
25
|
+
|
26
|
+
uniform sampler2D tInput;
|
27
|
+
|
28
|
+
void main() {
|
29
|
+
|
30
|
+
gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
|
31
|
+
|
32
|
+
}
|
33
|
+
`
|
34
|
+
)
|
22
35
|
};
|
23
36
|
const GodRaysGenerateShader = {
|
24
37
|
uniforms: {
|
@@ -29,79 +42,110 @@ const GodRaysGenerateShader = {
|
|
29
42
|
value: 1
|
30
43
|
},
|
31
44
|
vSunPositionScreenSpace: {
|
32
|
-
value: new Vector3()
|
45
|
+
value: /* @__PURE__ */ new Vector3()
|
33
46
|
}
|
34
47
|
},
|
35
|
-
vertexShader:
|
36
|
-
|
37
|
-
|
38
|
-
|
39
|
-
|
40
|
-
|
41
|
-
|
42
|
-
|
43
|
-
|
44
|
-
|
45
|
-
|
46
|
-
|
47
|
-
|
48
|
-
|
49
|
-
|
48
|
+
vertexShader: (
|
49
|
+
/* glsl */
|
50
|
+
`
|
51
|
+
varying vec2 vUv;
|
52
|
+
|
53
|
+
void main() {
|
54
|
+
|
55
|
+
vUv = uv;
|
56
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
57
|
+
|
58
|
+
}
|
59
|
+
`
|
60
|
+
),
|
61
|
+
fragmentShader: (
|
62
|
+
/* glsl */
|
63
|
+
`
|
64
|
+
#define TAPS_PER_PASS 6.0
|
65
|
+
|
66
|
+
varying vec2 vUv;
|
67
|
+
|
68
|
+
uniform sampler2D tInput;
|
69
|
+
|
70
|
+
uniform vec3 vSunPositionScreenSpace;
|
71
|
+
uniform float fStepSize; // filter step size
|
72
|
+
|
73
|
+
void main() {
|
74
|
+
|
50
75
|
// delta from current pixel to "sun" position
|
51
|
-
|
52
|
-
|
76
|
+
|
77
|
+
vec2 delta = vSunPositionScreenSpace.xy - vUv;
|
78
|
+
float dist = length( delta );
|
79
|
+
|
53
80
|
// Step vector (uv space)
|
54
|
-
|
81
|
+
|
82
|
+
vec2 stepv = fStepSize * delta / dist;
|
83
|
+
|
55
84
|
// Number of iterations between pixel and sun
|
56
|
-
|
57
|
-
|
58
|
-
|
85
|
+
|
86
|
+
float iters = dist/fStepSize;
|
87
|
+
|
88
|
+
vec2 uv = vUv.xy;
|
89
|
+
float col = 0.0;
|
90
|
+
|
59
91
|
// This breaks ANGLE in Chrome 22
|
60
92
|
// - see http://code.google.com/p/chromium/issues/detail?id=153105
|
93
|
+
|
61
94
|
/*
|
62
|
-
|
63
|
-
|
64
|
-
|
65
|
-
|
66
|
-
|
67
|
-
|
68
|
-
|
69
|
-
|
70
|
-
|
71
|
-
|
72
|
-
|
73
|
-
|
74
|
-
|
75
|
-
|
76
|
-
|
77
|
-
|
78
|
-
|
79
|
-
|
95
|
+
// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
|
96
|
+
// so ive just left the loop
|
97
|
+
|
98
|
+
"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
|
99
|
+
|
100
|
+
// Accumulate samples, making sure we dont walk past the light source.
|
101
|
+
|
102
|
+
// The check for uv.y < 1 would not be necessary with "border" UV wrap
|
103
|
+
// mode, with a black border color. I dont think this is currently
|
104
|
+
// exposed by three.js. As a result there might be artifacts when the
|
105
|
+
// sun is to the left, right or bottom of screen as these cases are
|
106
|
+
// not specifically handled.
|
107
|
+
|
108
|
+
" col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
|
109
|
+
" uv += stepv;",
|
110
|
+
|
111
|
+
"}",
|
112
|
+
*/
|
113
|
+
|
80
114
|
// Unrolling loop manually makes it work in ANGLE
|
81
|
-
|
82
|
-
|
83
|
-
|
84
|
-
|
85
|
-
|
86
|
-
|
87
|
-
|
88
|
-
|
89
|
-
|
90
|
-
|
91
|
-
|
92
|
-
|
93
|
-
|
94
|
-
|
95
|
-
|
115
|
+
|
116
|
+
float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays
|
117
|
+
|
118
|
+
if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
|
119
|
+
uv += stepv;
|
120
|
+
|
121
|
+
if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
|
122
|
+
uv += stepv;
|
123
|
+
|
124
|
+
if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
|
125
|
+
uv += stepv;
|
126
|
+
|
127
|
+
if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
|
128
|
+
uv += stepv;
|
129
|
+
|
130
|
+
if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
|
131
|
+
uv += stepv;
|
132
|
+
|
133
|
+
if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
|
134
|
+
uv += stepv;
|
135
|
+
|
136
|
+
// Should technically be dividing by iters but TAPS_PER_PASS smooths out
|
96
137
|
// objectionable artifacts, in particular near the sun position. The side
|
97
138
|
// effect is that the result is darker than it should be around the sun, as
|
98
139
|
// TAPS_PER_PASS is greater than the number of samples actually accumulated.
|
99
|
-
// When the result is inverted (in the shader
|
140
|
+
// When the result is inverted (in the shader godrays_combine this produces
|
100
141
|
// a slight bright spot at the position of the sun, even when it is occluded.
|
101
|
-
|
102
|
-
|
103
|
-
|
104
|
-
|
142
|
+
|
143
|
+
gl_FragColor = vec4( col/TAPS_PER_PASS );
|
144
|
+
gl_FragColor.a = 1.0;
|
145
|
+
|
146
|
+
}
|
147
|
+
`
|
148
|
+
)
|
105
149
|
};
|
106
150
|
const GodRaysCombineShader = {
|
107
151
|
uniforms: {
|
@@ -115,65 +159,98 @@ const GodRaysCombineShader = {
|
|
115
159
|
value: 0.69
|
116
160
|
}
|
117
161
|
},
|
118
|
-
vertexShader:
|
119
|
-
|
120
|
-
|
121
|
-
|
122
|
-
|
123
|
-
|
124
|
-
|
125
|
-
|
126
|
-
|
127
|
-
|
128
|
-
|
129
|
-
|
130
|
-
|
162
|
+
vertexShader: (
|
163
|
+
/* glsl */
|
164
|
+
`
|
165
|
+
varying vec2 vUv;
|
166
|
+
|
167
|
+
void main() {
|
168
|
+
|
169
|
+
vUv = uv;
|
170
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
171
|
+
|
172
|
+
}
|
173
|
+
`
|
174
|
+
),
|
175
|
+
fragmentShader: (
|
176
|
+
/* glsl */
|
177
|
+
`
|
178
|
+
varying vec2 vUv;
|
179
|
+
|
180
|
+
uniform sampler2D tColors;
|
181
|
+
uniform sampler2D tGodRays;
|
182
|
+
|
183
|
+
uniform float fGodRayIntensity;
|
184
|
+
|
185
|
+
void main() {
|
186
|
+
|
131
187
|
// Since THREE.MeshDepthMaterial renders foreground objects white and background
|
132
188
|
// objects black, the god-rays will be white streaks. Therefore value is inverted
|
133
189
|
// before being combined with tColors
|
134
|
-
|
135
|
-
|
136
|
-
|
137
|
-
|
190
|
+
|
191
|
+
gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );
|
192
|
+
gl_FragColor.a = 1.0;
|
193
|
+
|
194
|
+
}
|
195
|
+
`
|
196
|
+
)
|
138
197
|
};
|
139
198
|
const GodRaysFakeSunShader = {
|
140
199
|
uniforms: {
|
141
200
|
vSunPositionScreenSpace: {
|
142
|
-
value: new Vector3()
|
201
|
+
value: /* @__PURE__ */ new Vector3()
|
143
202
|
},
|
144
203
|
fAspect: {
|
145
204
|
value: 1
|
146
205
|
},
|
147
206
|
sunColor: {
|
148
|
-
value: new Color(16772608)
|
207
|
+
value: /* @__PURE__ */ new Color(16772608)
|
149
208
|
},
|
150
209
|
bgColor: {
|
151
|
-
value: new Color(0)
|
210
|
+
value: /* @__PURE__ */ new Color(0)
|
152
211
|
}
|
153
212
|
},
|
154
|
-
vertexShader:
|
155
|
-
|
156
|
-
|
157
|
-
|
158
|
-
|
159
|
-
|
160
|
-
|
161
|
-
|
162
|
-
|
163
|
-
|
164
|
-
|
165
|
-
|
166
|
-
|
167
|
-
|
168
|
-
|
213
|
+
vertexShader: (
|
214
|
+
/* glsl */
|
215
|
+
`
|
216
|
+
varying vec2 vUv;
|
217
|
+
|
218
|
+
void main() {
|
219
|
+
|
220
|
+
vUv = uv;
|
221
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
222
|
+
|
223
|
+
}
|
224
|
+
`
|
225
|
+
),
|
226
|
+
fragmentShader: (
|
227
|
+
/* glsl */
|
228
|
+
`
|
229
|
+
varying vec2 vUv;
|
230
|
+
|
231
|
+
uniform vec3 vSunPositionScreenSpace;
|
232
|
+
uniform float fAspect;
|
233
|
+
|
234
|
+
uniform vec3 sunColor;
|
235
|
+
uniform vec3 bgColor;
|
236
|
+
|
237
|
+
void main() {
|
238
|
+
|
239
|
+
vec2 diff = vUv - vSunPositionScreenSpace.xy;
|
240
|
+
|
169
241
|
// Correct for aspect ratio
|
170
|
-
|
171
|
-
|
172
|
-
|
173
|
-
|
174
|
-
|
175
|
-
|
176
|
-
|
242
|
+
|
243
|
+
diff.x *= fAspect;
|
244
|
+
|
245
|
+
float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );
|
246
|
+
prop = 0.35 * pow( 1.0 - prop, 3.0 );
|
247
|
+
|
248
|
+
gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;
|
249
|
+
gl_FragColor.w = 1.0;
|
250
|
+
|
251
|
+
}
|
252
|
+
`
|
253
|
+
)
|
177
254
|
};
|
178
255
|
export {
|
179
256
|
GodRaysCombineShader,
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"GodRaysShader.js","sources":["../../src/shaders/GodRaysShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * God-rays (crepuscular rays)\n *\n * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].\n * Blurs a mask generated from the depth map along radial lines emanating from the light\n * source. The blur repeatedly applies a blur filter of increasing support but constant\n * sample count to produce a blur filter with large support.\n *\n * My implementation performs 3 passes, similar to the implementation from Sousa. I found\n * just 6 samples per pass produced acceptible results. The blur is applied three times,\n * with decreasing filter support. The result is equivalent to a single pass with\n * 6*6*6 = 216 samples.\n *\n * References:\n *\n * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt\n */\n\nexport const GodRaysDepthMaskShader = {\n uniforms: {\n tInput: {\n value: null,\n },\n },\n\n vertexShader:
|
1
|
+
{"version":3,"file":"GodRaysShader.js","sources":["../../src/shaders/GodRaysShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * God-rays (crepuscular rays)\n *\n * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].\n * Blurs a mask generated from the depth map along radial lines emanating from the light\n * source. The blur repeatedly applies a blur filter of increasing support but constant\n * sample count to produce a blur filter with large support.\n *\n * My implementation performs 3 passes, similar to the implementation from Sousa. I found\n * just 6 samples per pass produced acceptible results. The blur is applied three times,\n * with decreasing filter support. The result is equivalent to a single pass with\n * 6*6*6 = 216 samples.\n *\n * References:\n *\n * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt\n */\n\nexport const GodRaysDepthMaskShader = {\n uniforms: {\n tInput: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec2 vUv;\n\n uniform sampler2D tInput;\n\n void main() {\n\n \tgl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );\n\n }\n `,\n}\n\n/**\n * The god-ray generation shader.\n *\n * First pass:\n *\n * The depth map is blurred along radial lines towards the \"sun\". The\n * output is written to a temporary render target (I used a 1/4 sized\n * target).\n *\n * Pass two & three:\n *\n * The results of the previous pass are re-blurred, each time with a\n * decreased distance between samples.\n */\n\nexport const GodRaysGenerateShader = {\n uniforms: {\n tInput: {\n value: null,\n },\n fStepSize: {\n value: 1.0,\n },\n vSunPositionScreenSpace: {\n value: /* @__PURE__ */ new Vector3(),\n },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #define TAPS_PER_PASS 6.0\n\n varying vec2 vUv;\n\n uniform sampler2D tInput;\n\n uniform vec3 vSunPositionScreenSpace;\n uniform float fStepSize; // filter step size\n\n void main() {\n\n // delta from current pixel to \"sun\" position\n\n \tvec2 delta = vSunPositionScreenSpace.xy - vUv;\n \tfloat dist = length( delta );\n\n // Step vector (uv space)\n\n \tvec2 stepv = fStepSize * delta / dist;\n\n // Number of iterations between pixel and sun\n\n \tfloat iters = dist/fStepSize;\n\n \tvec2 uv = vUv.xy;\n \tfloat col = 0.0;\n\n // This breaks ANGLE in Chrome 22\n //\t- see http://code.google.com/p/chromium/issues/detail?id=153105\n\n /*\n\t\t// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),\n\t\t// so ive just left the loop\n\n\t\t\"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {\",\n\n\t\t// Accumulate samples, making sure we dont walk past the light source.\n\n\t\t// The check for uv.y < 1 would not be necessary with \"border\" UV wrap\n\t\t// mode, with a black border color. I dont think this is currently\n\t\t// exposed by three.js. As a result there might be artifacts when the\n\t\t// sun is to the left, right or bottom of screen as these cases are\n\t\t// not specifically handled.\n\n\t\t\"\tcol += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );\",\n\t\t\"\tuv += stepv;\",\n\n\t\t\"}\",\n\t\t*/\n\n // Unrolling loop manually makes it work in ANGLE\n\n \tfloat f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays\n\n \tif ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;\n \tuv += stepv;\n\n \tif ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;\n \tuv += stepv;\n\n \tif ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;\n \tuv += stepv;\n\n \tif ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;\n \tuv += stepv;\n\n \tif ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;\n \tuv += stepv;\n\n \tif ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;\n \tuv += stepv;\n\n // Should technically be dividing by iters but TAPS_PER_PASS smooths out\n // objectionable artifacts, in particular near the sun position. The side\n // effect is that the result is darker than it should be around the sun, as\n // TAPS_PER_PASS is greater than the number of samples actually accumulated.\n // When the result is inverted (in the shader godrays_combine this produces\n // a slight bright spot at the position of the sun, even when it is occluded.\n\n \tgl_FragColor = vec4( col/TAPS_PER_PASS );\n \tgl_FragColor.a = 1.0;\n\n }\n `,\n}\n\n/**\n * Additively applies god rays from texture tGodRays to a background (tColors).\n * fGodRayIntensity attenuates the god rays.\n */\n\nexport const GodRaysCombineShader = {\n uniforms: {\n tColors: {\n value: null,\n },\n\n tGodRays: {\n value: null,\n },\n\n fGodRayIntensity: {\n value: 0.69,\n },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec2 vUv;\n\n uniform sampler2D tColors;\n uniform sampler2D tGodRays;\n\n uniform float fGodRayIntensity;\n\n void main() {\n\n // Since THREE.MeshDepthMaterial renders foreground objects white and background\n // objects black, the god-rays will be white streaks. Therefore value is inverted\n // before being combined with tColors\n\n \tgl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );\n \tgl_FragColor.a = 1.0;\n\n }\n `,\n}\n\n/**\n * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be\n * cheaper/faster/simpler to implement this as a simple sun sprite.\n */\n\nexport const GodRaysFakeSunShader = {\n uniforms: {\n vSunPositionScreenSpace: {\n value: /* @__PURE__ */ new Vector3(),\n },\n\n fAspect: {\n value: 1.0,\n },\n\n sunColor: {\n value: /* @__PURE__ */ new Color(0xffee00),\n },\n\n bgColor: {\n value: /* @__PURE__ */ new Color(0x000000),\n },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec2 vUv;\n\n uniform vec3 vSunPositionScreenSpace;\n uniform float fAspect;\n\n uniform vec3 sunColor;\n uniform vec3 bgColor;\n\n void main() {\n\n \tvec2 diff = vUv - vSunPositionScreenSpace.xy;\n\n // Correct for aspect ratio\n\n \tdiff.x *= fAspect;\n\n \tfloat prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );\n \tprop = 0.35 * pow( 1.0 - prop, 3.0 );\n\n \tgl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;\n \tgl_FragColor.w = 1.0;\n\n }\n `,\n}\n"],"names":[],"mappings":";AAoBO,MAAM,yBAAyB;AAAA,EACpC,UAAU;AAAA,IACR,QAAQ;AAAA,MACN,OAAO;AAAA,IACT;AAAA,EACF;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAW7B;AAiBO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,QAAQ;AAAA,MACN,OAAO;AAAA,IACT;AAAA,IACA,WAAW;AAAA,MACT,OAAO;AAAA,IACT;AAAA,IACA,yBAAyB;AAAA,MACvB,2BAA2B,QAAQ;AAAA,IACrC;AAAA,EACF;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;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;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;AAqF7B;AAOO,MAAM,uBAAuB;AAAA,EAClC,UAAU;AAAA,IACR,SAAS;AAAA,MACP,OAAO;AAAA,IACT;AAAA,IAEA,UAAU;AAAA,MACR,OAAO;AAAA,IACT;AAAA,IAEA,kBAAkB;AAAA,MAChB,OAAO;AAAA,IACT;AAAA,EACF;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAmB7B;AAOO,MAAM,uBAAuB;AAAA,EAClC,UAAU;AAAA,IACR,yBAAyB;AAAA,MACvB,2BAA2B,QAAQ;AAAA,IACrC;AAAA,IAEA,SAAS;AAAA,MACP,OAAO;AAAA,IACT;AAAA,IAEA,UAAU;AAAA,MACR,OAA2B,oBAAA,MAAM,QAAQ;AAAA,IAC3C;AAAA,IAEA,SAAS;AAAA,MACP,OAA2B,oBAAA,MAAM,CAAQ;AAAA,IAC3C;AAAA,EACF;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;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;AAyB7B;"}
|