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.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +34 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +211 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +212 -207
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +17 -42
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +47 -31
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +47 -31
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +37 -24
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +37 -24
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +43 -24
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +43 -24
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +34 -17
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +34 -17
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +39 -26
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +39 -26
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +36 -21
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +36 -21
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +147 -97
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +147 -97
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +31 -18
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +31 -18
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +33 -20
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +33 -20
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +154 -117
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +154 -117
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +358 -270
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +358 -270
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +236 -142
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +236 -142
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +36 -20
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +36 -20
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +64 -37
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +64 -37
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +29 -16
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +29 -16
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +55 -35
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +55 -35
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +275 -165
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +275 -165
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +50 -27
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +50 -27
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +32 -17
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +43 -27
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +43 -27
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +43 -27
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +264 -213
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +264 -213
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +63 -35
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +63 -35
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +2 -1
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +3 -2
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +3 -3
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -3
  500. package/webxr/ARButton.js +3 -3
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +98 -95
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +9 -6
  509. package/webxr/VRButton.js +98 -95
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -1,44 +1,35 @@
1
- var __defProp = Object.defineProperty;
2
- var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
3
- var __publicField = (obj, key, value) => {
4
- __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
5
- return value;
6
- };
7
- import { BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, Vector3, DataTexture, RGBAFormat, NearestFilter, ClampToEdgeWrapping, RawShaderMaterial, Color, Vector2, AdditiveBlending, Box2, Vector4 } from "three";
8
- const geometry = new BufferGeometry();
9
- const float32Array = new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]);
10
- const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
11
- geometry.setIndex([0, 1, 2, 0, 2, 3]);
12
- geometry.setAttribute("position", new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
13
- geometry.setAttribute("uv", new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
14
- const _Lensflare = class extends Mesh {
15
- constructor() {
16
- super(_Lensflare.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true }));
17
- this.isLensflare = true;
18
- this.type = "Lensflare";
19
- this.frustumCulled = false;
20
- this.renderOrder = Infinity;
21
- const positionScreen = new Vector3();
22
- const positionView = new Vector3();
23
- const tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat);
24
- tempMap.minFilter = NearestFilter;
25
- tempMap.magFilter = NearestFilter;
26
- tempMap.wrapS = ClampToEdgeWrapping;
27
- tempMap.wrapT = ClampToEdgeWrapping;
28
- const occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat);
29
- occlusionMap.minFilter = NearestFilter;
30
- occlusionMap.magFilter = NearestFilter;
31
- occlusionMap.wrapS = ClampToEdgeWrapping;
32
- occlusionMap.wrapT = ClampToEdgeWrapping;
33
- const geometry2 = _Lensflare.Geometry;
34
- const material1a = new RawShaderMaterial({
35
- uniforms: {
36
- scale: { value: null },
37
- screenPosition: { value: null }
38
- },
39
- vertexShader: (
40
- /* glsl */
41
- `
1
+ import { BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, Vector3, Texture, NearestFilter, RawShaderMaterial, Color, Vector2, AdditiveBlending, Box2, Vector4 } from "three";
2
+ const Lensflare = /* @__PURE__ */ (() => {
3
+ class Lensflare2 extends Mesh {
4
+ constructor() {
5
+ super(Lensflare2.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true }));
6
+ this.isLensflare = true;
7
+ this.type = "Lensflare";
8
+ this.frustumCulled = false;
9
+ this.renderOrder = Infinity;
10
+ const positionScreen = new Vector3();
11
+ const positionView = new Vector3();
12
+ const tempMap = new Texture({ width: 16, height: 16 });
13
+ tempMap.isFramebufferTexture = true;
14
+ tempMap.magFilter = NearestFilter;
15
+ tempMap.minFilter = NearestFilter;
16
+ tempMap.generateMipmaps = false;
17
+ tempMap.needsUpdate = true;
18
+ const occlusionMap = new Texture({ width: 16, height: 16 });
19
+ occlusionMap.isFramebufferTexture = true;
20
+ occlusionMap.magFilter = NearestFilter;
21
+ occlusionMap.minFilter = NearestFilter;
22
+ occlusionMap.generateMipmaps = false;
23
+ occlusionMap.needsUpdate = true;
24
+ const geometry = Lensflare2.Geometry;
25
+ const material1a = new RawShaderMaterial({
26
+ uniforms: {
27
+ scale: { value: null },
28
+ screenPosition: { value: null }
29
+ },
30
+ vertexShader: (
31
+ /* glsl */
32
+ `
42
33
 
43
34
  precision highp float;
44
35
 
@@ -52,10 +43,10 @@ const _Lensflare = class extends Mesh {
52
43
  gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
53
44
 
54
45
  }`
55
- ),
56
- fragmentShader: (
57
- /* glsl */
58
- `
46
+ ),
47
+ fragmentShader: (
48
+ /* glsl */
49
+ `
59
50
 
60
51
  precision highp float;
61
52
 
@@ -64,20 +55,20 @@ const _Lensflare = class extends Mesh {
64
55
  gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
65
56
 
66
57
  }`
67
- ),
68
- depthTest: true,
69
- depthWrite: false,
70
- transparent: false
71
- });
72
- const material1b = new RawShaderMaterial({
73
- uniforms: {
74
- map: { value: tempMap },
75
- scale: { value: null },
76
- screenPosition: { value: null }
77
- },
78
- vertexShader: (
79
- /* glsl */
80
- `
58
+ ),
59
+ depthTest: true,
60
+ depthWrite: false,
61
+ transparent: false
62
+ });
63
+ const material1b = new RawShaderMaterial({
64
+ uniforms: {
65
+ map: { value: tempMap },
66
+ scale: { value: null },
67
+ screenPosition: { value: null }
68
+ },
69
+ vertexShader: (
70
+ /* glsl */
71
+ `
81
72
 
82
73
  precision highp float;
83
74
 
@@ -96,10 +87,10 @@ const _Lensflare = class extends Mesh {
96
87
  gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
97
88
 
98
89
  }`
99
- ),
100
- fragmentShader: (
101
- /* glsl */
102
- `
90
+ ),
91
+ fragmentShader: (
92
+ /* glsl */
93
+ `
103
94
 
104
95
  precision highp float;
105
96
 
@@ -112,173 +103,187 @@ const _Lensflare = class extends Mesh {
112
103
  gl_FragColor = texture2D( map, vUV );
113
104
 
114
105
  }`
115
- ),
116
- depthTest: false,
117
- depthWrite: false,
118
- transparent: false
119
- });
120
- const mesh1 = new Mesh(geometry2, material1a);
121
- const elements = [];
122
- const shader = LensflareElement.Shader;
123
- const material2 = new RawShaderMaterial({
124
- uniforms: {
125
- map: { value: null },
126
- occlusionMap: { value: occlusionMap },
127
- color: { value: new Color(16777215) },
128
- scale: { value: new Vector2() },
129
- screenPosition: { value: new Vector3() }
130
- },
131
- vertexShader: shader.vertexShader,
132
- fragmentShader: shader.fragmentShader,
133
- blending: AdditiveBlending,
134
- transparent: true,
135
- depthWrite: false
136
- });
137
- const mesh2 = new Mesh(geometry2, material2);
138
- this.addElement = function(element) {
139
- elements.push(element);
140
- };
141
- const scale = new Vector2();
142
- const screenPositionPixels = new Vector2();
143
- const validArea = new Box2();
144
- const viewport = new Vector4();
145
- this.onBeforeRender = function(renderer, scene, camera) {
146
- renderer.getCurrentViewport(viewport);
147
- const invAspect = viewport.w / viewport.z;
148
- const halfViewportWidth = viewport.z / 2;
149
- const halfViewportHeight = viewport.w / 2;
150
- let size = 16 / viewport.w;
151
- scale.set(size * invAspect, size);
152
- validArea.min.set(viewport.x, viewport.y);
153
- validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16));
154
- positionView.setFromMatrixPosition(this.matrixWorld);
155
- positionView.applyMatrix4(camera.matrixWorldInverse);
156
- if (positionView.z > 0)
157
- return;
158
- positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix);
159
- screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
160
- screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8;
161
- if (validArea.containsPoint(screenPositionPixels)) {
162
- renderer.copyFramebufferToTexture(screenPositionPixels, tempMap);
163
- let uniforms = material1a.uniforms;
164
- uniforms["scale"].value = scale;
165
- uniforms["screenPosition"].value = positionScreen;
166
- renderer.renderBufferDirect(camera, null, geometry2, material1a, mesh1, null);
167
- renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
168
- uniforms = material1b.uniforms;
169
- uniforms["scale"].value = scale;
170
- uniforms["screenPosition"].value = positionScreen;
171
- renderer.renderBufferDirect(camera, null, geometry2, material1b, mesh1, null);
172
- const vecX = -positionScreen.x * 2;
173
- const vecY = -positionScreen.y * 2;
106
+ ),
107
+ depthTest: false,
108
+ depthWrite: false,
109
+ transparent: false
110
+ });
111
+ const mesh1 = new Mesh(geometry, material1a);
112
+ const elements = [];
113
+ const shader = LensflareElement.Shader;
114
+ const material2 = new RawShaderMaterial({
115
+ uniforms: {
116
+ map: { value: null },
117
+ occlusionMap: { value: occlusionMap },
118
+ color: { value: new Color(16777215) },
119
+ scale: { value: new Vector2() },
120
+ screenPosition: { value: new Vector3() }
121
+ },
122
+ vertexShader: shader.vertexShader,
123
+ fragmentShader: shader.fragmentShader,
124
+ blending: AdditiveBlending,
125
+ transparent: true,
126
+ depthWrite: false
127
+ });
128
+ const mesh2 = new Mesh(geometry, material2);
129
+ this.addElement = function(element) {
130
+ elements.push(element);
131
+ };
132
+ const scale = new Vector2();
133
+ const screenPositionPixels = new Vector2();
134
+ const validArea = new Box2();
135
+ const viewport = new Vector4();
136
+ this.onBeforeRender = function(renderer, scene, camera) {
137
+ renderer.getCurrentViewport(viewport);
138
+ const invAspect = viewport.w / viewport.z;
139
+ const halfViewportWidth = viewport.z / 2;
140
+ const halfViewportHeight = viewport.w / 2;
141
+ let size = 16 / viewport.w;
142
+ scale.set(size * invAspect, size);
143
+ validArea.min.set(viewport.x, viewport.y);
144
+ validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16));
145
+ positionView.setFromMatrixPosition(this.matrixWorld);
146
+ positionView.applyMatrix4(camera.matrixWorldInverse);
147
+ if (positionView.z > 0)
148
+ return;
149
+ positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix);
150
+ screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
151
+ screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8;
152
+ if (validArea.containsPoint(screenPositionPixels)) {
153
+ renderer.copyFramebufferToTexture(screenPositionPixels, tempMap);
154
+ let uniforms = material1a.uniforms;
155
+ uniforms["scale"].value = scale;
156
+ uniforms["screenPosition"].value = positionScreen;
157
+ renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null);
158
+ renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
159
+ uniforms = material1b.uniforms;
160
+ uniforms["scale"].value = scale;
161
+ uniforms["screenPosition"].value = positionScreen;
162
+ renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null);
163
+ const vecX = -positionScreen.x * 2;
164
+ const vecY = -positionScreen.y * 2;
165
+ for (let i = 0, l = elements.length; i < l; i++) {
166
+ const element = elements[i];
167
+ const uniforms2 = material2.uniforms;
168
+ uniforms2["color"].value.copy(element.color);
169
+ uniforms2["map"].value = element.texture;
170
+ uniforms2["screenPosition"].value.x = positionScreen.x + vecX * element.distance;
171
+ uniforms2["screenPosition"].value.y = positionScreen.y + vecY * element.distance;
172
+ size = element.size / viewport.w;
173
+ const invAspect2 = viewport.w / viewport.z;
174
+ uniforms2["scale"].value.set(size * invAspect2, size);
175
+ material2.uniformsNeedUpdate = true;
176
+ renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null);
177
+ }
178
+ }
179
+ };
180
+ this.dispose = function() {
181
+ material1a.dispose();
182
+ material1b.dispose();
183
+ material2.dispose();
184
+ tempMap.dispose();
185
+ occlusionMap.dispose();
174
186
  for (let i = 0, l = elements.length; i < l; i++) {
175
- const element = elements[i];
176
- const uniforms2 = material2.uniforms;
177
- uniforms2["color"].value.copy(element.color);
178
- uniforms2["map"].value = element.texture;
179
- uniforms2["screenPosition"].value.x = positionScreen.x + vecX * element.distance;
180
- uniforms2["screenPosition"].value.y = positionScreen.y + vecY * element.distance;
181
- size = element.size / viewport.w;
182
- const invAspect2 = viewport.w / viewport.z;
183
- uniforms2["scale"].value.set(size * invAspect2, size);
184
- material2.uniformsNeedUpdate = true;
185
- renderer.renderBufferDirect(camera, null, geometry2, material2, mesh2, null);
187
+ elements[i].texture.dispose();
186
188
  }
187
- }
188
- };
189
- this.dispose = function() {
190
- material1a.dispose();
191
- material1b.dispose();
192
- material2.dispose();
193
- tempMap.dispose();
194
- occlusionMap.dispose();
195
- for (let i = 0, l = elements.length; i < l; i++) {
196
- elements[i].texture.dispose();
197
- }
198
- };
189
+ };
190
+ }
199
191
  }
200
- };
201
- let Lensflare = _Lensflare;
202
- __publicField(Lensflare, "Geometry", geometry);
203
- class LensflareElement {
204
- constructor(texture, size = 1, distance = 0, color = new Color(16777215)) {
205
- this.texture = texture;
206
- this.size = size;
207
- this.distance = distance;
208
- this.color = color;
192
+ const _geometry = new BufferGeometry();
193
+ const interleavedBuffer = new InterleavedBuffer(
194
+ new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]),
195
+ 5
196
+ );
197
+ _geometry.setIndex([0, 1, 2, 0, 2, 3]);
198
+ _geometry.setAttribute("position", new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
199
+ _geometry.setAttribute("uv", new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
200
+ Lensflare2.Geometry = _geometry;
201
+ return Lensflare2;
202
+ })();
203
+ const LensflareElement = /* @__PURE__ */ (() => {
204
+ class LensflareElement2 {
205
+ constructor(texture, size = 1, distance = 0, color = new Color(16777215)) {
206
+ this.texture = texture;
207
+ this.size = size;
208
+ this.distance = distance;
209
+ this.color = color;
210
+ }
209
211
  }
210
- }
211
- __publicField(LensflareElement, "Shader", {
212
- uniforms: {
213
- map: { value: null },
214
- occlusionMap: { value: null },
215
- color: { value: null },
216
- scale: { value: null },
217
- screenPosition: { value: null }
218
- },
219
- vertexShader: (
220
- /* glsl */
221
- `
212
+ LensflareElement2.Shader = {
213
+ uniforms: {
214
+ map: { value: null },
215
+ occlusionMap: { value: null },
216
+ color: { value: null },
217
+ scale: { value: null },
218
+ screenPosition: { value: null }
219
+ },
220
+ vertexShader: (
221
+ /* glsl */
222
+ `
222
223
 
223
- precision highp float;
224
+ precision highp float;
224
225
 
225
- uniform vec3 screenPosition;
226
- uniform vec2 scale;
226
+ uniform vec3 screenPosition;
227
+ uniform vec2 scale;
227
228
 
228
- uniform sampler2D occlusionMap;
229
+ uniform sampler2D occlusionMap;
229
230
 
230
- attribute vec3 position;
231
- attribute vec2 uv;
231
+ attribute vec3 position;
232
+ attribute vec2 uv;
232
233
 
233
- varying vec2 vUV;
234
- varying float vVisibility;
234
+ varying vec2 vUV;
235
+ varying float vVisibility;
235
236
 
236
- void main() {
237
+ void main() {
237
238
 
238
- vUV = uv;
239
+ vUV = uv;
239
240
 
240
- vec2 pos = position.xy;
241
+ vec2 pos = position.xy;
241
242
 
242
- vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
243
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
244
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
245
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
246
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
247
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
248
- visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
249
- visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
250
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
243
+ vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
244
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
245
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
246
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
247
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
248
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
249
+ visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
250
+ visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
251
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
251
252
 
252
- vVisibility = visibility.r / 9.0;
253
- vVisibility *= 1.0 - visibility.g / 9.0;
254
- vVisibility *= visibility.b / 9.0;
253
+ vVisibility = visibility.r / 9.0;
254
+ vVisibility *= 1.0 - visibility.g / 9.0;
255
+ vVisibility *= visibility.b / 9.0;
255
256
 
256
- gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
257
+ gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
257
258
 
258
- }`
259
- ),
260
- fragmentShader: (
261
- /* glsl */
259
+ }
262
260
  `
261
+ ),
262
+ fragmentShader: (
263
+ /* glsl */
264
+ `
263
265
 
264
- precision highp float;
266
+ precision highp float;
265
267
 
266
- uniform sampler2D map;
267
- uniform vec3 color;
268
+ uniform sampler2D map;
269
+ uniform vec3 color;
268
270
 
269
- varying vec2 vUV;
270
- varying float vVisibility;
271
+ varying vec2 vUV;
272
+ varying float vVisibility;
271
273
 
272
- void main() {
274
+ void main() {
273
275
 
274
- vec4 texture = texture2D( map, vUV );
275
- texture.a *= vVisibility;
276
- gl_FragColor = texture;
277
- gl_FragColor.rgb *= color;
276
+ vec4 texture = texture2D( map, vUV );
277
+ texture.a *= vVisibility;
278
+ gl_FragColor = texture;
279
+ gl_FragColor.rgb *= color;
278
280
 
279
- }`
280
- )
281
- });
281
+ }
282
+ `
283
+ )
284
+ };
285
+ return LensflareElement2;
286
+ })();
282
287
  export {
283
288
  Lensflare,
284
289
  LensflareElement
@@ -1 +1 @@
1
- {"version":3,"file":"Lensflare.js","sources":["../../src/objects/Lensflare.js"],"sourcesContent":["import {\n AdditiveBlending,\n Box2,\n BufferGeometry,\n ClampToEdgeWrapping,\n Color,\n DataTexture,\n InterleavedBuffer,\n InterleavedBufferAttribute,\n Mesh,\n MeshBasicMaterial,\n NearestFilter,\n RGBAFormat,\n RawShaderMaterial,\n Vector2,\n Vector3,\n Vector4,\n} from 'three'\n\nconst geometry = new BufferGeometry()\n\nconst float32Array = new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1])\n\nconst interleavedBuffer = new InterleavedBuffer(float32Array, 5)\n\ngeometry.setIndex([0, 1, 2, 0, 2, 3])\ngeometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false))\ngeometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false))\n\nclass Lensflare extends Mesh {\n static Geometry = geometry\n\n constructor() {\n super(Lensflare.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true }))\n\n this.isLensflare = true\n\n this.type = 'Lensflare'\n this.frustumCulled = false\n this.renderOrder = Infinity\n\n //\n\n const positionScreen = new Vector3()\n const positionView = new Vector3()\n\n // textures\n const tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat)\n tempMap.minFilter = NearestFilter\n tempMap.magFilter = NearestFilter\n tempMap.wrapS = ClampToEdgeWrapping\n tempMap.wrapT = ClampToEdgeWrapping\n\n const occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat)\n occlusionMap.minFilter = NearestFilter\n occlusionMap.magFilter = NearestFilter\n occlusionMap.wrapS = ClampToEdgeWrapping\n occlusionMap.wrapT = ClampToEdgeWrapping\n\n // material\n\n const geometry = Lensflare.Geometry\n\n const material1a = new RawShaderMaterial({\n uniforms: {\n scale: { value: null },\n screenPosition: { value: null },\n },\n vertexShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );\n\n\t\t\t\t}`,\n depthTest: true,\n depthWrite: false,\n transparent: false,\n })\n\n const material1b = new RawShaderMaterial({\n uniforms: {\n map: { value: tempMap },\n scale: { value: null },\n screenPosition: { value: null },\n },\n vertexShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\t\t\t\tattribute vec2 uv;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvUV = uv;\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform sampler2D map;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = texture2D( map, vUV );\n\n\t\t\t\t}`,\n depthTest: false,\n depthWrite: false,\n transparent: false,\n })\n\n // the following object is used for occlusionMap generation\n\n const mesh1 = new Mesh(geometry, material1a)\n\n //\n\n const elements = []\n\n const shader = LensflareElement.Shader\n\n const material2 = new RawShaderMaterial({\n uniforms: {\n map: { value: null },\n occlusionMap: { value: occlusionMap },\n color: { value: new Color(0xffffff) },\n scale: { value: new Vector2() },\n screenPosition: { value: new Vector3() },\n },\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n blending: AdditiveBlending,\n transparent: true,\n depthWrite: false,\n })\n\n const mesh2 = new Mesh(geometry, material2)\n\n this.addElement = function (element) {\n elements.push(element)\n }\n\n //\n\n const scale = new Vector2()\n const screenPositionPixels = new Vector2()\n const validArea = new Box2()\n const viewport = new Vector4()\n\n this.onBeforeRender = function (renderer, scene, camera) {\n renderer.getCurrentViewport(viewport)\n\n const invAspect = viewport.w / viewport.z\n const halfViewportWidth = viewport.z / 2.0\n const halfViewportHeight = viewport.w / 2.0\n\n let size = 16 / viewport.w\n scale.set(size * invAspect, size)\n\n validArea.min.set(viewport.x, viewport.y)\n validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16))\n\n // calculate position in screen space\n\n positionView.setFromMatrixPosition(this.matrixWorld)\n positionView.applyMatrix4(camera.matrixWorldInverse)\n\n if (positionView.z > 0) return // lensflare is behind the camera\n\n positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix)\n\n // horizontal and vertical coordinate of the lower left corner of the pixels to copy\n\n screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8\n screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8\n\n // screen cull\n\n if (validArea.containsPoint(screenPositionPixels)) {\n // save current RGB to temp texture\n\n renderer.copyFramebufferToTexture(screenPositionPixels, tempMap)\n\n // render pink quad\n\n let uniforms = material1a.uniforms\n uniforms['scale'].value = scale\n uniforms['screenPosition'].value = positionScreen\n\n renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null)\n\n // copy result to occlusionMap\n\n renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap)\n\n // restore graphics\n\n uniforms = material1b.uniforms\n uniforms['scale'].value = scale\n uniforms['screenPosition'].value = positionScreen\n\n renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null)\n\n // render elements\n\n const vecX = -positionScreen.x * 2\n const vecY = -positionScreen.y * 2\n\n for (let i = 0, l = elements.length; i < l; i++) {\n const element = elements[i]\n\n const uniforms = material2.uniforms\n\n uniforms['color'].value.copy(element.color)\n uniforms['map'].value = element.texture\n uniforms['screenPosition'].value.x = positionScreen.x + vecX * element.distance\n uniforms['screenPosition'].value.y = positionScreen.y + vecY * element.distance\n\n size = element.size / viewport.w\n const invAspect = viewport.w / viewport.z\n\n uniforms['scale'].value.set(size * invAspect, size)\n\n material2.uniformsNeedUpdate = true\n\n renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null)\n }\n }\n }\n\n this.dispose = function () {\n material1a.dispose()\n material1b.dispose()\n material2.dispose()\n\n tempMap.dispose()\n occlusionMap.dispose()\n\n for (let i = 0, l = elements.length; i < l; i++) {\n elements[i].texture.dispose()\n }\n }\n }\n}\n\n//\n\nclass LensflareElement {\n static Shader = {\n uniforms: {\n map: { value: null },\n occlusionMap: { value: null },\n color: { value: null },\n scale: { value: null },\n screenPosition: { value: null },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tprecision highp float;\n\n\t\tuniform vec3 screenPosition;\n\t\tuniform vec2 scale;\n\n\t\tuniform sampler2D occlusionMap;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\n\t\tvarying vec2 vUV;\n\t\tvarying float vVisibility;\n\n\t\tvoid main() {\n\n\t\t\tvUV = uv;\n\n\t\t\tvec2 pos = position.xy;\n\n\t\t\tvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\n\n\t\t\tvVisibility = visibility.r / 9.0;\n\t\t\tvVisibility *= 1.0 - visibility.g / 9.0;\n\t\t\tvVisibility *= visibility.b / 9.0;\n\n\t\t\tgl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tprecision highp float;\n\n\t\tuniform sampler2D map;\n\t\tuniform vec3 color;\n\n\t\tvarying vec2 vUV;\n\t\tvarying float vVisibility;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texture = texture2D( map, vUV );\n\t\t\ttexture.a *= vVisibility;\n\t\t\tgl_FragColor = texture;\n\t\t\tgl_FragColor.rgb *= color;\n\n\t\t}`,\n }\n\n constructor(texture, size = 1, distance = 0, color = new Color(0xffffff)) {\n this.texture = texture\n this.size = size\n this.distance = distance\n this.color = color\n }\n}\n\nexport { Lensflare, LensflareElement }\n"],"names":["geometry","uniforms","invAspect"],"mappings":";;;;;;;AAmBA,MAAM,WAAW,IAAI,eAAgB;AAErC,MAAM,eAAe,IAAI,aAAa,CAAC,IAAI,IAAI,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,CAAC,CAAC;AAEtG,MAAM,oBAAoB,IAAI,kBAAkB,cAAc,CAAC;AAE/D,SAAS,SAAS,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC;AACpC,SAAS,aAAa,YAAY,IAAI,2BAA2B,mBAAmB,GAAG,GAAG,KAAK,CAAC;AAChG,SAAS,aAAa,MAAM,IAAI,2BAA2B,mBAAmB,GAAG,GAAG,KAAK,CAAC;AAE1F,MAAM,aAAN,cAAwB,KAAK;AAAA,EAG3B,cAAc;AACZ,UAAM,WAAU,UAAU,IAAI,kBAAkB,EAAE,SAAS,GAAG,aAAa,KAAI,CAAE,CAAC;AAElF,SAAK,cAAc;AAEnB,SAAK,OAAO;AACZ,SAAK,gBAAgB;AACrB,SAAK,cAAc;AAInB,UAAM,iBAAiB,IAAI,QAAS;AACpC,UAAM,eAAe,IAAI,QAAS;AAGlC,UAAM,UAAU,IAAI,YAAY,IAAI,WAAW,KAAK,KAAK,CAAC,GAAG,IAAI,IAAI,UAAU;AAC/E,YAAQ,YAAY;AACpB,YAAQ,YAAY;AACpB,YAAQ,QAAQ;AAChB,YAAQ,QAAQ;AAEhB,UAAM,eAAe,IAAI,YAAY,IAAI,WAAW,KAAK,KAAK,CAAC,GAAG,IAAI,IAAI,UAAU;AACpF,iBAAa,YAAY;AACzB,iBAAa,YAAY;AACzB,iBAAa,QAAQ;AACrB,iBAAa,QAAQ;AAIrB,UAAMA,YAAW,WAAU;AAE3B,UAAM,aAAa,IAAI,kBAAkB;AAAA,MACvC,UAAU;AAAA,QACR,OAAO,EAAE,OAAO,KAAM;AAAA,QACtB,gBAAgB,EAAE,OAAO,KAAM;AAAA,MAChC;AAAA,MACD;AAAA;AAAA,QAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAezB;AAAA;AAAA,QAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAS3B,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,UAAM,aAAa,IAAI,kBAAkB;AAAA,MACvC,UAAU;AAAA,QACR,KAAK,EAAE,OAAO,QAAS;AAAA,QACvB,OAAO,EAAE,OAAO,KAAM;AAAA,QACtB,gBAAgB,EAAE,OAAO,KAAM;AAAA,MAChC;AAAA,MACD;AAAA;AAAA,QAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAoBzB;AAAA;AAAA,QAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAa3B,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAID,UAAM,QAAQ,IAAI,KAAKA,WAAU,UAAU;AAI3C,UAAM,WAAW,CAAE;AAEnB,UAAM,SAAS,iBAAiB;AAEhC,UAAM,YAAY,IAAI,kBAAkB;AAAA,MACtC,UAAU;AAAA,QACR,KAAK,EAAE,OAAO,KAAM;AAAA,QACpB,cAAc,EAAE,OAAO,aAAc;AAAA,QACrC,OAAO,EAAE,OAAO,IAAI,MAAM,QAAQ,EAAG;AAAA,QACrC,OAAO,EAAE,OAAO,IAAI,UAAW;AAAA,QAC/B,gBAAgB,EAAE,OAAO,IAAI,UAAW;AAAA,MACzC;AAAA,MACD,cAAc,OAAO;AAAA,MACrB,gBAAgB,OAAO;AAAA,MACvB,UAAU;AAAA,MACV,aAAa;AAAA,MACb,YAAY;AAAA,IAClB,CAAK;AAED,UAAM,QAAQ,IAAI,KAAKA,WAAU,SAAS;AAE1C,SAAK,aAAa,SAAU,SAAS;AACnC,eAAS,KAAK,OAAO;AAAA,IACtB;AAID,UAAM,QAAQ,IAAI,QAAS;AAC3B,UAAM,uBAAuB,IAAI,QAAS;AAC1C,UAAM,YAAY,IAAI,KAAM;AAC5B,UAAM,WAAW,IAAI,QAAS;AAE9B,SAAK,iBAAiB,SAAU,UAAU,OAAO,QAAQ;AACvD,eAAS,mBAAmB,QAAQ;AAEpC,YAAM,YAAY,SAAS,IAAI,SAAS;AACxC,YAAM,oBAAoB,SAAS,IAAI;AACvC,YAAM,qBAAqB,SAAS,IAAI;AAExC,UAAI,OAAO,KAAK,SAAS;AACzB,YAAM,IAAI,OAAO,WAAW,IAAI;AAEhC,gBAAU,IAAI,IAAI,SAAS,GAAG,SAAS,CAAC;AACxC,gBAAU,IAAI,IAAI,SAAS,KAAK,SAAS,IAAI,KAAK,SAAS,KAAK,SAAS,IAAI,GAAG;AAIhF,mBAAa,sBAAsB,KAAK,WAAW;AACnD,mBAAa,aAAa,OAAO,kBAAkB;AAEnD,UAAI,aAAa,IAAI;AAAG;AAExB,qBAAe,KAAK,YAAY,EAAE,aAAa,OAAO,gBAAgB;AAItE,2BAAqB,IAAI,SAAS,IAAI,eAAe,IAAI,oBAAoB,oBAAoB;AACjG,2BAAqB,IAAI,SAAS,IAAI,eAAe,IAAI,qBAAqB,qBAAqB;AAInG,UAAI,UAAU,cAAc,oBAAoB,GAAG;AAGjD,iBAAS,yBAAyB,sBAAsB,OAAO;AAI/D,YAAI,WAAW,WAAW;AAC1B,iBAAS,OAAO,EAAE,QAAQ;AAC1B,iBAAS,gBAAgB,EAAE,QAAQ;AAEnC,iBAAS,mBAAmB,QAAQ,MAAMA,WAAU,YAAY,OAAO,IAAI;AAI3E,iBAAS,yBAAyB,sBAAsB,YAAY;AAIpE,mBAAW,WAAW;AACtB,iBAAS,OAAO,EAAE,QAAQ;AAC1B,iBAAS,gBAAgB,EAAE,QAAQ;AAEnC,iBAAS,mBAAmB,QAAQ,MAAMA,WAAU,YAAY,OAAO,IAAI;AAI3E,cAAM,OAAO,CAAC,eAAe,IAAI;AACjC,cAAM,OAAO,CAAC,eAAe,IAAI;AAEjC,iBAAS,IAAI,GAAG,IAAI,SAAS,QAAQ,IAAI,GAAG,KAAK;AAC/C,gBAAM,UAAU,SAAS,CAAC;AAE1B,gBAAMC,YAAW,UAAU;AAE3B,UAAAA,UAAS,OAAO,EAAE,MAAM,KAAK,QAAQ,KAAK;AAC1C,UAAAA,UAAS,KAAK,EAAE,QAAQ,QAAQ;AAChC,UAAAA,UAAS,gBAAgB,EAAE,MAAM,IAAI,eAAe,IAAI,OAAO,QAAQ;AACvE,UAAAA,UAAS,gBAAgB,EAAE,MAAM,IAAI,eAAe,IAAI,OAAO,QAAQ;AAEvE,iBAAO,QAAQ,OAAO,SAAS;AAC/B,gBAAMC,aAAY,SAAS,IAAI,SAAS;AAExC,UAAAD,UAAS,OAAO,EAAE,MAAM,IAAI,OAAOC,YAAW,IAAI;AAElD,oBAAU,qBAAqB;AAE/B,mBAAS,mBAAmB,QAAQ,MAAMF,WAAU,WAAW,OAAO,IAAI;AAAA,QAC3E;AAAA,MACF;AAAA,IACF;AAED,SAAK,UAAU,WAAY;AACzB,iBAAW,QAAS;AACpB,iBAAW,QAAS;AACpB,gBAAU,QAAS;AAEnB,cAAQ,QAAS;AACjB,mBAAa,QAAS;AAEtB,eAAS,IAAI,GAAG,IAAI,SAAS,QAAQ,IAAI,GAAG,KAAK;AAC/C,iBAAS,CAAC,EAAE,QAAQ,QAAS;AAAA,MAC9B;AAAA,IACF;AAAA,EACF;AACH;AApPA,IAAM,YAAN;AACE,cADI,WACG,YAAW;AAuPpB,MAAM,iBAAiB;AAAA,EAqErB,YAAY,SAAS,OAAO,GAAG,WAAW,GAAG,QAAQ,IAAI,MAAM,QAAQ,GAAG;AACxE,SAAK,UAAU;AACf,SAAK,OAAO;AACZ,SAAK,WAAW;AAChB,SAAK,QAAQ;AAAA,EACd;AACH;AA1EE,cADI,kBACG,UAAS;AAAA,EACd,UAAU;AAAA,IACR,KAAK,EAAE,OAAO,KAAM;AAAA,IACpB,cAAc,EAAE,OAAO,KAAM;AAAA,IAC7B,OAAO,EAAE,OAAO,KAAM;AAAA,IACtB,OAAO,EAAE,OAAO,KAAM;AAAA,IACtB,gBAAgB,EAAE,OAAO,KAAM;AAAA,EAChC;AAAA,EAED;AAAA;AAAA,IAAyB;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,EAuCzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAkB5B;"}
1
+ {"version":3,"file":"Lensflare.js","sources":["../../src/objects/Lensflare.js"],"sourcesContent":["import {\n AdditiveBlending,\n Box2,\n BufferGeometry,\n Color,\n Texture,\n NearestFilter,\n InterleavedBuffer,\n InterleavedBufferAttribute,\n Mesh,\n MeshBasicMaterial,\n RawShaderMaterial,\n Vector2,\n Vector3,\n Vector4,\n} from 'three'\n\nconst Lensflare = /* @__PURE__ */ (() => {\n class Lensflare extends Mesh {\n constructor() {\n super(Lensflare.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true }))\n\n this.isLensflare = true\n\n this.type = 'Lensflare'\n this.frustumCulled = false\n this.renderOrder = Infinity\n\n //\n\n const positionScreen = new Vector3()\n const positionView = new Vector3()\n\n // textures\n const tempMap = new Texture({ width: 16, height: 16 })\n tempMap.isFramebufferTexture = true\n tempMap.magFilter = NearestFilter\n tempMap.minFilter = NearestFilter\n tempMap.generateMipmaps = false\n tempMap.needsUpdate = true\n\n const occlusionMap = new Texture({ width: 16, height: 16 })\n occlusionMap.isFramebufferTexture = true\n occlusionMap.magFilter = NearestFilter\n occlusionMap.minFilter = NearestFilter\n occlusionMap.generateMipmaps = false\n occlusionMap.needsUpdate = true\n\n // material\n\n const geometry = Lensflare.Geometry\n\n const material1a = new RawShaderMaterial({\n uniforms: {\n scale: { value: null },\n screenPosition: { value: null },\n },\n vertexShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );\n\n\t\t\t\t}`,\n depthTest: true,\n depthWrite: false,\n transparent: false,\n })\n\n const material1b = new RawShaderMaterial({\n uniforms: {\n map: { value: tempMap },\n scale: { value: null },\n screenPosition: { value: null },\n },\n vertexShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\t\t\t\tattribute vec2 uv;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvUV = uv;\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform sampler2D map;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = texture2D( map, vUV );\n\n\t\t\t\t}`,\n depthTest: false,\n depthWrite: false,\n transparent: false,\n })\n\n // the following object is used for occlusionMap generation\n\n const mesh1 = new Mesh(geometry, material1a)\n\n //\n\n const elements = []\n\n const shader = LensflareElement.Shader\n\n const material2 = new RawShaderMaterial({\n uniforms: {\n map: { value: null },\n occlusionMap: { value: occlusionMap },\n color: { value: new Color(0xffffff) },\n scale: { value: new Vector2() },\n screenPosition: { value: new Vector3() },\n },\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n blending: AdditiveBlending,\n transparent: true,\n depthWrite: false,\n })\n\n const mesh2 = new Mesh(geometry, material2)\n\n this.addElement = function (element) {\n elements.push(element)\n }\n\n //\n\n const scale = new Vector2()\n const screenPositionPixels = new Vector2()\n const validArea = new Box2()\n const viewport = new Vector4()\n\n this.onBeforeRender = function (renderer, scene, camera) {\n renderer.getCurrentViewport(viewport)\n\n const invAspect = viewport.w / viewport.z\n const halfViewportWidth = viewport.z / 2.0\n const halfViewportHeight = viewport.w / 2.0\n\n let size = 16 / viewport.w\n scale.set(size * invAspect, size)\n\n validArea.min.set(viewport.x, viewport.y)\n validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16))\n\n // calculate position in screen space\n\n positionView.setFromMatrixPosition(this.matrixWorld)\n positionView.applyMatrix4(camera.matrixWorldInverse)\n\n if (positionView.z > 0) return // lensflare is behind the camera\n\n positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix)\n\n // horizontal and vertical coordinate of the lower left corner of the pixels to copy\n\n screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8\n screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8\n\n // screen cull\n\n if (validArea.containsPoint(screenPositionPixels)) {\n // save current RGB to temp texture\n\n renderer.copyFramebufferToTexture(screenPositionPixels, tempMap)\n\n // render pink quad\n\n let uniforms = material1a.uniforms\n uniforms['scale'].value = scale\n uniforms['screenPosition'].value = positionScreen\n\n renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null)\n\n // copy result to occlusionMap\n\n renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap)\n\n // restore graphics\n\n uniforms = material1b.uniforms\n uniforms['scale'].value = scale\n uniforms['screenPosition'].value = positionScreen\n\n renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null)\n\n // render elements\n\n const vecX = -positionScreen.x * 2\n const vecY = -positionScreen.y * 2\n\n for (let i = 0, l = elements.length; i < l; i++) {\n const element = elements[i]\n\n const uniforms = material2.uniforms\n\n uniforms['color'].value.copy(element.color)\n uniforms['map'].value = element.texture\n uniforms['screenPosition'].value.x = positionScreen.x + vecX * element.distance\n uniforms['screenPosition'].value.y = positionScreen.y + vecY * element.distance\n\n size = element.size / viewport.w\n const invAspect = viewport.w / viewport.z\n\n uniforms['scale'].value.set(size * invAspect, size)\n\n material2.uniformsNeedUpdate = true\n\n renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null)\n }\n }\n }\n\n this.dispose = function () {\n material1a.dispose()\n material1b.dispose()\n material2.dispose()\n\n tempMap.dispose()\n occlusionMap.dispose()\n\n for (let i = 0, l = elements.length; i < l; i++) {\n elements[i].texture.dispose()\n }\n }\n }\n }\n\n const _geometry = new BufferGeometry()\n const interleavedBuffer = new InterleavedBuffer(\n new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]),\n 5,\n )\n\n _geometry.setIndex([0, 1, 2, 0, 2, 3])\n _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false))\n _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false))\n\n Lensflare.Geometry = _geometry\n\n return Lensflare\n})()\n\n//\n\nconst LensflareElement = /* @__PURE__ */ (() => {\n class LensflareElement {\n constructor(texture, size = 1, distance = 0, color = new Color(0xffffff)) {\n this.texture = texture\n this.size = size\n this.distance = distance\n this.color = color\n }\n }\n\n LensflareElement.Shader = {\n uniforms: {\n map: { value: null },\n occlusionMap: { value: null },\n color: { value: null },\n scale: { value: null },\n screenPosition: { value: null },\n },\n\n vertexShader: /* glsl */ `\n\n precision highp float;\n\n uniform vec3 screenPosition;\n uniform vec2 scale;\n\n uniform sampler2D occlusionMap;\n\n attribute vec3 position;\n attribute vec2 uv;\n\n varying vec2 vUV;\n varying float vVisibility;\n\n void main() {\n\n vUV = uv;\n\n vec2 pos = position.xy;\n\n vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\n visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\n visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\n visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\n visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\n visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\n visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\n visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\n visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\n\n vVisibility = visibility.r / 9.0;\n vVisibility *= 1.0 - visibility.g / 9.0;\n vVisibility *= visibility.b / 9.0;\n\n gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n\n precision highp float;\n\n uniform sampler2D map;\n uniform vec3 color;\n\n varying vec2 vUV;\n varying float vVisibility;\n\n void main() {\n\n vec4 texture = texture2D( map, vUV );\n texture.a *= vVisibility;\n gl_FragColor = texture;\n gl_FragColor.rgb *= color;\n\n }\n `,\n }\n\n return LensflareElement\n})()\n\nexport { Lensflare, LensflareElement }\n"],"names":["Lensflare","uniforms","invAspect","LensflareElement"],"mappings":";AAiBK,MAAC,YAA6B,uBAAM;AACvC,QAAMA,mBAAkB,KAAK;AAAA,IAC3B,cAAc;AACZ,YAAMA,WAAU,UAAU,IAAI,kBAAkB,EAAE,SAAS,GAAG,aAAa,KAAI,CAAE,CAAC;AAElF,WAAK,cAAc;AAEnB,WAAK,OAAO;AACZ,WAAK,gBAAgB;AACrB,WAAK,cAAc;AAInB,YAAM,iBAAiB,IAAI,QAAS;AACpC,YAAM,eAAe,IAAI,QAAS;AAGlC,YAAM,UAAU,IAAI,QAAQ,EAAE,OAAO,IAAI,QAAQ,IAAI;AACrD,cAAQ,uBAAuB;AAC/B,cAAQ,YAAY;AACpB,cAAQ,YAAY;AACpB,cAAQ,kBAAkB;AAC1B,cAAQ,cAAc;AAEtB,YAAM,eAAe,IAAI,QAAQ,EAAE,OAAO,IAAI,QAAQ,IAAI;AAC1D,mBAAa,uBAAuB;AACpC,mBAAa,YAAY;AACzB,mBAAa,YAAY;AACzB,mBAAa,kBAAkB;AAC/B,mBAAa,cAAc;AAI3B,YAAM,WAAWA,WAAU;AAE3B,YAAM,aAAa,IAAI,kBAAkB;AAAA,QACvC,UAAU;AAAA,UACR,OAAO,EAAE,OAAO,KAAM;AAAA,UACtB,gBAAgB,EAAE,OAAO,KAAM;AAAA,QAChC;AAAA,QACD;AAAA;AAAA,UAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAezB;AAAA;AAAA,UAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAS3B,WAAW;AAAA,QACX,YAAY;AAAA,QACZ,aAAa;AAAA,MACrB,CAAO;AAED,YAAM,aAAa,IAAI,kBAAkB;AAAA,QACvC,UAAU;AAAA,UACR,KAAK,EAAE,OAAO,QAAS;AAAA,UACvB,OAAO,EAAE,OAAO,KAAM;AAAA,UACtB,gBAAgB,EAAE,OAAO,KAAM;AAAA,QAChC;AAAA,QACD;AAAA;AAAA,UAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAoBzB;AAAA;AAAA,UAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAa3B,WAAW;AAAA,QACX,YAAY;AAAA,QACZ,aAAa;AAAA,MACrB,CAAO;AAID,YAAM,QAAQ,IAAI,KAAK,UAAU,UAAU;AAI3C,YAAM,WAAW,CAAE;AAEnB,YAAM,SAAS,iBAAiB;AAEhC,YAAM,YAAY,IAAI,kBAAkB;AAAA,QACtC,UAAU;AAAA,UACR,KAAK,EAAE,OAAO,KAAM;AAAA,UACpB,cAAc,EAAE,OAAO,aAAc;AAAA,UACrC,OAAO,EAAE,OAAO,IAAI,MAAM,QAAQ,EAAG;AAAA,UACrC,OAAO,EAAE,OAAO,IAAI,UAAW;AAAA,UAC/B,gBAAgB,EAAE,OAAO,IAAI,UAAW;AAAA,QACzC;AAAA,QACD,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,QACvB,UAAU;AAAA,QACV,aAAa;AAAA,QACb,YAAY;AAAA,MACpB,CAAO;AAED,YAAM,QAAQ,IAAI,KAAK,UAAU,SAAS;AAE1C,WAAK,aAAa,SAAU,SAAS;AACnC,iBAAS,KAAK,OAAO;AAAA,MACtB;AAID,YAAM,QAAQ,IAAI,QAAS;AAC3B,YAAM,uBAAuB,IAAI,QAAS;AAC1C,YAAM,YAAY,IAAI,KAAM;AAC5B,YAAM,WAAW,IAAI,QAAS;AAE9B,WAAK,iBAAiB,SAAU,UAAU,OAAO,QAAQ;AACvD,iBAAS,mBAAmB,QAAQ;AAEpC,cAAM,YAAY,SAAS,IAAI,SAAS;AACxC,cAAM,oBAAoB,SAAS,IAAI;AACvC,cAAM,qBAAqB,SAAS,IAAI;AAExC,YAAI,OAAO,KAAK,SAAS;AACzB,cAAM,IAAI,OAAO,WAAW,IAAI;AAEhC,kBAAU,IAAI,IAAI,SAAS,GAAG,SAAS,CAAC;AACxC,kBAAU,IAAI,IAAI,SAAS,KAAK,SAAS,IAAI,KAAK,SAAS,KAAK,SAAS,IAAI,GAAG;AAIhF,qBAAa,sBAAsB,KAAK,WAAW;AACnD,qBAAa,aAAa,OAAO,kBAAkB;AAEnD,YAAI,aAAa,IAAI;AAAG;AAExB,uBAAe,KAAK,YAAY,EAAE,aAAa,OAAO,gBAAgB;AAItE,6BAAqB,IAAI,SAAS,IAAI,eAAe,IAAI,oBAAoB,oBAAoB;AACjG,6BAAqB,IAAI,SAAS,IAAI,eAAe,IAAI,qBAAqB,qBAAqB;AAInG,YAAI,UAAU,cAAc,oBAAoB,GAAG;AAGjD,mBAAS,yBAAyB,sBAAsB,OAAO;AAI/D,cAAI,WAAW,WAAW;AAC1B,mBAAS,OAAO,EAAE,QAAQ;AAC1B,mBAAS,gBAAgB,EAAE,QAAQ;AAEnC,mBAAS,mBAAmB,QAAQ,MAAM,UAAU,YAAY,OAAO,IAAI;AAI3E,mBAAS,yBAAyB,sBAAsB,YAAY;AAIpE,qBAAW,WAAW;AACtB,mBAAS,OAAO,EAAE,QAAQ;AAC1B,mBAAS,gBAAgB,EAAE,QAAQ;AAEnC,mBAAS,mBAAmB,QAAQ,MAAM,UAAU,YAAY,OAAO,IAAI;AAI3E,gBAAM,OAAO,CAAC,eAAe,IAAI;AACjC,gBAAM,OAAO,CAAC,eAAe,IAAI;AAEjC,mBAAS,IAAI,GAAG,IAAI,SAAS,QAAQ,IAAI,GAAG,KAAK;AAC/C,kBAAM,UAAU,SAAS,CAAC;AAE1B,kBAAMC,YAAW,UAAU;AAE3B,YAAAA,UAAS,OAAO,EAAE,MAAM,KAAK,QAAQ,KAAK;AAC1C,YAAAA,UAAS,KAAK,EAAE,QAAQ,QAAQ;AAChC,YAAAA,UAAS,gBAAgB,EAAE,MAAM,IAAI,eAAe,IAAI,OAAO,QAAQ;AACvE,YAAAA,UAAS,gBAAgB,EAAE,MAAM,IAAI,eAAe,IAAI,OAAO,QAAQ;AAEvE,mBAAO,QAAQ,OAAO,SAAS;AAC/B,kBAAMC,aAAY,SAAS,IAAI,SAAS;AAExC,YAAAD,UAAS,OAAO,EAAE,MAAM,IAAI,OAAOC,YAAW,IAAI;AAElD,sBAAU,qBAAqB;AAE/B,qBAAS,mBAAmB,QAAQ,MAAM,UAAU,WAAW,OAAO,IAAI;AAAA,UAC3E;AAAA,QACF;AAAA,MACF;AAED,WAAK,UAAU,WAAY;AACzB,mBAAW,QAAS;AACpB,mBAAW,QAAS;AACpB,kBAAU,QAAS;AAEnB,gBAAQ,QAAS;AACjB,qBAAa,QAAS;AAEtB,iBAAS,IAAI,GAAG,IAAI,SAAS,QAAQ,IAAI,GAAG,KAAK;AAC/C,mBAAS,CAAC,EAAE,QAAQ,QAAS;AAAA,QAC9B;AAAA,MACF;AAAA,IACF;AAAA,EACF;AAED,QAAM,YAAY,IAAI,eAAgB;AACtC,QAAM,oBAAoB,IAAI;AAAA,IAC5B,IAAI,aAAa,CAAC,IAAI,IAAI,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,CAAC,CAAC;AAAA,IACjF;AAAA,EACD;AAED,YAAU,SAAS,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC;AACrC,YAAU,aAAa,YAAY,IAAI,2BAA2B,mBAAmB,GAAG,GAAG,KAAK,CAAC;AACjG,YAAU,aAAa,MAAM,IAAI,2BAA2B,mBAAmB,GAAG,GAAG,KAAK,CAAC;AAE3F,EAAAF,WAAU,WAAW;AAErB,SAAOA;AACT,GAAI;AAIC,MAAC,mBAAoC,uBAAM;AAC9C,QAAMG,kBAAiB;AAAA,IACrB,YAAY,SAAS,OAAO,GAAG,WAAW,GAAG,QAAQ,IAAI,MAAM,QAAQ,GAAG;AACxE,WAAK,UAAU;AACf,WAAK,OAAO;AACZ,WAAK,WAAW;AAChB,WAAK,QAAQ;AAAA,IACd;AAAA,EACF;AAED,EAAAA,kBAAiB,SAAS;AAAA,IACxB,UAAU;AAAA,MACR,KAAK,EAAE,OAAO,KAAM;AAAA,MACpB,cAAc,EAAE,OAAO,KAAM;AAAA,MAC7B,OAAO,EAAE,OAAO,KAAM;AAAA,MACtB,OAAO,EAAE,OAAO,KAAM;AAAA,MACtB,gBAAgB,EAAE,OAAO,KAAM;AAAA,IAChC;AAAA,IAED;AAAA;AAAA,MAAyB;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,IAwCzB;AAAA;AAAA,MAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAmB5B;AAED,SAAOA;AACT,GAAC;"}