three-stdlib 2.35.5 → 2.35.7

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Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +34 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +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
@@ -6,167 +6,168 @@ var __publicField = (obj, key, value) => {
6
6
  };
7
7
  import { Mesh, PerspectiveCamera, Color, Plane, Matrix4, WebGLRenderTarget, HalfFloatType, ShaderMaterial, UniformsUtils, Vector3, Quaternion, Vector4, NoToneMapping } from "three";
8
8
  import { version } from "../_polyfill/constants.js";
9
- const _Refractor = class extends Mesh {
10
- constructor(geometry, options = {}) {
11
- super(geometry);
12
- this.isRefractor = true;
13
- this.type = "Refractor";
14
- this.camera = new PerspectiveCamera();
15
- const scope = this;
16
- const color = options.color !== void 0 ? new Color(options.color) : new Color(8355711);
17
- const textureWidth = options.textureWidth || 512;
18
- const textureHeight = options.textureHeight || 512;
19
- const clipBias = options.clipBias || 0;
20
- const shader = options.shader || _Refractor.RefractorShader;
21
- const multisample = options.multisample !== void 0 ? options.multisample : 4;
22
- const virtualCamera = this.camera;
23
- virtualCamera.matrixAutoUpdate = false;
24
- virtualCamera.userData.refractor = true;
25
- const refractorPlane = new Plane();
26
- const textureMatrix = new Matrix4();
27
- const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {
28
- samples: multisample,
29
- type: HalfFloatType
30
- });
31
- this.material = new ShaderMaterial({
32
- uniforms: UniformsUtils.clone(shader.uniforms),
33
- vertexShader: shader.vertexShader,
34
- fragmentShader: shader.fragmentShader,
35
- transparent: true
36
- // ensures, refractors are drawn from farthest to closest
37
- });
38
- this.material.uniforms["color"].value = color;
39
- this.material.uniforms["tDiffuse"].value = renderTarget.texture;
40
- this.material.uniforms["textureMatrix"].value = textureMatrix;
41
- const visible = function() {
42
- const refractorWorldPosition = new Vector3();
43
- const cameraWorldPosition = new Vector3();
44
- const rotationMatrix = new Matrix4();
45
- const view = new Vector3();
46
- const normal = new Vector3();
47
- return function visible2(camera) {
48
- refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
49
- cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
50
- view.subVectors(refractorWorldPosition, cameraWorldPosition);
51
- rotationMatrix.extractRotation(scope.matrixWorld);
52
- normal.set(0, 0, 1);
53
- normal.applyMatrix4(rotationMatrix);
54
- return view.dot(normal) < 0;
9
+ const Refractor = /* @__PURE__ */ (() => {
10
+ const _Refractor = class extends Mesh {
11
+ constructor(geometry, options = {}) {
12
+ super(geometry);
13
+ this.isRefractor = true;
14
+ this.type = "Refractor";
15
+ this.camera = new PerspectiveCamera();
16
+ const scope = this;
17
+ const color = options.color !== void 0 ? new Color(options.color) : new Color(8355711);
18
+ const textureWidth = options.textureWidth || 512;
19
+ const textureHeight = options.textureHeight || 512;
20
+ const clipBias = options.clipBias || 0;
21
+ const shader = options.shader || _Refractor.RefractorShader;
22
+ const multisample = options.multisample !== void 0 ? options.multisample : 4;
23
+ const virtualCamera = this.camera;
24
+ virtualCamera.matrixAutoUpdate = false;
25
+ virtualCamera.userData.refractor = true;
26
+ const refractorPlane = new Plane();
27
+ const textureMatrix = new Matrix4();
28
+ const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {
29
+ samples: multisample,
30
+ type: HalfFloatType
31
+ });
32
+ this.material = new ShaderMaterial({
33
+ uniforms: UniformsUtils.clone(shader.uniforms),
34
+ vertexShader: shader.vertexShader,
35
+ fragmentShader: shader.fragmentShader,
36
+ transparent: true
37
+ // ensures, refractors are drawn from farthest to closest
38
+ });
39
+ this.material.uniforms["color"].value = color;
40
+ this.material.uniforms["tDiffuse"].value = renderTarget.texture;
41
+ this.material.uniforms["textureMatrix"].value = textureMatrix;
42
+ const visible = function() {
43
+ const refractorWorldPosition = new Vector3();
44
+ const cameraWorldPosition = new Vector3();
45
+ const rotationMatrix = new Matrix4();
46
+ const view = new Vector3();
47
+ const normal = new Vector3();
48
+ return function visible2(camera) {
49
+ refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
50
+ cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
51
+ view.subVectors(refractorWorldPosition, cameraWorldPosition);
52
+ rotationMatrix.extractRotation(scope.matrixWorld);
53
+ normal.set(0, 0, 1);
54
+ normal.applyMatrix4(rotationMatrix);
55
+ return view.dot(normal) < 0;
56
+ };
57
+ }();
58
+ const updateRefractorPlane = function() {
59
+ const normal = new Vector3();
60
+ const position = new Vector3();
61
+ const quaternion = new Quaternion();
62
+ const scale = new Vector3();
63
+ return function updateRefractorPlane2() {
64
+ scope.matrixWorld.decompose(position, quaternion, scale);
65
+ normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();
66
+ normal.negate();
67
+ refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
68
+ };
69
+ }();
70
+ const updateVirtualCamera = function() {
71
+ const clipPlane = new Plane();
72
+ const clipVector = new Vector4();
73
+ const q = new Vector4();
74
+ return function updateVirtualCamera2(camera) {
75
+ virtualCamera.matrixWorld.copy(camera.matrixWorld);
76
+ virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
77
+ virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
78
+ virtualCamera.far = camera.far;
79
+ clipPlane.copy(refractorPlane);
80
+ clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
81
+ clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);
82
+ const projectionMatrix = virtualCamera.projectionMatrix;
83
+ q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
84
+ q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
85
+ q.z = -1;
86
+ q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
87
+ clipVector.multiplyScalar(2 / clipVector.dot(q));
88
+ projectionMatrix.elements[2] = clipVector.x;
89
+ projectionMatrix.elements[6] = clipVector.y;
90
+ projectionMatrix.elements[10] = clipVector.z + 1 - clipBias;
91
+ projectionMatrix.elements[14] = clipVector.w;
92
+ };
93
+ }();
94
+ function updateTextureMatrix(camera) {
95
+ textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
96
+ textureMatrix.multiply(camera.projectionMatrix);
97
+ textureMatrix.multiply(camera.matrixWorldInverse);
98
+ textureMatrix.multiply(scope.matrixWorld);
99
+ }
100
+ function render(renderer, scene, camera) {
101
+ scope.visible = false;
102
+ const currentRenderTarget = renderer.getRenderTarget();
103
+ const currentXrEnabled = renderer.xr.enabled;
104
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
105
+ const currentToneMapping = renderer.toneMapping;
106
+ let isSRGB = false;
107
+ if ("outputColorSpace" in renderer)
108
+ isSRGB = renderer.outputColorSpace === "srgb";
109
+ else
110
+ isSRGB = renderer.outputEncoding === 3001;
111
+ renderer.xr.enabled = false;
112
+ renderer.shadowMap.autoUpdate = false;
113
+ if ("outputColorSpace" in renderer)
114
+ renderer.outputColorSpace = "srgb-linear";
115
+ else
116
+ renderer.outputEncoding = 3e3;
117
+ renderer.toneMapping = NoToneMapping;
118
+ renderer.setRenderTarget(renderTarget);
119
+ if (renderer.autoClear === false)
120
+ renderer.clear();
121
+ renderer.render(scene, virtualCamera);
122
+ renderer.xr.enabled = currentXrEnabled;
123
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
124
+ renderer.toneMapping = currentToneMapping;
125
+ renderer.setRenderTarget(currentRenderTarget);
126
+ if ("outputColorSpace" in renderer)
127
+ renderer.outputColorSpace = isSRGB ? "srgb" : "srgb-linear";
128
+ else
129
+ renderer.outputEncoding = isSRGB ? 3001 : 3e3;
130
+ const viewport = camera.viewport;
131
+ if (viewport !== void 0) {
132
+ renderer.state.viewport(viewport);
133
+ }
134
+ scope.visible = true;
135
+ }
136
+ this.onBeforeRender = function(renderer, scene, camera) {
137
+ if (camera.userData.refractor === true)
138
+ return;
139
+ if (!visible(camera) === true)
140
+ return;
141
+ updateRefractorPlane();
142
+ updateTextureMatrix(camera);
143
+ updateVirtualCamera(camera);
144
+ render(renderer, scene, camera);
55
145
  };
56
- }();
57
- const updateRefractorPlane = function() {
58
- const normal = new Vector3();
59
- const position = new Vector3();
60
- const quaternion = new Quaternion();
61
- const scale = new Vector3();
62
- return function updateRefractorPlane2() {
63
- scope.matrixWorld.decompose(position, quaternion, scale);
64
- normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();
65
- normal.negate();
66
- refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
146
+ this.getRenderTarget = function() {
147
+ return renderTarget;
67
148
  };
68
- }();
69
- const updateVirtualCamera = function() {
70
- const clipPlane = new Plane();
71
- const clipVector = new Vector4();
72
- const q = new Vector4();
73
- return function updateVirtualCamera2(camera) {
74
- virtualCamera.matrixWorld.copy(camera.matrixWorld);
75
- virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
76
- virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
77
- virtualCamera.far = camera.far;
78
- clipPlane.copy(refractorPlane);
79
- clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
80
- clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);
81
- const projectionMatrix = virtualCamera.projectionMatrix;
82
- q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
83
- q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
84
- q.z = -1;
85
- q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
86
- clipVector.multiplyScalar(2 / clipVector.dot(q));
87
- projectionMatrix.elements[2] = clipVector.x;
88
- projectionMatrix.elements[6] = clipVector.y;
89
- projectionMatrix.elements[10] = clipVector.z + 1 - clipBias;
90
- projectionMatrix.elements[14] = clipVector.w;
149
+ this.dispose = function() {
150
+ renderTarget.dispose();
151
+ scope.material.dispose();
91
152
  };
92
- }();
93
- function updateTextureMatrix(camera) {
94
- textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
95
- textureMatrix.multiply(camera.projectionMatrix);
96
- textureMatrix.multiply(camera.matrixWorldInverse);
97
- textureMatrix.multiply(scope.matrixWorld);
98
153
  }
99
- function render(renderer, scene, camera) {
100
- scope.visible = false;
101
- const currentRenderTarget = renderer.getRenderTarget();
102
- const currentXrEnabled = renderer.xr.enabled;
103
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
104
- const currentToneMapping = renderer.toneMapping;
105
- let isSRGB = false;
106
- if ("outputColorSpace" in renderer)
107
- isSRGB = renderer.outputColorSpace === "srgb";
108
- else
109
- isSRGB = renderer.outputEncoding === 3001;
110
- renderer.xr.enabled = false;
111
- renderer.shadowMap.autoUpdate = false;
112
- if ("outputColorSpace" in renderer)
113
- renderer.outputColorSpace = "srgb-linear";
114
- else
115
- renderer.outputEncoding = 3e3;
116
- renderer.toneMapping = NoToneMapping;
117
- renderer.setRenderTarget(renderTarget);
118
- if (renderer.autoClear === false)
119
- renderer.clear();
120
- renderer.render(scene, virtualCamera);
121
- renderer.xr.enabled = currentXrEnabled;
122
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
123
- renderer.toneMapping = currentToneMapping;
124
- renderer.setRenderTarget(currentRenderTarget);
125
- if ("outputColorSpace" in renderer)
126
- renderer.outputColorSpace = isSRGB ? "srgb" : "srgb-linear";
127
- else
128
- renderer.outputEncoding = isSRGB ? 3001 : 3e3;
129
- const viewport = camera.viewport;
130
- if (viewport !== void 0) {
131
- renderer.state.viewport(viewport);
154
+ };
155
+ let Refractor2 = _Refractor;
156
+ __publicField(Refractor2, "RefractorShader", {
157
+ uniforms: {
158
+ color: {
159
+ value: null
160
+ },
161
+ tDiffuse: {
162
+ value: null
163
+ },
164
+ textureMatrix: {
165
+ value: null
132
166
  }
133
- scope.visible = true;
134
- }
135
- this.onBeforeRender = function(renderer, scene, camera) {
136
- if (camera.userData.refractor === true)
137
- return;
138
- if (!visible(camera) === true)
139
- return;
140
- updateRefractorPlane();
141
- updateTextureMatrix(camera);
142
- updateVirtualCamera(camera);
143
- render(renderer, scene, camera);
144
- };
145
- this.getRenderTarget = function() {
146
- return renderTarget;
147
- };
148
- this.dispose = function() {
149
- renderTarget.dispose();
150
- scope.material.dispose();
151
- };
152
- }
153
- };
154
- let Refractor = _Refractor;
155
- __publicField(Refractor, "RefractorShader", {
156
- uniforms: {
157
- color: {
158
- value: null
159
- },
160
- tDiffuse: {
161
- value: null
162
167
  },
163
- textureMatrix: {
164
- value: null
165
- }
166
- },
167
- vertexShader: (
168
- /* glsl */
169
- `
168
+ vertexShader: (
169
+ /* glsl */
170
+ `
170
171
 
171
172
  uniform mat4 textureMatrix;
172
173
 
@@ -178,10 +179,10 @@ __publicField(Refractor, "RefractorShader", {
178
179
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
179
180
 
180
181
  }`
181
- ),
182
- fragmentShader: (
183
- /* glsl */
184
- `
182
+ ),
183
+ fragmentShader: (
184
+ /* glsl */
185
+ `
185
186
 
186
187
  uniform vec3 color;
187
188
  uniform sampler2D tDiffuse;
@@ -209,8 +210,10 @@ __publicField(Refractor, "RefractorShader", {
209
210
  #include <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
210
211
 
211
212
  }`
212
- )
213
- });
213
+ )
214
+ });
215
+ return Refractor2;
216
+ })();
214
217
  export {
215
218
  Refractor
216
219
  };
@@ -1 +1 @@
1
- {"version":3,"file":"Refractor.js","sources":["../../src/objects/Refractor.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n Quaternion,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n NoToneMapping,\n HalfFloatType,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Refractor extends Mesh {\n static RefractorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isRefractor = true\n\n this.type = 'Refractor'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Refractor.RefractorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const virtualCamera = this.camera\n virtualCamera.matrixAutoUpdate = false\n virtualCamera.userData.refractor = true\n\n //\n\n const refractorPlane = new Plane()\n const textureMatrix = new Matrix4()\n\n // render target\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n // material\n\n this.material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n transparent: true, // ensures, refractors are drawn from farthest to closest\n })\n\n this.material.uniforms['color'].value = color\n this.material.uniforms['tDiffuse'].value = renderTarget.texture\n this.material.uniforms['textureMatrix'].value = textureMatrix\n\n // functions\n\n const visible = (function () {\n const refractorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n\n const view = new Vector3()\n const normal = new Vector3()\n\n return function visible(camera) {\n refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n view.subVectors(refractorWorldPosition, cameraWorldPosition)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n return view.dot(normal) < 0\n }\n })()\n\n const updateRefractorPlane = (function () {\n const normal = new Vector3()\n const position = new Vector3()\n const quaternion = new Quaternion()\n const scale = new Vector3()\n\n return function updateRefractorPlane() {\n scope.matrixWorld.decompose(position, quaternion, scale)\n normal.set(0, 0, 1).applyQuaternion(quaternion).normalize()\n\n // flip the normal because we want to cull everything above the plane\n\n normal.negate()\n\n refractorPlane.setFromNormalAndCoplanarPoint(normal, position)\n }\n })()\n\n const updateVirtualCamera = (function () {\n const clipPlane = new Plane()\n const clipVector = new Vector4()\n const q = new Vector4()\n\n return function updateVirtualCamera(camera) {\n virtualCamera.matrixWorld.copy(camera.matrixWorld)\n virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n virtualCamera.far = camera.far // used in WebGLBackground\n\n // The following code creates an oblique view frustum for clipping.\n // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\n // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\n\n clipPlane.copy(refractorPlane)\n clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant)\n\n // calculate the clip-space corner point opposite the clipping plane and\n // transform it into camera space by multiplying it by the inverse of the projection matrix\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // calculate the scaled plane vector\n\n clipVector.multiplyScalar(2.0 / clipVector.dot(q))\n\n // replacing the third row of the projection matrix\n\n projectionMatrix.elements[2] = clipVector.x\n projectionMatrix.elements[6] = clipVector.y\n projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipVector.w\n }\n })()\n\n // This will update the texture matrix that is used for projective texture mapping in the shader.\n // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf\n\n function updateTextureMatrix(camera) {\n // this matrix does range mapping to [ 0, 1 ]\n\n textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0)\n\n // we use \"Object Linear Texgen\", so we need to multiply the texture matrix T\n // (matrix above) with the projection and view matrix of the virtual camera\n // and the model matrix of the refractor\n\n textureMatrix.multiply(camera.projectionMatrix)\n textureMatrix.multiply(camera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n }\n\n //\n\n function render(renderer, scene, camera) {\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // avoid camera modification\n renderer.shadowMap.autoUpdate = false // avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'srgb-linear'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n renderer.setRenderTarget(currentRenderTarget)\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 'srgb' : 'srgb-linear'\n else renderer.outputEncoding = isSRGB ? 3001 : 3000\n\n // restore viewport\n\n const viewport = camera.viewport\n\n if (viewport !== undefined) {\n renderer.state.viewport(viewport)\n }\n\n scope.visible = true\n }\n\n //\n\n this.onBeforeRender = function (renderer, scene, camera) {\n // ensure refractors are rendered only once per frame\n\n if (camera.userData.refractor === true) return\n\n // avoid rendering when the refractor is viewed from behind\n\n if (!visible(camera) === true) return\n\n // update\n\n updateRefractorPlane()\n\n updateTextureMatrix(camera)\n\n updateVirtualCamera(camera)\n\n render(renderer, scene, camera)\n }\n\n this.getRenderTarget = function () {\n return renderTarget\n }\n\n this.dispose = function () {\n renderTarget.dispose()\n scope.material.dispose()\n }\n }\n}\n\nexport { Refractor 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+ {"version":3,"file":"Refractor.js","sources":["../../src/objects/Refractor.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n Quaternion,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n NoToneMapping,\n HalfFloatType,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nconst Refractor = /* @__PURE__ */ (() => {\n class Refractor extends Mesh {\n static RefractorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isRefractor = true\n\n this.type = 'Refractor'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Refractor.RefractorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const virtualCamera = this.camera\n virtualCamera.matrixAutoUpdate = false\n virtualCamera.userData.refractor = true\n\n //\n\n const refractorPlane = new Plane()\n const textureMatrix = new Matrix4()\n\n // render target\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n // material\n\n this.material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n transparent: true, // ensures, refractors are drawn from farthest to closest\n })\n\n this.material.uniforms['color'].value = color\n this.material.uniforms['tDiffuse'].value = renderTarget.texture\n this.material.uniforms['textureMatrix'].value = textureMatrix\n\n // functions\n\n const visible = (function () {\n const refractorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n\n const view = new Vector3()\n const normal = new Vector3()\n\n return function visible(camera) {\n refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n view.subVectors(refractorWorldPosition, cameraWorldPosition)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n return view.dot(normal) < 0\n }\n })()\n\n const updateRefractorPlane = (function () {\n const normal = new Vector3()\n const position = new Vector3()\n const quaternion = new Quaternion()\n const scale = new Vector3()\n\n return function updateRefractorPlane() {\n scope.matrixWorld.decompose(position, quaternion, scale)\n normal.set(0, 0, 1).applyQuaternion(quaternion).normalize()\n\n // flip the normal because we want to cull everything above the plane\n\n normal.negate()\n\n refractorPlane.setFromNormalAndCoplanarPoint(normal, position)\n }\n })()\n\n const updateVirtualCamera = (function () {\n const clipPlane = new Plane()\n const clipVector = new Vector4()\n const q = new Vector4()\n\n return function updateVirtualCamera(camera) {\n virtualCamera.matrixWorld.copy(camera.matrixWorld)\n virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n virtualCamera.far = camera.far // used in WebGLBackground\n\n // The following code creates an oblique view frustum for clipping.\n // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\n // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\n\n clipPlane.copy(refractorPlane)\n clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant)\n\n // calculate the clip-space corner point opposite the clipping plane and\n // transform it into camera space by multiplying it by the inverse of the projection matrix\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // calculate the scaled plane vector\n\n clipVector.multiplyScalar(2.0 / clipVector.dot(q))\n\n // replacing the third row of the projection matrix\n\n projectionMatrix.elements[2] = clipVector.x\n projectionMatrix.elements[6] = clipVector.y\n projectionMatrix.elements[10] = clipVector.z + 1.0 - 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@@ -1,7 +1,7 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- const _shadowMatrix = new THREE.Matrix4();
4
+ const _shadowMatrix = /* @__PURE__ */ new THREE.Matrix4();
5
5
  class ShadowMesh extends THREE.Mesh {
6
6
  constructor(mesh) {
7
7
  const shadowMaterial = new THREE.MeshBasicMaterial({
@@ -1 +1 @@
1
- {"version":3,"file":"ShadowMesh.cjs","sources":["../../src/objects/ShadowMesh.js"],"sourcesContent":["import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from 'three'\n\n/**\n * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.\n */\n\nconst _shadowMatrix = new Matrix4()\n\nclass ShadowMesh extends Mesh {\n constructor(mesh) {\n const shadowMaterial = new MeshBasicMaterial({\n color: 0x000000,\n transparent: true,\n opacity: 0.6,\n depthWrite: false,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n })\n\n super(mesh.geometry, shadowMaterial)\n\n this.isShadowMesh = true\n\n this.meshMatrix = mesh.matrixWorld\n\n this.frustumCulled = false\n this.matrixAutoUpdate = false\n }\n\n update(plane, lightPosition4D) {\n // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm\n\n const dot =\n plane.normal.x * lightPosition4D.x +\n plane.normal.y * lightPosition4D.y +\n plane.normal.z * lightPosition4D.z +\n -plane.constant * lightPosition4D.w\n\n const sme = _shadowMatrix.elements\n\n sme[0] = dot - lightPosition4D.x * plane.normal.x\n sme[4] = -lightPosition4D.x * plane.normal.y\n sme[8] = -lightPosition4D.x * plane.normal.z\n sme[12] = -lightPosition4D.x * -plane.constant\n\n sme[1] = -lightPosition4D.y * plane.normal.x\n sme[5] = dot - lightPosition4D.y * plane.normal.y\n sme[9] = -lightPosition4D.y * plane.normal.z\n sme[13] = -lightPosition4D.y * -plane.constant\n\n sme[2] = -lightPosition4D.z * plane.normal.x\n sme[6] = -lightPosition4D.z * plane.normal.y\n sme[10] = dot - lightPosition4D.z * plane.normal.z\n sme[14] = -lightPosition4D.z * -plane.constant\n\n sme[3] = -lightPosition4D.w * plane.normal.x\n sme[7] = -lightPosition4D.w * plane.normal.y\n sme[11] = -lightPosition4D.w * plane.normal.z\n sme[15] = dot - lightPosition4D.w * -plane.constant\n\n this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix)\n }\n}\n\nexport { ShadowMesh }\n"],"names":["Matrix4","Mesh","MeshBasicMaterial","EqualStencilFunc","IncrementStencilOp"],"mappings":";;;AAMA,MAAM,gBAAgB,IAAIA,MAAAA,QAAS;AAEnC,MAAM,mBAAmBC,MAAAA,KAAK;AAAA,EAC5B,YAAY,MAAM;AAChB,UAAM,iBAAiB,IAAIC,wBAAkB;AAAA,MAC3C,OAAO;AAAA,MACP,aAAa;AAAA,MACb,SAAS;AAAA,MACT,YAAY;AAAA,MACZ,cAAc;AAAA,MACd,aAAaC,MAAgB;AAAA,MAC7B,YAAY;AAAA,MACZ,cAAcC,MAAkB;AAAA,IACtC,CAAK;AAED,UAAM,KAAK,UAAU,cAAc;AAEnC,SAAK,eAAe;AAEpB,SAAK,aAAa,KAAK;AAEvB,SAAK,gBAAgB;AACrB,SAAK,mBAAmB;AAAA,EACzB;AAAA,EAED,OAAO,OAAO,iBAAiB;AAG7B,UAAM,MACJ,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,CAAC,MAAM,WAAW,gBAAgB;AAEpC,UAAM,MAAM,cAAc;AAE1B,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AACjD,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC5C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,CAAC,MAAM;AAE3C,SAAK,OAAO,iBAAiB,eAAe,KAAK,UAAU;AAAA,EAC5D;AACH;;"}
1
+ {"version":3,"file":"ShadowMesh.cjs","sources":["../../src/objects/ShadowMesh.js"],"sourcesContent":["import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from 'three'\n\n/**\n * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.\n */\n\nconst _shadowMatrix = /* @__PURE__ */ new Matrix4()\n\nclass ShadowMesh extends Mesh {\n constructor(mesh) {\n const shadowMaterial = new MeshBasicMaterial({\n color: 0x000000,\n transparent: true,\n opacity: 0.6,\n depthWrite: false,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n })\n\n super(mesh.geometry, shadowMaterial)\n\n this.isShadowMesh = true\n\n this.meshMatrix = mesh.matrixWorld\n\n this.frustumCulled = false\n this.matrixAutoUpdate = false\n }\n\n update(plane, lightPosition4D) {\n // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm\n\n const dot =\n plane.normal.x * lightPosition4D.x +\n plane.normal.y * lightPosition4D.y +\n plane.normal.z * lightPosition4D.z +\n -plane.constant * lightPosition4D.w\n\n const sme = _shadowMatrix.elements\n\n sme[0] = dot - lightPosition4D.x * plane.normal.x\n sme[4] = -lightPosition4D.x * plane.normal.y\n sme[8] = -lightPosition4D.x * plane.normal.z\n sme[12] = -lightPosition4D.x * -plane.constant\n\n sme[1] = -lightPosition4D.y * plane.normal.x\n sme[5] = dot - lightPosition4D.y * plane.normal.y\n sme[9] = -lightPosition4D.y * plane.normal.z\n sme[13] = -lightPosition4D.y * -plane.constant\n\n sme[2] = -lightPosition4D.z * plane.normal.x\n sme[6] = -lightPosition4D.z * plane.normal.y\n sme[10] = dot - lightPosition4D.z * plane.normal.z\n sme[14] = -lightPosition4D.z * -plane.constant\n\n sme[3] = -lightPosition4D.w * plane.normal.x\n sme[7] = -lightPosition4D.w * plane.normal.y\n sme[11] = -lightPosition4D.w * plane.normal.z\n sme[15] = dot - lightPosition4D.w * -plane.constant\n\n this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix)\n }\n}\n\nexport { ShadowMesh }\n"],"names":["Matrix4","Mesh","MeshBasicMaterial","EqualStencilFunc","IncrementStencilOp"],"mappings":";;;AAMA,MAAM,gBAAgC,oBAAIA,MAAAA,QAAS;AAEnD,MAAM,mBAAmBC,MAAAA,KAAK;AAAA,EAC5B,YAAY,MAAM;AAChB,UAAM,iBAAiB,IAAIC,wBAAkB;AAAA,MAC3C,OAAO;AAAA,MACP,aAAa;AAAA,MACb,SAAS;AAAA,MACT,YAAY;AAAA,MACZ,cAAc;AAAA,MACd,aAAaC,MAAgB;AAAA,MAC7B,YAAY;AAAA,MACZ,cAAcC,MAAkB;AAAA,IACtC,CAAK;AAED,UAAM,KAAK,UAAU,cAAc;AAEnC,SAAK,eAAe;AAEpB,SAAK,aAAa,KAAK;AAEvB,SAAK,gBAAgB;AACrB,SAAK,mBAAmB;AAAA,EACzB;AAAA,EAED,OAAO,OAAO,iBAAiB;AAG7B,UAAM,MACJ,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,CAAC,MAAM,WAAW,gBAAgB;AAEpC,UAAM,MAAM,cAAc;AAE1B,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AACjD,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC5C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,CAAC,MAAM;AAE3C,SAAK,OAAO,iBAAiB,eAAe,KAAK,UAAU;AAAA,EAC5D;AACH;;"}
@@ -1,5 +1,5 @@
1
- import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from "three";
2
- const _shadowMatrix = new Matrix4();
1
+ import { Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp, Matrix4 } from "three";
2
+ const _shadowMatrix = /* @__PURE__ */ new Matrix4();
3
3
  class ShadowMesh extends Mesh {
4
4
  constructor(mesh) {
5
5
  const shadowMaterial = new MeshBasicMaterial({
@@ -1 +1 @@
1
- {"version":3,"file":"ShadowMesh.js","sources":["../../src/objects/ShadowMesh.js"],"sourcesContent":["import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from 'three'\n\n/**\n * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.\n */\n\nconst _shadowMatrix = new Matrix4()\n\nclass ShadowMesh extends Mesh {\n constructor(mesh) {\n const shadowMaterial = new MeshBasicMaterial({\n color: 0x000000,\n transparent: true,\n opacity: 0.6,\n depthWrite: false,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n })\n\n super(mesh.geometry, shadowMaterial)\n\n this.isShadowMesh = true\n\n this.meshMatrix = mesh.matrixWorld\n\n this.frustumCulled = false\n this.matrixAutoUpdate = false\n }\n\n update(plane, lightPosition4D) {\n // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm\n\n const dot =\n plane.normal.x * lightPosition4D.x +\n plane.normal.y * lightPosition4D.y +\n plane.normal.z * lightPosition4D.z +\n -plane.constant * lightPosition4D.w\n\n const sme = _shadowMatrix.elements\n\n sme[0] = dot - lightPosition4D.x * plane.normal.x\n sme[4] = -lightPosition4D.x * plane.normal.y\n sme[8] = -lightPosition4D.x * plane.normal.z\n sme[12] = -lightPosition4D.x * -plane.constant\n\n sme[1] = -lightPosition4D.y * plane.normal.x\n sme[5] = dot - lightPosition4D.y * plane.normal.y\n sme[9] = -lightPosition4D.y * plane.normal.z\n sme[13] = -lightPosition4D.y * -plane.constant\n\n sme[2] = -lightPosition4D.z * plane.normal.x\n sme[6] = -lightPosition4D.z * plane.normal.y\n sme[10] = dot - lightPosition4D.z * plane.normal.z\n sme[14] = -lightPosition4D.z * -plane.constant\n\n sme[3] = -lightPosition4D.w * plane.normal.x\n sme[7] = -lightPosition4D.w * plane.normal.y\n sme[11] = -lightPosition4D.w * plane.normal.z\n sme[15] = dot - lightPosition4D.w * -plane.constant\n\n this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix)\n }\n}\n\nexport { ShadowMesh }\n"],"names":[],"mappings":";AAMA,MAAM,gBAAgB,IAAI,QAAS;AAEnC,MAAM,mBAAmB,KAAK;AAAA,EAC5B,YAAY,MAAM;AAChB,UAAM,iBAAiB,IAAI,kBAAkB;AAAA,MAC3C,OAAO;AAAA,MACP,aAAa;AAAA,MACb,SAAS;AAAA,MACT,YAAY;AAAA,MACZ,cAAc;AAAA,MACd,aAAa;AAAA,MACb,YAAY;AAAA,MACZ,cAAc;AAAA,IACpB,CAAK;AAED,UAAM,KAAK,UAAU,cAAc;AAEnC,SAAK,eAAe;AAEpB,SAAK,aAAa,KAAK;AAEvB,SAAK,gBAAgB;AACrB,SAAK,mBAAmB;AAAA,EACzB;AAAA,EAED,OAAO,OAAO,iBAAiB;AAG7B,UAAM,MACJ,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,CAAC,MAAM,WAAW,gBAAgB;AAEpC,UAAM,MAAM,cAAc;AAE1B,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AACjD,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC5C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,CAAC,MAAM;AAE3C,SAAK,OAAO,iBAAiB,eAAe,KAAK,UAAU;AAAA,EAC5D;AACH;"}
1
+ {"version":3,"file":"ShadowMesh.js","sources":["../../src/objects/ShadowMesh.js"],"sourcesContent":["import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from 'three'\n\n/**\n * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.\n */\n\nconst _shadowMatrix = /* @__PURE__ */ new Matrix4()\n\nclass ShadowMesh extends Mesh {\n constructor(mesh) {\n const shadowMaterial = new MeshBasicMaterial({\n color: 0x000000,\n transparent: true,\n opacity: 0.6,\n depthWrite: false,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n })\n\n super(mesh.geometry, shadowMaterial)\n\n this.isShadowMesh = true\n\n this.meshMatrix = mesh.matrixWorld\n\n this.frustumCulled = false\n this.matrixAutoUpdate = false\n }\n\n update(plane, lightPosition4D) {\n // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm\n\n const dot =\n plane.normal.x * lightPosition4D.x +\n plane.normal.y * lightPosition4D.y +\n plane.normal.z * lightPosition4D.z +\n -plane.constant * lightPosition4D.w\n\n const sme = _shadowMatrix.elements\n\n sme[0] = dot - lightPosition4D.x * plane.normal.x\n sme[4] = -lightPosition4D.x * plane.normal.y\n sme[8] = -lightPosition4D.x * plane.normal.z\n sme[12] = -lightPosition4D.x * -plane.constant\n\n sme[1] = -lightPosition4D.y * plane.normal.x\n sme[5] = dot - lightPosition4D.y * plane.normal.y\n sme[9] = -lightPosition4D.y * plane.normal.z\n sme[13] = -lightPosition4D.y * -plane.constant\n\n sme[2] = -lightPosition4D.z * plane.normal.x\n sme[6] = -lightPosition4D.z * plane.normal.y\n sme[10] = dot - lightPosition4D.z * plane.normal.z\n sme[14] = -lightPosition4D.z * -plane.constant\n\n sme[3] = -lightPosition4D.w * plane.normal.x\n sme[7] = -lightPosition4D.w * plane.normal.y\n sme[11] = -lightPosition4D.w * plane.normal.z\n sme[15] = dot - lightPosition4D.w * -plane.constant\n\n this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix)\n }\n}\n\nexport { ShadowMesh }\n"],"names":[],"mappings":";AAMA,MAAM,gBAAgC,oBAAI,QAAS;AAEnD,MAAM,mBAAmB,KAAK;AAAA,EAC5B,YAAY,MAAM;AAChB,UAAM,iBAAiB,IAAI,kBAAkB;AAAA,MAC3C,OAAO;AAAA,MACP,aAAa;AAAA,MACb,SAAS;AAAA,MACT,YAAY;AAAA,MACZ,cAAc;AAAA,MACd,aAAa;AAAA,MACb,YAAY;AAAA,MACZ,cAAc;AAAA,IACpB,CAAK;AAED,UAAM,KAAK,UAAU,cAAc;AAEnC,SAAK,eAAe;AAEpB,SAAK,aAAa,KAAK;AAEvB,SAAK,gBAAgB;AACrB,SAAK,mBAAmB;AAAA,EACzB;AAAA,EAED,OAAO,OAAO,iBAAiB;AAG7B,UAAM,MACJ,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,CAAC,MAAM,WAAW,gBAAgB;AAEpC,UAAM,MAAM,cAAc;AAE1B,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AACjD,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC5C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,CAAC,MAAM;AAE3C,SAAK,OAAO,iBAAiB,eAAe,KAAK,UAAU;AAAA,EAC5D;AACH;"}
package/objects/Sky.cjs CHANGED
@@ -8,18 +8,19 @@ var __publicField = (obj, key, value) => {
8
8
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
9
9
  const THREE = require("three");
10
10
  const constants = require("../_polyfill/constants.cjs");
11
- const SkyShader = {
12
- uniforms: {
13
- turbidity: { value: 2 },
14
- rayleigh: { value: 1 },
15
- mieCoefficient: { value: 5e-3 },
16
- mieDirectionalG: { value: 0.8 },
17
- sunPosition: { value: new THREE.Vector3() },
18
- up: { value: new THREE.Vector3(0, 1, 0) }
19
- },
20
- vertexShader: (
21
- /* glsl */
22
- `
11
+ const Sky = /* @__PURE__ */ (() => {
12
+ const SkyShader = {
13
+ uniforms: {
14
+ turbidity: { value: 2 },
15
+ rayleigh: { value: 1 },
16
+ mieCoefficient: { value: 5e-3 },
17
+ mieDirectionalG: { value: 0.8 },
18
+ sunPosition: { value: new THREE.Vector3() },
19
+ up: { value: new THREE.Vector3(0, 1, 0) }
20
+ },
21
+ vertexShader: (
22
+ /* glsl */
23
+ `
23
24
  uniform vec3 sunPosition;
24
25
  uniform float rayleigh;
25
26
  uniform float turbidity;
@@ -91,10 +92,10 @@ const SkyShader = {
91
92
 
92
93
  }
93
94
  `
94
- ),
95
- fragmentShader: (
96
- /* glsl */
97
- `
95
+ ),
96
+ fragmentShader: (
97
+ /* glsl */
98
+ `
98
99
  varying vec3 vWorldPosition;
99
100
  varying vec3 vSunDirection;
100
101
  varying float vSunfade;
@@ -181,22 +182,24 @@ const SkyShader = {
181
182
 
182
183
  }
183
184
  `
184
- )
185
- };
186
- const material = new THREE.ShaderMaterial({
187
- name: "SkyShader",
188
- fragmentShader: SkyShader.fragmentShader,
189
- vertexShader: SkyShader.vertexShader,
190
- uniforms: THREE.UniformsUtils.clone(SkyShader.uniforms),
191
- side: THREE.BackSide,
192
- depthWrite: false
193
- });
194
- class Sky extends THREE.Mesh {
195
- constructor() {
196
- super(new THREE.BoxGeometry(1, 1, 1), material);
185
+ )
186
+ };
187
+ const material = new THREE.ShaderMaterial({
188
+ name: "SkyShader",
189
+ fragmentShader: SkyShader.fragmentShader,
190
+ vertexShader: SkyShader.vertexShader,
191
+ uniforms: THREE.UniformsUtils.clone(SkyShader.uniforms),
192
+ side: THREE.BackSide,
193
+ depthWrite: false
194
+ });
195
+ class Sky2 extends THREE.Mesh {
196
+ constructor() {
197
+ super(new THREE.BoxGeometry(1, 1, 1), material);
198
+ }
197
199
  }
198
- }
199
- __publicField(Sky, "SkyShader", SkyShader);
200
- __publicField(Sky, "material", material);
200
+ __publicField(Sky2, "SkyShader", SkyShader);
201
+ __publicField(Sky2, "material", material);
202
+ return Sky2;
203
+ })();
201
204
  exports.Sky = Sky;
202
205
  //# sourceMappingURL=Sky.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"Sky.cjs","sources":["../../src/objects/Sky.ts"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\nconst SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]\n float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]\n vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );\n vec3 L0 = vec3( 0.1 ) * Fex;\n\n // composition + solar disc\n float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );\n L0 += ( vSunE * 19000.0 * Fex ) * sundisk;\n\n vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );\n\n vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );\n\n gl_FragColor = vec4( retColor, 1.0 );\n\n #include <tonemapping_fragment>\n #include <${version >= 154 ? 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+ {"version":3,"file":"Sky.cjs","sources":["../../src/objects/Sky.js"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Based on \"A Practical Analytic Model for Daylight\"\n * aka The Preetham Model, the de facto standard analytic skydome model\n * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight\n *\n * First implemented by Simon Wallner\n * http://www.simonwallner.at/projects/atmospheric-scattering\n *\n * Improved by Martin Upitis\n * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR\n *\n * Three.js integration by zz85 http://twitter.com/blurspline\n */\nconst Sky = /* @__PURE__ */ (() => {\n const SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); 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