three-stdlib 2.35.6 → 2.35.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/objects/Lensflare.cjs +10 -8
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +11 -9
- package/objects/Lensflare.js.map +1 -1
- package/package.json +1 -1
package/objects/Lensflare.cjs
CHANGED
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@@ -11,16 +11,18 @@ const Lensflare = /* @__PURE__ */ (() => {
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this.renderOrder = Infinity;
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const positionScreen = new THREE.Vector3();
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const positionView = new THREE.Vector3();
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const tempMap = new THREE.
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tempMap.
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const tempMap = new THREE.Texture({ width: 16, height: 16 });
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tempMap.isFramebufferTexture = true;
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tempMap.magFilter = THREE.NearestFilter;
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tempMap.
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tempMap.
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occlusionMap
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tempMap.minFilter = THREE.NearestFilter;
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tempMap.generateMipmaps = false;
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tempMap.needsUpdate = true;
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const occlusionMap = new THREE.Texture({ width: 16, height: 16 });
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occlusionMap.isFramebufferTexture = true;
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occlusionMap.magFilter = THREE.NearestFilter;
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occlusionMap.
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occlusionMap.
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occlusionMap.minFilter = THREE.NearestFilter;
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occlusionMap.generateMipmaps = false;
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occlusionMap.needsUpdate = true;
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const geometry = Lensflare2.Geometry;
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const material1a = new THREE.RawShaderMaterial({
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uniforms: {
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@@ -1 +1 @@
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{"version":3,"file":"Lensflare.cjs","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 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 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 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","Mesh","MeshBasicMaterial","Vector3","DataTexture","RGBAFormat","NearestFilter","ClampToEdgeWrapping","RawShaderMaterial","Color","Vector2","AdditiveBlending","Box2","Vector4","uniforms","invAspect","BufferGeometry","InterleavedBuffer","InterleavedBufferAttribute","LensflareElement"],"mappings":";;;AAmBK,MAAC,YAA6B,uBAAM;AACvC,QAAMA,mBAAkBC,MAAAA,KAAK;AAAA,IAC3B,cAAc;AACZ,YAAMD,WAAU,UAAU,IAAIE,MAAiB,kBAAC,EAAE,SAAS,GAAG,aAAa,KAAI,CAAE,CAAC;AAElF,WAAK,cAAc;AAEnB,WAAK,OAAO;AACZ,WAAK,gBAAgB;AACrB,WAAK,cAAc;AAInB,YAAM,iBAAiB,IAAIC,cAAS;AACpC,YAAM,eAAe,IAAIA,cAAS;AAGlC,YAAM,UAAU,IAAIC,kBAAY,IAAI,WAAW,KAAK,KAAK,CAAC,GAAG,IAAI,IAAIC,MAAAA,UAAU;AAC/E,cAAQ,YAAYC,MAAa;AACjC,cAAQ,YAAYA,MAAa;AACjC,cAAQ,QAAQC,MAAmB;AACnC,cAAQ,QAAQA,MAAmB;AAEnC,YAAM,eAAe,IAAIH,kBAAY,IAAI,WAAW,KAAK,KAAK,CAAC,GAAG,IAAI,IAAIC,MAAAA,UAAU;AACpF,mBAAa,YAAYC,MAAa;AACtC,mBAAa,YAAYA,MAAa;AACtC,mBAAa,QAAQC,MAAmB;AACxC,mBAAa,QAAQA,MAAmB;AAIxC,YAAM,WAAWP,WAAU;AAE3B,YAAM,aAAa,IAAIQ,wBAAkB;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,IAAIA,wBAAkB;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,IAAIP,WAAK,UAAU,UAAU;AAI3C,YAAM,WAAW,CAAE;AAEnB,YAAM,SAAS,iBAAiB;AAEhC,YAAM,YAAY,IAAIO,wBAAkB;AAAA,QACtC,UAAU;AAAA,UACR,KAAK,EAAE,OAAO,KAAM;AAAA,UACpB,cAAc,EAAE,OAAO,aAAc;AAAA,UACrC,OAAO,EAAE,OAAO,IAAIC,MAAK,MAAC,QAAQ,EAAG;AAAA,UACrC,OAAO,EAAE,OAAO,IAAIC,MAAAA,UAAW;AAAA,UAC/B,gBAAgB,EAAE,OAAO,IAAIP,MAAAA,UAAW;AAAA,QACzC;AAAA,QACD,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,QACvB,UAAUQ,MAAgB;AAAA,QAC1B,aAAa;AAAA,QACb,YAAY;AAAA,MACpB,CAAO;AAED,YAAM,QAAQ,IAAIV,WAAK,UAAU,SAAS;AAE1C,WAAK,aAAa,SAAU,SAAS;AACnC,iBAAS,KAAK,OAAO;AAAA,MACtB;AAID,YAAM,QAAQ,IAAIS,cAAS;AAC3B,YAAM,uBAAuB,IAAIA,cAAS;AAC1C,YAAM,YAAY,IAAIE,WAAM;AAC5B,YAAM,WAAW,IAAIC,cAAS;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,IAAIC,qBAAgB;AACtC,QAAM,oBAAoB,IAAIC,MAAiB;AAAA,IAC7C,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,IAAIC,MAAAA,2BAA2B,mBAAmB,GAAG,GAAG,KAAK,CAAC;AACjG,YAAU,aAAa,MAAM,IAAIA,MAAAA,2BAA2B,mBAAmB,GAAG,GAAG,KAAK,CAAC;AAE3F,EAAAlB,WAAU,WAAW;AAErB,SAAOA;AACT,GAAI;AAIC,MAAC,mBAAoC,uBAAM;AAC9C,QAAMmB,kBAAiB;AAAA,IACrB,YAAY,SAAS,OAAO,GAAG,WAAW,GAAG,QAAQ,IAAIV,YAAM,QAAQ,GAAG;AACxE,WAAK,UAAU;AACf,WAAK,OAAO;AACZ,WAAK,WAAW;AAChB,WAAK,QAAQ;AAAA,IACd;AAAA,EACF;AAED,EAAAU,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;A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{"version":3,"file":"Lensflare.cjs","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 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package/objects/Lensflare.js
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
import { BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, Vector3,
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1
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+
import { BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, Vector3, Texture, NearestFilter, RawShaderMaterial, Color, Vector2, AdditiveBlending, Box2, Vector4 } from "three";
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2
2
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const Lensflare = /* @__PURE__ */ (() => {
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3
3
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class Lensflare2 extends Mesh {
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4
4
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constructor() {
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@@ -9,16 +9,18 @@ const Lensflare = /* @__PURE__ */ (() => {
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9
9
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this.renderOrder = Infinity;
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10
10
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const positionScreen = new Vector3();
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11
11
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const positionView = new Vector3();
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12
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-
const tempMap = new
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13
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-
tempMap.
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12
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+
const tempMap = new Texture({ width: 16, height: 16 });
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13
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+
tempMap.isFramebufferTexture = true;
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14
14
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tempMap.magFilter = NearestFilter;
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15
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-
tempMap.
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16
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-
tempMap.
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17
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-
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18
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-
occlusionMap
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15
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+
tempMap.minFilter = NearestFilter;
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16
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+
tempMap.generateMipmaps = false;
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17
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+
tempMap.needsUpdate = true;
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18
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+
const occlusionMap = new Texture({ width: 16, height: 16 });
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19
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+
occlusionMap.isFramebufferTexture = true;
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19
20
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occlusionMap.magFilter = NearestFilter;
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20
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-
occlusionMap.
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21
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-
occlusionMap.
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21
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+
occlusionMap.minFilter = NearestFilter;
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22
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+
occlusionMap.generateMipmaps = false;
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23
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+
occlusionMap.needsUpdate = true;
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22
24
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const geometry = Lensflare2.Geometry;
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23
25
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const material1a = new RawShaderMaterial({
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24
26
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uniforms: {
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package/objects/Lensflare.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"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 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 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 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 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{"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 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