three-stdlib 2.35.9 → 2.35.10

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.
Files changed (137) hide show
  1. package/_polyfill/constants.d.cts +1 -1
  2. package/_polyfill/constants.d.ts +1 -1
  3. package/_polyfill/uv1.d.cts +1 -1
  4. package/_polyfill/uv1.d.ts +1 -1
  5. package/controls/EventDispatcher.d.cts +1 -1
  6. package/controls/EventDispatcher.d.ts +1 -1
  7. package/controls/FirstPersonControls.d.cts +1 -1
  8. package/controls/FirstPersonControls.d.ts +1 -1
  9. package/controls/experimental/CameraControls.d.cts +1 -1
  10. package/controls/experimental/CameraControls.d.ts +1 -1
  11. package/exporters/STLExporter.d.cts +1 -1
  12. package/exporters/STLExporter.d.ts +1 -1
  13. package/geometries/TextGeometry.d.cts +1 -1
  14. package/geometries/TextGeometry.d.ts +1 -1
  15. package/libs/zstddec.d.cts +1 -1
  16. package/libs/zstddec.d.ts +1 -1
  17. package/loaders/FontLoader.d.cts +2 -2
  18. package/loaders/FontLoader.d.ts +2 -2
  19. package/math/SimplexNoise.d.cts +1 -1
  20. package/math/SimplexNoise.d.ts +1 -1
  21. package/misc/WebGL.d.cts +5 -5
  22. package/misc/WebGL.d.ts +5 -5
  23. package/modifiers/CurveModifier.d.cts +6 -6
  24. package/modifiers/CurveModifier.d.ts +6 -6
  25. package/objects/GroundProjectedEnv.d.cts +1 -1
  26. package/objects/GroundProjectedEnv.d.ts +1 -1
  27. package/package.json +1 -1
  28. package/shaders/ACESFilmicToneMappingShader.d.cts +1 -1
  29. package/shaders/ACESFilmicToneMappingShader.d.ts +1 -1
  30. package/shaders/AfterimageShader.d.cts +1 -1
  31. package/shaders/AfterimageShader.d.ts +1 -1
  32. package/shaders/BasicShader.d.cts +1 -1
  33. package/shaders/BasicShader.d.ts +1 -1
  34. package/shaders/BleachBypassShader.d.cts +1 -1
  35. package/shaders/BleachBypassShader.d.ts +1 -1
  36. package/shaders/BlendShader.d.cts +1 -1
  37. package/shaders/BlendShader.d.ts +1 -1
  38. package/shaders/BokehShader.d.cts +1 -1
  39. package/shaders/BokehShader.d.ts +1 -1
  40. package/shaders/BokehShader2.d.cts +2 -2
  41. package/shaders/BokehShader2.d.ts +2 -2
  42. package/shaders/BrightnessContrastShader.d.cts +1 -1
  43. package/shaders/BrightnessContrastShader.d.ts +1 -1
  44. package/shaders/ColorCorrectionShader.d.cts +1 -1
  45. package/shaders/ColorCorrectionShader.d.ts +1 -1
  46. package/shaders/ColorifyShader.d.cts +1 -1
  47. package/shaders/ColorifyShader.d.ts +1 -1
  48. package/shaders/ConvolutionShader.d.cts +1 -1
  49. package/shaders/ConvolutionShader.d.ts +1 -1
  50. package/shaders/CopyShader.d.cts +1 -1
  51. package/shaders/CopyShader.d.ts +1 -1
  52. package/shaders/DOFMipMapShader.d.cts +1 -1
  53. package/shaders/DOFMipMapShader.d.ts +1 -1
  54. package/shaders/DepthLimitedBlurShader.d.cts +2 -2
  55. package/shaders/DepthLimitedBlurShader.d.ts +2 -2
  56. package/shaders/DigitalGlitch.d.cts +1 -1
  57. package/shaders/DigitalGlitch.d.ts +1 -1
  58. package/shaders/DotScreenShader.d.cts +1 -1
  59. package/shaders/DotScreenShader.d.ts +1 -1
  60. package/shaders/FXAAShader.d.cts +1 -1
  61. package/shaders/FXAAShader.d.ts +1 -1
  62. package/shaders/FilmShader.d.cts +1 -1
  63. package/shaders/FilmShader.d.ts +1 -1
  64. package/shaders/FocusShader.d.cts +1 -1
  65. package/shaders/FocusShader.d.ts +1 -1
  66. package/shaders/FreiChenShader.d.cts +1 -1
  67. package/shaders/FreiChenShader.d.ts +1 -1
  68. package/shaders/FresnelShader.d.cts +1 -1
  69. package/shaders/FresnelShader.d.ts +1 -1
  70. package/shaders/GammaCorrectionShader.d.cts +1 -1
  71. package/shaders/GammaCorrectionShader.d.ts +1 -1
  72. package/shaders/GodRaysShader.d.cts +4 -4
  73. package/shaders/GodRaysShader.d.ts +4 -4
  74. package/shaders/HalftoneShader.d.cts +1 -1
  75. package/shaders/HalftoneShader.d.ts +1 -1
  76. package/shaders/HorizontalBlurShader.d.cts +1 -1
  77. package/shaders/HorizontalBlurShader.d.ts +1 -1
  78. package/shaders/HorizontalTiltShiftShader.d.cts +1 -1
  79. package/shaders/HorizontalTiltShiftShader.d.ts +1 -1
  80. package/shaders/HueSaturationShader.d.cts +1 -1
  81. package/shaders/HueSaturationShader.d.ts +1 -1
  82. package/shaders/KaleidoShader.d.cts +1 -1
  83. package/shaders/KaleidoShader.d.ts +1 -1
  84. package/shaders/LuminosityHighPassShader.d.cts +1 -1
  85. package/shaders/LuminosityHighPassShader.d.ts +1 -1
  86. package/shaders/LuminosityShader.d.cts +1 -1
  87. package/shaders/LuminosityShader.d.ts +1 -1
  88. package/shaders/MirrorShader.d.cts +1 -1
  89. package/shaders/MirrorShader.d.ts +1 -1
  90. package/shaders/NormalMapShader.d.cts +1 -1
  91. package/shaders/NormalMapShader.d.ts +1 -1
  92. package/shaders/ParallaxShader.d.cts +1 -1
  93. package/shaders/ParallaxShader.d.ts +1 -1
  94. package/shaders/PixelShader.d.cts +1 -1
  95. package/shaders/PixelShader.d.ts +1 -1
  96. package/shaders/RGBShiftShader.d.cts +1 -1
  97. package/shaders/RGBShiftShader.d.ts +1 -1
  98. package/shaders/SAOShader.d.cts +1 -1
  99. package/shaders/SAOShader.d.ts +1 -1
  100. package/shaders/SMAAShader.d.cts +3 -3
  101. package/shaders/SMAAShader.d.ts +3 -3
  102. package/shaders/SSAOShader.d.cts +3 -3
  103. package/shaders/SSAOShader.d.ts +3 -3
  104. package/shaders/SSRShader.d.cts +3 -3
  105. package/shaders/SSRShader.d.ts +3 -3
  106. package/shaders/SepiaShader.d.cts +1 -1
  107. package/shaders/SepiaShader.d.ts +1 -1
  108. package/shaders/SobelOperatorShader.d.cts +1 -1
  109. package/shaders/SobelOperatorShader.d.ts +1 -1
  110. package/shaders/SubsurfaceScatteringShader.d.cts +1 -1
  111. package/shaders/SubsurfaceScatteringShader.d.ts +1 -1
  112. package/shaders/TechnicolorShader.d.cts +1 -1
  113. package/shaders/TechnicolorShader.d.ts +1 -1
  114. package/shaders/ToneMapShader.d.cts +1 -1
  115. package/shaders/ToneMapShader.d.ts +1 -1
  116. package/shaders/ToonShader.d.cts +4 -4
  117. package/shaders/ToonShader.d.ts +4 -4
  118. package/shaders/TriangleBlurShader.d.cts +1 -1
  119. package/shaders/TriangleBlurShader.d.ts +1 -1
  120. package/shaders/UnpackDepthRGBAShader.d.cts +1 -1
  121. package/shaders/UnpackDepthRGBAShader.d.ts +1 -1
  122. package/shaders/VerticalBlurShader.d.cts +1 -1
  123. package/shaders/VerticalBlurShader.d.ts +1 -1
  124. package/shaders/VerticalTiltShiftShader.d.cts +1 -1
  125. package/shaders/VerticalTiltShiftShader.d.ts +1 -1
  126. package/shaders/VignetteShader.d.cts +1 -1
  127. package/shaders/VignetteShader.d.ts +1 -1
  128. package/shaders/VolumeShader.d.cts +1 -1
  129. package/shaders/VolumeShader.d.ts +1 -1
  130. package/shaders/WaterRefractionShader.d.cts +1 -1
  131. package/shaders/WaterRefractionShader.d.ts +1 -1
  132. package/types/helpers.d.cts +1 -1
  133. package/types/helpers.d.ts +1 -1
  134. package/utils/BufferGeometryUtils.d.cts +8 -8
  135. package/utils/BufferGeometryUtils.d.ts +8 -8
  136. package/utils/GeometryUtils.d.cts +1 -1
  137. package/utils/GeometryUtils.d.ts +1 -1
@@ -4,7 +4,7 @@ import type { Vector2 } from 'three';
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  * based on glfx.js sepia shader
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  * https://github.com/evanw/glfx.js
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  */
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- export type declare const DotScreenShader: {
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+ export declare const DotScreenShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -5,7 +5,7 @@ import type { Vector2 } from 'three';
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  * - WebGL port by @supereggbert
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  * http://www.glge.org/demos/fxaa/
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  */
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- export type declare const FXAAShader: {
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+ export declare const FXAAShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -5,7 +5,7 @@ import type { Vector2 } from 'three';
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  * - WebGL port by @supereggbert
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  * http://www.glge.org/demos/fxaa/
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  */
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- export type declare const FXAAShader: {
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+ export declare const FXAAShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -17,7 +17,7 @@
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  * This version is provided under a Creative Commons Attribution 3.0 License
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  * http://creativecommons.org/licenses/by/3.0/
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  */
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- export type declare const FilmShader: {
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+ export declare const FilmShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -17,7 +17,7 @@
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  * This version is provided under a Creative Commons Attribution 3.0 License
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  * http://creativecommons.org/licenses/by/3.0/
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  */
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- export type declare const FilmShader: {
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+ export declare const FilmShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -3,7 +3,7 @@
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  * based on PaintEffect postprocess from ro.me
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  * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
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  */
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- export type declare const FocusShader: {
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+ export declare const FocusShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -3,7 +3,7 @@
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  * based on PaintEffect postprocess from ro.me
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  * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
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  */
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- export type declare const FocusShader: {
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+ export declare const FocusShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -5,7 +5,7 @@ import type { Vector2 } from 'three';
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  *
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  * aspect: vec2 of (1/width, 1/height)
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  */
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- export type declare const FreiChenShader: {
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+ export declare const FreiChenShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -5,7 +5,7 @@ import type { Vector2 } from 'three';
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  *
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  * aspect: vec2 of (1/width, 1/height)
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  */
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- export type declare const FreiChenShader: {
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+ export declare const FreiChenShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -1,7 +1,7 @@
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  /**
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  * Based on Nvidia Cg tutorial
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  */
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- export type declare const FresnelShader: {
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+ export declare const FresnelShader: {
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  uniforms: {
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  mRefractionRatio: {
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  value: number;
@@ -1,7 +1,7 @@
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  /**
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  * Based on Nvidia Cg tutorial
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  */
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- export type declare const FresnelShader: {
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+ export declare const FresnelShader: {
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  uniforms: {
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  mRefractionRatio: {
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  value: number;
@@ -9,4 +9,4 @@ export type GammaCorrectionShaderUniforms = {
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  };
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  export interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {
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  }
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- export type declare const GammaCorrectionShader: IGammaCorrectionShader;
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+ export declare const GammaCorrectionShader: IGammaCorrectionShader;
@@ -9,4 +9,4 @@ export type GammaCorrectionShaderUniforms = {
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  };
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  export interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {
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  }
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- export type declare const GammaCorrectionShader: IGammaCorrectionShader;
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+ export declare const GammaCorrectionShader: IGammaCorrectionShader;
@@ -16,7 +16,7 @@ import type { Color, Vector3 } from 'three';
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  *
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  * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
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  */
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- export type declare const GodRaysDepthMaskShader: {
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+ export declare const GodRaysDepthMaskShader: {
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  uniforms: {
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  tInput: {
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  value: null;
@@ -39,7 +39,7 @@ export type declare const GodRaysDepthMaskShader: {
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  * The results of the previous pass are re-blurred, each time with a
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  * decreased distance between samples.
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  */
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- export type declare const GodRaysGenerateShader: {
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+ export declare const GodRaysGenerateShader: {
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  uniforms: {
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  tInput: {
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  value: null;
@@ -58,7 +58,7 @@ export type declare const GodRaysGenerateShader: {
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  * Additively applies god rays from texture tGodRays to a background (tColors).
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  * fGodRayIntensity attenuates the god rays.
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  */
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- export type declare const GodRaysCombineShader: {
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+ export declare const GodRaysCombineShader: {
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  uniforms: {
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  tColors: {
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  value: null;
@@ -77,7 +77,7 @@ export type declare const GodRaysCombineShader: {
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  * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
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  * cheaper/faster/simpler to implement this as a simple sun sprite.
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  */
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- export type declare const GodRaysFakeSunShader: {
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+ export declare const GodRaysFakeSunShader: {
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  uniforms: {
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  vSunPositionScreenSpace: {
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  value: Vector3;
@@ -16,7 +16,7 @@ import type { Color, Vector3 } from 'three';
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  *
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  * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
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  */
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- export type declare const GodRaysDepthMaskShader: {
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+ export declare const GodRaysDepthMaskShader: {
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  uniforms: {
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  tInput: {
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  value: null;
@@ -39,7 +39,7 @@ export type declare const GodRaysDepthMaskShader: {
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  * The results of the previous pass are re-blurred, each time with a
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  * decreased distance between samples.
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  */
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- export type declare const GodRaysGenerateShader: {
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+ export declare const GodRaysGenerateShader: {
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  uniforms: {
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  tInput: {
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  value: null;
@@ -58,7 +58,7 @@ export type declare const GodRaysGenerateShader: {
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  * Additively applies god rays from texture tGodRays to a background (tColors).
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  * fGodRayIntensity attenuates the god rays.
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  */
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- export type declare const GodRaysCombineShader: {
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+ export declare const GodRaysCombineShader: {
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  uniforms: {
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  tColors: {
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  value: null;
@@ -77,7 +77,7 @@ export type declare const GodRaysCombineShader: {
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  * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
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  * cheaper/faster/simpler to implement this as a simple sun sprite.
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  */
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- export type declare const GodRaysFakeSunShader: {
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+ export declare const GodRaysFakeSunShader: {
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  uniforms: {
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  vSunPositionScreenSpace: {
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  value: Vector3;
@@ -4,7 +4,7 @@
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  * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
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  * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
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  */
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- export type declare const HalftoneShader: {
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+ export declare const HalftoneShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -4,7 +4,7 @@
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  * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
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  * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
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  */
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- export type declare const HalftoneShader: {
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+ export declare const HalftoneShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -15,4 +15,4 @@ export type HorizontalBlurShaderUniforms = {
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  };
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  export interface IHorizontalBlurShader extends IShader<HorizontalBlurShaderUniforms> {
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  }
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- export type declare const HorizontalBlurShader: IHorizontalBlurShader;
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+ export declare const HorizontalBlurShader: IHorizontalBlurShader;
@@ -15,4 +15,4 @@ export type HorizontalBlurShaderUniforms = {
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  };
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  export interface IHorizontalBlurShader extends IShader<HorizontalBlurShaderUniforms> {
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  }
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- export type declare const HorizontalBlurShader: IHorizontalBlurShader;
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+ export declare const HorizontalBlurShader: IHorizontalBlurShader;
@@ -6,7 +6,7 @@
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  * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
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  * - "r" parameter control where "focused" horizontal line lies
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  */
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- export type declare const HorizontalTiltShiftShader: {
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+ export declare const HorizontalTiltShiftShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -6,7 +6,7 @@
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  * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
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  * - "r" parameter control where "focused" horizontal line lies
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  */
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- export type declare const HorizontalTiltShiftShader: {
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+ export declare const HorizontalTiltShiftShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -4,7 +4,7 @@
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  * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
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  * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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  */
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- export type declare const HueSaturationShader: {
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+ export declare const HueSaturationShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -4,7 +4,7 @@
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  * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
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  * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
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  */
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- export type declare const HueSaturationShader: {
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+ export declare const HueSaturationShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -7,7 +7,7 @@
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  * sides: number of reflections
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  * angle: initial angle in radians
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  */
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- export type declare const KaleidoShader: {
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+ export declare const KaleidoShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -7,7 +7,7 @@
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  * sides: number of reflections
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  * angle: initial angle in radians
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  */
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- export type declare const KaleidoShader: {
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+ export declare const KaleidoShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -3,7 +3,7 @@ import type { Color } from 'three';
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  * Luminosity
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  * http://en.wikipedia.org/wiki/Luminosity
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  */
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- export type declare const LuminosityHighPassShader: {
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+ export declare const LuminosityHighPassShader: {
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  shaderID: string;
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  uniforms: {
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  tDiffuse: {
@@ -3,7 +3,7 @@ import type { Color } from 'three';
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  * Luminosity
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  * http://en.wikipedia.org/wiki/Luminosity
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  */
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- export type declare const LuminosityHighPassShader: {
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+ export declare const LuminosityHighPassShader: {
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  shaderID: string;
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  uniforms: {
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  tDiffuse: {
@@ -2,7 +2,7 @@
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  * Luminosity
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  * http://en.wikipedia.org/wiki/Luminosity
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  */
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- export type declare const LuminosityShader: {
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+ export declare const LuminosityShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -2,7 +2,7 @@
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  * Luminosity
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  * http://en.wikipedia.org/wiki/Luminosity
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  */
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- export type declare const LuminosityShader: {
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+ export declare const LuminosityShader: {
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  uniforms: {
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  tDiffuse: {
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  value: null;
@@ -4,7 +4,7 @@
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  *
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  * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
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  */
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- export type declare const MirrorShader: {
7
+ export declare const MirrorShader: {
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8
  uniforms: {
9
9
  tDiffuse: {
10
10
  value: null;
@@ -4,7 +4,7 @@
4
4
  *
5
5
  * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
6
6
  */
7
- export type declare const MirrorShader: {
7
+ export declare const MirrorShader: {
8
8
  uniforms: {
9
9
  tDiffuse: {
10
10
  value: null;
@@ -3,7 +3,7 @@ import type { Vector2 } from 'three';
3
3
  * Normal map shader
4
4
  * - compute normals from heightmap
5
5
  */
6
- export type declare const NormalMapShader: {
6
+ export declare const NormalMapShader: {
7
7
  uniforms: {
8
8
  heightMap: {
9
9
  value: null;
@@ -3,7 +3,7 @@ import type { Vector2 } from 'three';
3
3
  * Normal map shader
4
4
  * - compute normals from heightmap
5
5
  */
6
- export type declare const NormalMapShader: {
6
+ export declare const NormalMapShader: {
7
7
  uniforms: {
8
8
  heightMap: {
9
9
  value: null;
@@ -1,4 +1,4 @@
1
- export type declare const ParallaxShader: {
1
+ export declare const ParallaxShader: {
2
2
  modes: {
3
3
  none: string;
4
4
  basic: string;
@@ -1,4 +1,4 @@
1
- export type declare const ParallaxShader: {
1
+ export declare const ParallaxShader: {
2
2
  modes: {
3
3
  none: string;
4
4
  basic: string;
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Pixelation shader
3
3
  */
4
- export type declare const PixelShader: {
4
+ export declare const PixelShader: {
5
5
  uniforms: {
6
6
  tDiffuse: {
7
7
  value: null;
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Pixelation shader
3
3
  */
4
- export type declare const PixelShader: {
4
+ export declare const PixelShader: {
5
5
  uniforms: {
6
6
  tDiffuse: {
7
7
  value: null;
@@ -7,7 +7,7 @@
7
7
  * amount: shift distance (1 is width of input)
8
8
  * angle: shift angle in radians
9
9
  */
10
- export type declare const RGBShiftShader: {
10
+ export declare const RGBShiftShader: {
11
11
  uniforms: {
12
12
  tDiffuse: {
13
13
  value: null;
@@ -7,7 +7,7 @@
7
7
  * amount: shift distance (1 is width of input)
8
8
  * angle: shift angle in radians
9
9
  */
10
- export type declare const RGBShiftShader: {
10
+ export declare const RGBShiftShader: {
11
11
  uniforms: {
12
12
  tDiffuse: {
13
13
  value: null;
@@ -22,4 +22,4 @@ export interface ISAOShader extends IShader<SAOShaderUniforms, SAOShaderDefines>
22
22
  defines: SAOShaderDefines;
23
23
  needsUpdate?: boolean;
24
24
  }
25
- export type declare const SAOShader: ISAOShader;
25
+ export declare const SAOShader: ISAOShader;
@@ -22,4 +22,4 @@ export interface ISAOShader extends IShader<SAOShaderUniforms, SAOShaderDefines>
22
22
  defines: SAOShaderDefines;
23
23
  needsUpdate?: boolean;
24
24
  }
25
- export type declare const SAOShader: ISAOShader;
25
+ export declare const SAOShader: ISAOShader;
@@ -4,7 +4,7 @@ import type { Vector2 } from 'three';
4
4
  * Preset: SMAA 1x Medium (with color edge detection)
5
5
  * https://github.com/iryoku/smaa/releases/tag/v2.8
6
6
  */
7
- export type declare const SMAAEdgesShader: {
7
+ export declare const SMAAEdgesShader: {
8
8
  defines: {
9
9
  SMAA_THRESHOLD: string;
10
10
  };
@@ -19,7 +19,7 @@ export type declare const SMAAEdgesShader: {
19
19
  vertexShader: string;
20
20
  fragmentShader: string;
21
21
  };
22
- export type declare const SMAAWeightsShader: {
22
+ export declare const SMAAWeightsShader: {
23
23
  defines: {
24
24
  SMAA_MAX_SEARCH_STEPS: string;
25
25
  SMAA_AREATEX_MAX_DISTANCE: string;
@@ -43,7 +43,7 @@ export type declare const SMAAWeightsShader: {
43
43
  vertexShader: string;
44
44
  fragmentShader: string;
45
45
  };
46
- export type declare const SMAABlendShader: {
46
+ export declare const SMAABlendShader: {
47
47
  uniforms: {
48
48
  tDiffuse: {
49
49
  value: null;
@@ -4,7 +4,7 @@ import type { Vector2 } from 'three';
4
4
  * Preset: SMAA 1x Medium (with color edge detection)
5
5
  * https://github.com/iryoku/smaa/releases/tag/v2.8
6
6
  */
7
- export type declare const SMAAEdgesShader: {
7
+ export declare const SMAAEdgesShader: {
8
8
  defines: {
9
9
  SMAA_THRESHOLD: string;
10
10
  };
@@ -19,7 +19,7 @@ export type declare const SMAAEdgesShader: {
19
19
  vertexShader: string;
20
20
  fragmentShader: string;
21
21
  };
22
- export type declare const SMAAWeightsShader: {
22
+ export declare const SMAAWeightsShader: {
23
23
  defines: {
24
24
  SMAA_MAX_SEARCH_STEPS: string;
25
25
  SMAA_AREATEX_MAX_DISTANCE: string;
@@ -43,7 +43,7 @@ export type declare const SMAAWeightsShader: {
43
43
  vertexShader: string;
44
44
  fragmentShader: string;
45
45
  };
46
- export type declare const SMAABlendShader: {
46
+ export declare const SMAABlendShader: {
47
47
  uniforms: {
48
48
  tDiffuse: {
49
49
  value: null;
@@ -5,7 +5,7 @@ import type { Matrix4, Vector2 } from 'three';
5
5
  * https://learnopengl.com/Advanced-Lighting/SSAO
6
6
  * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
7
7
  */
8
- export type declare const SSAOShader: {
8
+ export declare const SSAOShader: {
9
9
  defines: {
10
10
  PERSPECTIVE_CAMERA: number;
11
11
  KERNEL_SIZE: number;
@@ -54,7 +54,7 @@ export type declare const SSAOShader: {
54
54
  vertexShader: string;
55
55
  fragmentShader: string;
56
56
  };
57
- export type declare const SSAODepthShader: {
57
+ export declare const SSAODepthShader: {
58
58
  defines: {
59
59
  PERSPECTIVE_CAMERA: number;
60
60
  };
@@ -72,7 +72,7 @@ export type declare const SSAODepthShader: {
72
72
  vertexShader: string;
73
73
  fragmentShader: string;
74
74
  };
75
- export type declare const SSAOBlurShader: {
75
+ export declare const SSAOBlurShader: {
76
76
  uniforms: {
77
77
  tDiffuse: {
78
78
  value: null;
@@ -5,7 +5,7 @@ import type { Matrix4, Vector2 } from 'three';
5
5
  * https://learnopengl.com/Advanced-Lighting/SSAO
6
6
  * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
7
7
  */
8
- export type declare const SSAOShader: {
8
+ export declare const SSAOShader: {
9
9
  defines: {
10
10
  PERSPECTIVE_CAMERA: number;
11
11
  KERNEL_SIZE: number;
@@ -54,7 +54,7 @@ export type declare const SSAOShader: {
54
54
  vertexShader: string;
55
55
  fragmentShader: string;
56
56
  };
57
- export type declare const SSAODepthShader: {
57
+ export declare const SSAODepthShader: {
58
58
  defines: {
59
59
  PERSPECTIVE_CAMERA: number;
60
60
  };
@@ -72,7 +72,7 @@ export type declare const SSAODepthShader: {
72
72
  vertexShader: string;
73
73
  fragmentShader: string;
74
74
  };
75
- export type declare const SSAOBlurShader: {
75
+ export declare const SSAOBlurShader: {
76
76
  uniforms: {
77
77
  tDiffuse: {
78
78
  value: null;
@@ -3,7 +3,7 @@ import type { Matrix4, Vector2 } from 'three';
3
3
  * References:
4
4
  * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
5
5
  */
6
- export type declare const SSRShader: {
6
+ export declare const SSRShader: {
7
7
  defines: {
8
8
  MAX_STEP: number;
9
9
  isPerspectiveCamera: boolean;
@@ -59,7 +59,7 @@ export type declare const SSRShader: {
59
59
  vertexShader: string;
60
60
  fragmentShader: string;
61
61
  };
62
- export type declare const SSRDepthShader: {
62
+ export declare const SSRDepthShader: {
63
63
  defines: {
64
64
  PERSPECTIVE_CAMERA: number;
65
65
  };
@@ -77,7 +77,7 @@ export type declare const SSRDepthShader: {
77
77
  vertexShader: string;
78
78
  fragmentShader: string;
79
79
  };
80
- export type declare const SSRBlurShader: {
80
+ export declare const SSRBlurShader: {
81
81
  uniforms: {
82
82
  tDiffuse: {
83
83
  value: null;
@@ -3,7 +3,7 @@ import type { Matrix4, Vector2 } from 'three';
3
3
  * References:
4
4
  * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
5
5
  */
6
- export type declare const SSRShader: {
6
+ export declare const SSRShader: {
7
7
  defines: {
8
8
  MAX_STEP: number;
9
9
  isPerspectiveCamera: boolean;
@@ -59,7 +59,7 @@ export type declare const SSRShader: {
59
59
  vertexShader: string;
60
60
  fragmentShader: string;
61
61
  };
62
- export type declare const SSRDepthShader: {
62
+ export declare const SSRDepthShader: {
63
63
  defines: {
64
64
  PERSPECTIVE_CAMERA: number;
65
65
  };
@@ -77,7 +77,7 @@ export type declare const SSRDepthShader: {
77
77
  vertexShader: string;
78
78
  fragmentShader: string;
79
79
  };
80
- export type declare const SSRBlurShader: {
80
+ export declare const SSRBlurShader: {
81
81
  uniforms: {
82
82
  tDiffuse: {
83
83
  value: null;
@@ -3,7 +3,7 @@
3
3
  * based on glfx.js sepia shader
4
4
  * https://github.com/evanw/glfx.js
5
5
  */
6
- export type declare const SepiaShader: {
6
+ export declare const SepiaShader: {
7
7
  uniforms: {
8
8
  tDiffuse: {
9
9
  value: null;
@@ -3,7 +3,7 @@
3
3
  * based on glfx.js sepia shader
4
4
  * https://github.com/evanw/glfx.js
5
5
  */
6
- export type declare const SepiaShader: {
6
+ export declare const SepiaShader: {
7
7
  uniforms: {
8
8
  tDiffuse: {
9
9
  value: null;
@@ -5,7 +5,7 @@ import type { Vector2 } from 'three';
5
5
  * As mentioned in the video the Sobel operator expects a grayscale image as input.
6
6
  *
7
7
  */
8
- export type declare const SobelOperatorShader: {
8
+ export declare const SobelOperatorShader: {
9
9
  uniforms: {
10
10
  tDiffuse: {
11
11
  value: null;
@@ -5,7 +5,7 @@ import type { Vector2 } from 'three';
5
5
  * As mentioned in the video the Sobel operator expects a grayscale image as input.
6
6
  *
7
7
  */
8
- export type declare const SobelOperatorShader: {
8
+ export declare const SobelOperatorShader: {
9
9
  uniforms: {
10
10
  tDiffuse: {
11
11
  value: null;