three-stdlib 2.8.12 → 2.10.0
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- package/index.cjs.js +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/objects/MarchingCubes.cjs.js +1 -1
- package/objects/MarchingCubes.js +49 -109
- package/package.json +1 -1
- package/postprocessing/BloomPass.cjs.js +1 -1
- package/postprocessing/BloomPass.d.ts +12 -10
- package/postprocessing/BloomPass.js +93 -58
- package/postprocessing/BokehPass.cjs.js +1 -1
- package/postprocessing/BokehPass.d.ts +12 -14
- package/postprocessing/BokehPass.js +70 -55
- package/postprocessing/ClearPass.cjs.js +1 -1
- package/postprocessing/ClearPass.d.ts +6 -5
- package/postprocessing/ClearPass.js +21 -12
- package/postprocessing/DotScreenPass.cjs.js +1 -1
- package/postprocessing/DotScreenPass.d.ts +8 -8
- package/postprocessing/DotScreenPass.js +29 -20
- package/postprocessing/FilmPass.cjs.js +1 -1
- package/postprocessing/FilmPass.d.ts +8 -8
- package/postprocessing/FilmPass.js +30 -23
- package/postprocessing/GlitchPass.cjs.js +1 -1
- package/postprocessing/GlitchPass.d.ts +8 -9
- package/postprocessing/GlitchPass.js +15 -1
- package/postprocessing/HalftonePass.cjs.js +1 -1
- package/postprocessing/HalftonePass.d.ts +13 -13
- package/postprocessing/HalftonePass.js +35 -26
- package/postprocessing/OutlinePass.cjs.js +1 -1
- package/postprocessing/OutlinePass.d.ts +15 -26
- package/postprocessing/OutlinePass.js +317 -220
- package/postprocessing/RenderPixelatedPass.cjs.js +1 -0
- package/postprocessing/RenderPixelatedPass.js +213 -0
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),r=require("./Pass.cjs.js"),t=require("three"),a=require("../shaders/BokehShader.cjs.js");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var i=s(e);class l extends r.Pass{constructor(e,s,l){super(),i.default(this,"scene",void 0),i.default(this,"camera",void 0),i.default(this,"renderTargetDepth",void 0),i.default(this,"materialDepth",void 0),i.default(this,"materialBokeh",void 0),i.default(this,"fsQuad",void 0),i.default(this,"_oldClearColor",void 0),i.default(this,"uniforms",void 0),this.scene=e,this.camera=s;const h=void 0!==l.focus?l.focus:1,o=void 0!==l.aspect?l.aspect:s.aspect,n=void 0!==l.aperture?l.aperture:.025,d=void 0!==l.maxblur?l.maxblur:1,u=l.width||window.innerWidth||1,c=l.height||window.innerHeight||1;this.renderTargetDepth=new t.WebGLRenderTarget(u,c,{minFilter:t.NearestFilter,magFilter:t.NearestFilter}),this.renderTargetDepth.texture.name="BokehPass.depth",this.materialDepth=new t.MeshDepthMaterial,this.materialDepth.depthPacking=t.RGBADepthPacking,this.materialDepth.blending=t.NoBlending,void 0===a.BokehShader&&console.error("BokehPass relies on BokehShader");const f=a.BokehShader,p=t.UniformsUtils.clone(f.uniforms);p.tDepth.value=this.renderTargetDepth.texture,p.focus.value=h,p.aspect.value=o,p.aperture.value=n,p.maxblur.value=d,p.nearClip.value=s.near,p.farClip.value=s.far,this.materialBokeh=new t.ShaderMaterial({defines:Object.assign({},f.defines),uniforms:p,vertexShader:f.vertexShader,fragmentShader:f.fragmentShader}),this.uniforms=p,this.needsSwap=!1,this.fsQuad=new r.FullScreenQuad(this.materialBokeh),this._oldClearColor=new t.Color}render(e,r,t){this.scene.overrideMaterial=this.materialDepth,e.getClearColor(this._oldClearColor);const a=e.getClearAlpha(),s=e.autoClear;e.autoClear=!1,e.setClearColor(16777215),e.setClearAlpha(1),e.setRenderTarget(this.renderTargetDepth),e.clear(),e.render(this.scene,this.camera),this.uniforms.tColor.value=t.texture,this.uniforms.nearClip.value=this.camera.near,this.uniforms.farClip.value=this.camera.far,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(r),e.clear(),this.fsQuad.render(e)),this.scene.overrideMaterial=null,e.setClearColor(this._oldClearColor),e.setClearAlpha(a),e.autoClear=s}}exports.BokehPass=l;
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import {
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export interface BokehPassParamters {
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import { Pass, FullScreenQuad } from './Pass';
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import { MeshDepthMaterial, PerspectiveCamera, Scene, ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
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declare type BokehPassParams = {
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focus?: number;
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aspect?: number;
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aperture?: number;
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maxblur?: number;
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width?: number;
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height?: number;
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}
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export class BokehPass extends Pass {
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constructor(scene: Scene, camera: Camera, params: BokehPassParamters);
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};
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declare class BokehPass extends Pass {
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scene: Scene;
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camera:
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renderTargetColor: WebGLRenderTarget;
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camera: PerspectiveCamera;
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renderTargetDepth: WebGLRenderTarget;
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materialDepth: MeshDepthMaterial;
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materialBokeh: ShaderMaterial;
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fsQuad: FullScreenQuad;
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private _oldClearColor;
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uniforms: any;
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constructor(scene: Scene, camera: PerspectiveCamera, params: BokehPassParams);
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
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}
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export { BokehPass };
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import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { WebGLRenderTarget, NearestFilter, MeshDepthMaterial, RGBADepthPacking, NoBlending, UniformsUtils, ShaderMaterial, Color } from 'three';
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import { FullScreenQuad, Pass } from './Pass.js';
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import { BokehShader } from '../shaders/BokehShader.js';
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class BokehPass extends Pass {
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constructor(scene, camera, params) {
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super();
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_defineProperty(this, "scene", void 0);
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_defineProperty(this, "camera", void 0);
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_defineProperty(this, "renderTargetDepth", void 0);
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_defineProperty(this, "materialDepth", void 0);
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_defineProperty(this, "materialBokeh", void 0);
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_defineProperty(this, "fsQuad", void 0);
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_defineProperty(this, "_oldClearColor", void 0);
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_defineProperty(this, "uniforms", void 0);
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this.scene = scene;
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this.camera = camera;
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const focus = params.focus !== undefined ? params.focus : 1.0;
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const aspect = params.aspect !== undefined ? params.aspect : camera.aspect;
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const aperture = params.aperture !== undefined ? params.aperture : 0.025;
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const maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets
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const width = params.width || window.innerWidth || 1;
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const height = params.height || window.innerHeight || 1;
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this.renderTargetDepth = new WebGLRenderTarget(width, height, {
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minFilter: NearestFilter,
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magFilter: NearestFilter
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});
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this.renderTargetDepth.texture.name = 'BokehPass.depth'; // depth material
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this.materialDepth = new MeshDepthMaterial();
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this.materialDepth.depthPacking = RGBADepthPacking;
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this.materialDepth.blending = NoBlending; // bokeh material
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if (BokehShader === undefined) {
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console.error('BokehPass relies on BokehShader');
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}
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const bokehShader = BokehShader;
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const bokehUniforms = UniformsUtils.clone(bokehShader.uniforms);
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bokehUniforms['tDepth'].value = this.renderTargetDepth.texture;
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bokehUniforms['focus'].value = focus;
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bokehUniforms['aspect'].value = aspect;
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bokehUniforms['aperture'].value = aperture;
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bokehUniforms['maxblur'].value = maxblur;
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bokehUniforms['nearClip'].value = camera.near;
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bokehUniforms['farClip'].value = camera.far;
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this.materialBokeh = new ShaderMaterial({
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defines: Object.assign({}, bokehShader.defines),
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uniforms: bokehUniforms,
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vertexShader: bokehShader.vertexShader,
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fragmentShader: bokehShader.fragmentShader
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});
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this.uniforms = bokehUniforms;
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this.needsSwap = false;
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this.fsQuad = new FullScreenQuad(this.materialBokeh);
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this._oldClearColor = new Color();
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}
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bokehUniforms['tDepth'].value = this.renderTargetDepth.texture;
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bokehUniforms['focus'].value = focus;
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bokehUniforms['aspect'].value = aspect;
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bokehUniforms['aperture'].value = aperture;
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bokehUniforms['maxblur'].value = maxblur;
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bokehUniforms['nearClip'].value = camera.near;
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bokehUniforms['farClip'].value = camera.far;
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this.materialBokeh = new ShaderMaterial({
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defines: Object.assign({}, bokehShader.defines),
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uniforms: bokehUniforms,
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vertexShader: bokehShader.vertexShader,
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fragmentShader: bokehShader.fragmentShader
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});
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this.uniforms = bokehUniforms;
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this.needsSwap = false;
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this.fsQuad = new FullScreenQuad(this.materialBokeh);
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this._oldClearColor = new Color();
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};
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BokehPass.prototype = Object.assign(Object.create(Pass.prototype), {
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constructor: BokehPass,
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render: function (renderer, writeBuffer, readBuffer
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/*, deltaTime, maskActive*/
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render(renderer, writeBuffer, readBuffer
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/*, deltaTime, maskActive */
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// Render depth into texture
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this.scene.overrideMaterial = this.materialDepth;
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renderer.getClearColor(this._oldClearColor);
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const oldClearAlpha = renderer.getClearAlpha();
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.setClearColor(0xffffff);
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renderer.setClearAlpha(1.0);
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renderer.setClearAlpha(oldClearAlpha);
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renderer.autoClear = oldAutoClear;
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}
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}
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export { BokehPass };
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),r=require("./Pass.cjs.js"),l=require("three");function o(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var t=o(e);class a extends r.Pass{constructor(e,r){super(),t.default(this,"clearColor",void 0),t.default(this,"clearAlpha",void 0),t.default(this,"_oldClearColor",void 0),this.needsSwap=!1,this.clearColor=void 0!==e?e:0,this.clearAlpha=void 0!==r?r:0,this._oldClearColor=new l.Color}render(e,r,l){let o;this.clearColor&&(e.getClearColor(this._oldClearColor),o=e.getClearAlpha(),e.setClearColor(this.clearColor,this.clearAlpha)),e.setRenderTarget(this.renderToScreen?null:l),e.clear(),this.clearColor&&e.setClearColor(this._oldClearColor,o)}}exports.ClearPass=a;
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import { ColorRepresentation } from 'three';
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import { Pass } from './Pass';
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constructor(clearColor?: ColorRepresentation, clearAlpha?: number);
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import { ColorRepresentation, WebGLRenderer, WebGLRenderTarget } from 'three';
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declare class ClearPass extends Pass {
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clearColor: ColorRepresentation;
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clearAlpha: number;
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private _oldClearColor;
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constructor(clearColor?: ColorRepresentation, clearAlpha?: number);
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
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}
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export { ClearPass };
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import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
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import { Pass } from './Pass.js';
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import { Color } from 'three';
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class ClearPass extends Pass {
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constructor(clearColor, clearAlpha) {
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super();
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_defineProperty(this, "clearColor", void 0);
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this.needsSwap = false;
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this.clearColor = clearColor !== undefined ? clearColor : 0x000000;
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this.clearAlpha = clearAlpha !== undefined ? clearAlpha : 0;
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this._oldClearColor = new Color();
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};
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_defineProperty(this, "clearAlpha", void 0);
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_defineProperty(this, "_oldClearColor", void 0);
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this.needsSwap = false;
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this.clearColor = clearColor !== undefined ? clearColor : 0x000000;
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this.clearAlpha = clearAlpha !== undefined ? clearAlpha : 0;
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this._oldClearColor = new Color();
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}
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render(renderer, writeBuffer, readBuffer
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/*, deltaTime, maskActive */
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renderer.setClearColor(this._oldClearColor, oldClearAlpha);
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}
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}
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}
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export { ClearPass };
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),r=require("./Pass.cjs.js"),s=require("three"),t=require("../shaders/DotScreenShader.cjs.js");function i(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=i(e);class n extends r.Pass{constructor(e,i,n){super(),a.default(this,"material",void 0),a.default(this,"fsQuad",void 0),a.default(this,"uniforms",void 0),void 0===t.DotScreenShader&&console.error("THREE.DotScreenPass relies on THREE.DotScreenShader");const o=t.DotScreenShader;this.uniforms=s.UniformsUtils.clone(o.uniforms),void 0!==e&&this.uniforms.center.value.copy(e),void 0!==i&&(this.uniforms.angle.value=i),void 0!==n&&(this.uniforms.scale.value=n),this.material=new s.ShaderMaterial({uniforms:this.uniforms,vertexShader:o.vertexShader,fragmentShader:o.fragmentShader}),this.fsQuad=new r.FullScreenQuad(this.material)}render(e,r,s){this.uniforms.tDiffuse.value=s.texture,this.uniforms.tSize.value.set(s.width,s.height),this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(r),this.clear&&e.clear(),this.fsQuad.render(e))}}exports.DotScreenPass=n;
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export class DotScreenPass extends Pass {
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constructor(center?: Vector2, angle?: number, scale?: number);
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uniforms: object;
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import { Pass, FullScreenQuad } from './Pass';
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import { ShaderMaterial, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three';
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declare class DotScreenPass extends Pass {
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fsQuad:
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fsQuad: FullScreenQuad;
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uniforms: any;
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constructor(center?: Vector2, angle?: number, scale?: number);
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
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export { DotScreenPass };
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import { Pass, FullScreenQuad } from './Pass.js';
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import { FullScreenQuad, Pass } from './Pass.js';
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),r=require("./Pass.cjs.js"),s=require("three"),i=require("../shaders/FilmShader.cjs.js");function t(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=t(e);class n extends r.Pass{constructor(e,t,n,u){super(),a.default(this,"material",void 0),a.default(this,"fsQuad",void 0),a.default(this,"uniforms",void 0),void 0===i.FilmShader&&console.error("THREE.FilmPass relies on FilmShader");const d=i.FilmShader;this.uniforms=s.UniformsUtils.clone(d.uniforms),this.material=new s.ShaderMaterial({uniforms:this.uniforms,vertexShader:d.vertexShader,fragmentShader:d.fragmentShader}),void 0!==u&&(this.uniforms.grayscale.value=u),void 0!==e&&(this.uniforms.nIntensity.value=e),void 0!==t&&(this.uniforms.sIntensity.value=t),void 0!==n&&(this.uniforms.sCount.value=n),this.fsQuad=new r.FullScreenQuad(this.material)}render(e,r,s,i,t){this.uniforms.tDiffuse.value=s.texture,this.uniforms.time.value+=i,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(r),this.clear&&e.clear(),this.fsQuad.render(e))}}exports.FilmPass=n;
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import {
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export class FilmPass extends Pass {
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constructor(noiseIntensity?: number, scanlinesIntensity?: number, scanlinesCount?: number, grayscale?: number);
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uniforms: object;
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import { Pass, FullScreenQuad } from './Pass';
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import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
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declare class FilmPass extends Pass {
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material: ShaderMaterial;
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fsQuad:
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fsQuad: FullScreenQuad;
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uniforms: any;
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constructor(noiseIntensity?: number, scanlinesIntensity?: number, scanlinesCount?: number, grayscale?: boolean);
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void;
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}
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export { FilmPass };
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import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { FullScreenQuad, Pass } from './Pass.js';
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class FilmPass extends Pass {
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constructor(noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale) {
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if (FilmShader === undefined) console.error('THREE.FilmPass relies on FilmShader');
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const shader = FilmShader;
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this.uniforms = UniformsUtils.clone(shader.uniforms);
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this.material = new ShaderMaterial({
|
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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});
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if (grayscale !== undefined) this.uniforms.grayscale.value = grayscale;
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if (noiseIntensity !== undefined) this.uniforms.nIntensity.value = noiseIntensity;
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if (scanlinesIntensity !== undefined) this.uniforms.sIntensity.value = scanlinesIntensity;
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if (scanlinesCount !== undefined) this.uniforms.sCount.value = scanlinesCount;
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this.fsQuad = new FullScreenQuad(this.material);
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}
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render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
|
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|
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@@ -35,6 +41,7 @@ FilmPass.prototype = Object.assign(Object.create(Pass.prototype), {
|
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35
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this.fsQuad.render(renderer);
|
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}
|
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}
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}
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export { FilmPass };
|
@@ -1 +1 @@
|
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("
|
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("@babel/runtime/helpers/defineProperty"),e=require("./Pass.cjs.js"),i=require("three"),a=require("../shaders/DigitalGlitch.cjs.js");function s(t){return t&&"object"==typeof t&&"default"in t?t:{default:t}}var r=s(t);class n extends e.Pass{constructor(t=64){super(),r.default(this,"material",void 0),r.default(this,"fsQuad",void 0),r.default(this,"goWild",void 0),r.default(this,"curF",void 0),r.default(this,"randX",void 0),r.default(this,"uniforms",void 0),void 0===a.DigitalGlitch&&console.error("THREE.GlitchPass relies on DigitalGlitch");const s=a.DigitalGlitch;this.uniforms=i.UniformsUtils.clone(s.uniforms),this.uniforms.tDisp.value=this.generateHeightmap(t),this.material=new i.ShaderMaterial({uniforms:this.uniforms,vertexShader:s.vertexShader,fragmentShader:s.fragmentShader}),this.fsQuad=new e.FullScreenQuad(this.material),this.goWild=!1,this.curF=0,this.generateTrigger()}render(t,e,a){!1===t.capabilities.isWebGL2&&(this.uniforms.tDisp.value.format=i.LuminanceFormat),this.uniforms.tDiffuse.value=a.texture,this.uniforms.seed.value=Math.random(),this.uniforms.byp.value=0,this.curF%this.randX==0||1==this.goWild?(this.uniforms.amount.value=Math.random()/30,this.uniforms.angle.value=i.MathUtils.randFloat(-Math.PI,Math.PI),this.uniforms.seed_x.value=i.MathUtils.randFloat(-1,1),this.uniforms.seed_y.value=i.MathUtils.randFloat(-1,1),this.uniforms.distortion_x.value=i.MathUtils.randFloat(0,1),this.uniforms.distortion_y.value=i.MathUtils.randFloat(0,1),this.curF=0,this.generateTrigger()):this.curF%this.randX<this.randX/5?(this.uniforms.amount.value=Math.random()/90,this.uniforms.angle.value=i.MathUtils.randFloat(-Math.PI,Math.PI),this.uniforms.distortion_x.value=i.MathUtils.randFloat(0,1),this.uniforms.distortion_y.value=i.MathUtils.randFloat(0,1),this.uniforms.seed_x.value=i.MathUtils.randFloat(-.3,.3),this.uniforms.seed_y.value=i.MathUtils.randFloat(-.3,.3)):0==this.goWild&&(this.uniforms.byp.value=1),this.curF++,this.renderToScreen?(t.setRenderTarget(null),this.fsQuad.render(t)):(t.setRenderTarget(e),this.clear&&t.clear(),this.fsQuad.render(t))}generateTrigger(){this.randX=i.MathUtils.randInt(120,240)}generateHeightmap(t){const e=new Float32Array(t*t),a=t*t;for(let t=0;t<a;t++){const a=i.MathUtils.randFloat(0,1);e[t]=a}const s=new i.DataTexture(e,t,t,i.RedFormat,i.FloatType);return s.needsUpdate=!0,s}}exports.GlitchPass=n;
|
@@ -1,16 +1,15 @@
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import {
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export class GlitchPass extends Pass {
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|
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constructor(dt_size?: number);
|
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uniforms: object;
|
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import { Pass, FullScreenQuad } from './Pass';
|
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|
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import { DataTexture, ShaderMaterial, WebGLRenderTarget, WebGLRenderer } from 'three';
|
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|
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declare class GlitchPass extends Pass {
|
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|
material: ShaderMaterial;
|
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fsQuad:
|
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fsQuad: FullScreenQuad;
|
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goWild: boolean;
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|
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uniforms: any;
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constructor(dt_size?: number);
|
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|
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
|
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|
generateTrigger(): void;
|
15
13
|
generateHeightmap(dt_size: number): DataTexture;
|
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|
}
|
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|
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export { GlitchPass };
|
@@ -1,10 +1,24 @@
|
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|
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import
|
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|
+
import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
|
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|
import { Pass, FullScreenQuad } from './Pass.js';
|
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|
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import { UniformsUtils, ShaderMaterial, LuminanceFormat, MathUtils, DataTexture, RedFormat, FloatType } from 'three';
|
3
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|
import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
|
4
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|
class GlitchPass extends Pass {
|
6
7
|
constructor(dt_size = 64) {
|
7
8
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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22
|
if (DigitalGlitch === undefined) console.error('THREE.GlitchPass relies on DigitalGlitch');
|
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23
|
const shader = DigitalGlitch;
|
10
24
|
this.uniforms = UniformsUtils.clone(shader.uniforms);
|
@@ -1 +1 @@
|
|
1
|
-
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),r=require("./Pass.cjs.js"),t=require("three"),s=require("../shaders/HalftoneShader.cjs.js");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var i=a(e);class n extends r.Pass{constructor(e,a,n){super(),i.default(this,"material",void 0),i.default(this,"fsQuad",void 0),i.default(this,"uniforms",void 0),void 0===s.HalftoneShader&&console.error("THREE.HalftonePass requires HalftoneShader"),this.uniforms=t.UniformsUtils.clone(s.HalftoneShader.uniforms),this.material=new t.ShaderMaterial({uniforms:this.uniforms,fragmentShader:s.HalftoneShader.fragmentShader,vertexShader:s.HalftoneShader.vertexShader}),this.uniforms.width.value=e,this.uniforms.height.value=a;for(const e in n)n.hasOwnProperty(e)&&this.uniforms.hasOwnProperty(e)&&(this.uniforms[e].value=n[e]);this.fsQuad=new r.FullScreenQuad(this.material)}render(e,r,t){this.material.uniforms.tDiffuse.value=t.texture,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(r),this.clear&&e.clear(),this.fsQuad.render(e))}setSize(e,r){this.uniforms.width.value=e,this.uniforms.height.value=r}}exports.HalftonePass=n;
|
@@ -1,8 +1,6 @@
|
|
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|
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import {
|
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|
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|
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|
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|
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|
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|
-
export interface HalftonePassParameters {
|
1
|
+
import { Pass, FullScreenQuad } from './Pass';
|
2
|
+
import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
|
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|
+
declare type HalftonePassParams = {
|
6
4
|
shape?: number;
|
7
5
|
radius?: number;
|
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rotateR?: number;
|
@@ -11,13 +9,15 @@ export interface HalftonePassParameters {
|
|
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9
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scatter?: number;
|
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|
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|
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|
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greyscale?:
|
15
|
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disable?:
|
16
|
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}
|
17
|
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|
18
|
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export class HalftonePass extends Pass {
|
19
|
-
constructor(width: number, height: number, params: HalftonePassParameters);
|
20
|
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uniforms: object;
|
12
|
+
greyscale?: number;
|
13
|
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disable?: number;
|
14
|
+
};
|
15
|
+
declare class HalftonePass extends Pass {
|
21
16
|
material: ShaderMaterial;
|
22
|
-
fsQuad:
|
17
|
+
fsQuad: FullScreenQuad;
|
18
|
+
uniforms: any;
|
19
|
+
constructor(width: number, height: number, params: HalftonePassParams);
|
20
|
+
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
|
21
|
+
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|
23
22
|
}
|
23
|
+
export { HalftonePass };
|