three-stdlib 2.9.1 → 2.10.0

Sign up to get free protection for your applications and to get access to all the features.
@@ -1,25 +1,23 @@
1
- import { Scene, Camera, ShaderMaterial, WebGLRenderTarget, MeshDepthMaterial, Color } from 'three';
2
-
3
- import { Pass } from './Pass';
4
-
5
- export interface BokehPassParamters {
1
+ import { Pass, FullScreenQuad } from './Pass';
2
+ import { MeshDepthMaterial, PerspectiveCamera, Scene, ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ declare type BokehPassParams = {
6
4
  focus?: number;
7
5
  aspect?: number;
8
6
  aperture?: number;
9
7
  maxblur?: number;
10
8
  width?: number;
11
9
  height?: number;
12
- }
13
-
14
- export class BokehPass extends Pass {
15
- constructor(scene: Scene, camera: Camera, params: BokehPassParamters);
10
+ };
11
+ declare class BokehPass extends Pass {
16
12
  scene: Scene;
17
- camera: Camera;
18
- renderTargetColor: WebGLRenderTarget;
13
+ camera: PerspectiveCamera;
19
14
  renderTargetDepth: WebGLRenderTarget;
20
15
  materialDepth: MeshDepthMaterial;
21
16
  materialBokeh: ShaderMaterial;
22
- uniforms: object;
23
- fsQuad: object;
24
- oldClearColor: Color;
17
+ fsQuad: FullScreenQuad;
18
+ private _oldClearColor;
19
+ uniforms: any;
20
+ constructor(scene: Scene, camera: PerspectiveCamera, params: BokehPassParams);
21
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
25
22
  }
23
+ export { BokehPass };
@@ -1,66 +1,80 @@
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Pass, FullScreenQuad } from './Pass.js';
1
3
  import { WebGLRenderTarget, NearestFilter, MeshDepthMaterial, RGBADepthPacking, NoBlending, UniformsUtils, ShaderMaterial, Color } from 'three';
2
- import { FullScreenQuad, Pass } from './Pass.js';
3
4
  import { BokehShader } from '../shaders/BokehShader.js';
4
5
 
5
- /**
6
- * Depth-of-field post-process with bokeh shader
7
- */
8
-
9
- var BokehPass = function (scene, camera, params) {
10
- this.scene = scene;
11
- this.camera = camera;
12
- var focus = params.focus !== undefined ? params.focus : 1.0;
13
- var aspect = params.aspect !== undefined ? params.aspect : camera.aspect;
14
- var aperture = params.aperture !== undefined ? params.aperture : 0.025;
15
- var maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets
16
-
17
- var width = params.width || window.innerWidth || 1;
18
- var height = params.height || window.innerHeight || 1;
19
- this.renderTargetDepth = new WebGLRenderTarget(width, height, {
20
- minFilter: NearestFilter,
21
- magFilter: NearestFilter
22
- });
23
- this.renderTargetDepth.texture.name = 'BokehPass.depth'; // depth material
24
-
25
- this.materialDepth = new MeshDepthMaterial();
26
- this.materialDepth.depthPacking = RGBADepthPacking;
27
- this.materialDepth.blending = NoBlending; // bokeh material
28
-
29
- if (BokehShader === undefined) {
30
- console.error('THREE.BokehPass relies on BokehShader');
6
+ class BokehPass extends Pass {
7
+ constructor(scene, camera, params) {
8
+ super();
9
+
10
+ _defineProperty(this, "scene", void 0);
11
+
12
+ _defineProperty(this, "camera", void 0);
13
+
14
+ _defineProperty(this, "renderTargetDepth", void 0);
15
+
16
+ _defineProperty(this, "materialDepth", void 0);
17
+
18
+ _defineProperty(this, "materialBokeh", void 0);
19
+
20
+ _defineProperty(this, "fsQuad", void 0);
21
+
22
+ _defineProperty(this, "_oldClearColor", void 0);
23
+
24
+ _defineProperty(this, "uniforms", void 0);
25
+
26
+ this.scene = scene;
27
+ this.camera = camera;
28
+ const focus = params.focus !== undefined ? params.focus : 1.0;
29
+ const aspect = params.aspect !== undefined ? params.aspect : camera.aspect;
30
+ const aperture = params.aperture !== undefined ? params.aperture : 0.025;
31
+ const maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets
32
+
33
+ const width = params.width || window.innerWidth || 1;
34
+ const height = params.height || window.innerHeight || 1;
35
+ this.renderTargetDepth = new WebGLRenderTarget(width, height, {
36
+ minFilter: NearestFilter,
37
+ magFilter: NearestFilter
38
+ });
39
+ this.renderTargetDepth.texture.name = 'BokehPass.depth'; // depth material
40
+
41
+ this.materialDepth = new MeshDepthMaterial();
42
+ this.materialDepth.depthPacking = RGBADepthPacking;
43
+ this.materialDepth.blending = NoBlending; // bokeh material
44
+
45
+ if (BokehShader === undefined) {
46
+ console.error('BokehPass relies on BokehShader');
47
+ }
48
+
49
+ const bokehShader = BokehShader;
50
+ const bokehUniforms = UniformsUtils.clone(bokehShader.uniforms);
51
+ bokehUniforms['tDepth'].value = this.renderTargetDepth.texture;
52
+ bokehUniforms['focus'].value = focus;
53
+ bokehUniforms['aspect'].value = aspect;
54
+ bokehUniforms['aperture'].value = aperture;
55
+ bokehUniforms['maxblur'].value = maxblur;
56
+ bokehUniforms['nearClip'].value = camera.near;
57
+ bokehUniforms['farClip'].value = camera.far;
58
+ this.materialBokeh = new ShaderMaterial({
59
+ defines: Object.assign({}, bokehShader.defines),
60
+ uniforms: bokehUniforms,
61
+ vertexShader: bokehShader.vertexShader,
62
+ fragmentShader: bokehShader.fragmentShader
63
+ });
64
+ this.uniforms = bokehUniforms;
65
+ this.needsSwap = false;
66
+ this.fsQuad = new FullScreenQuad(this.materialBokeh);
67
+ this._oldClearColor = new Color();
31
68
  }
32
69
 
33
- var bokehShader = BokehShader;
34
- var bokehUniforms = UniformsUtils.clone(bokehShader.uniforms);
35
- bokehUniforms['tDepth'].value = this.renderTargetDepth.texture;
36
- bokehUniforms['focus'].value = focus;
37
- bokehUniforms['aspect'].value = aspect;
38
- bokehUniforms['aperture'].value = aperture;
39
- bokehUniforms['maxblur'].value = maxblur;
40
- bokehUniforms['nearClip'].value = camera.near;
41
- bokehUniforms['farClip'].value = camera.far;
42
- this.materialBokeh = new ShaderMaterial({
43
- defines: Object.assign({}, bokehShader.defines),
44
- uniforms: bokehUniforms,
45
- vertexShader: bokehShader.vertexShader,
46
- fragmentShader: bokehShader.fragmentShader
47
- });
48
- this.uniforms = bokehUniforms;
49
- this.needsSwap = false;
50
- this.fsQuad = new FullScreenQuad(this.materialBokeh);
51
- this._oldClearColor = new Color();
52
- };
53
-
54
- BokehPass.prototype = Object.assign(Object.create(Pass.prototype), {
55
- constructor: BokehPass,
56
- render: function (renderer, writeBuffer, readBuffer
57
- /*, deltaTime, maskActive*/
70
+ render(renderer, writeBuffer, readBuffer
71
+ /*, deltaTime, maskActive */
58
72
  ) {
59
73
  // Render depth into texture
60
74
  this.scene.overrideMaterial = this.materialDepth;
61
75
  renderer.getClearColor(this._oldClearColor);
62
- var oldClearAlpha = renderer.getClearAlpha();
63
- var oldAutoClear = renderer.autoClear;
76
+ const oldClearAlpha = renderer.getClearAlpha();
77
+ const oldAutoClear = renderer.autoClear;
64
78
  renderer.autoClear = false;
65
79
  renderer.setClearColor(0xffffff);
66
80
  renderer.setClearAlpha(1.0);
@@ -86,6 +100,7 @@ BokehPass.prototype = Object.assign(Object.create(Pass.prototype), {
86
100
  renderer.setClearAlpha(oldClearAlpha);
87
101
  renderer.autoClear = oldAutoClear;
88
102
  }
89
- });
103
+
104
+ }
90
105
 
91
106
  export { BokehPass };
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),r=require("./Pass.cjs.js");require("@babel/runtime/helpers/defineProperty");var o=function(r,o){this.needsSwap=!1,this.clearColor=void 0!==r?r:0,this.clearAlpha=void 0!==o?o:0,this._oldClearColor=new e.Color};o.prototype=Object.assign(Object.create(r.Pass.prototype),{constructor:o,render:function(e,r,o){var l;this.clearColor&&(e.getClearColor(this._oldClearColor),l=e.getClearAlpha(),e.setClearColor(this.clearColor,this.clearAlpha)),e.setRenderTarget(this.renderToScreen?null:o),e.clear(),this.clearColor&&e.setClearColor(this._oldClearColor,l)}}),exports.ClearPass=o;
1
+ "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;
@@ -1,9 +1,10 @@
1
- import { ColorRepresentation } from 'three';
2
-
3
1
  import { Pass } from './Pass';
4
-
5
- export class ClearPass extends Pass {
6
- constructor(clearColor?: ColorRepresentation, clearAlpha?: number);
2
+ import { ColorRepresentation, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ declare class ClearPass extends Pass {
7
4
  clearColor: ColorRepresentation;
8
5
  clearAlpha: number;
6
+ private _oldClearColor;
7
+ constructor(clearColor?: ColorRepresentation, clearAlpha?: number);
8
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
9
9
  }
10
+ export { ClearPass };
@@ -1,19 +1,27 @@
1
- import { Color } from 'three';
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
2
  import { Pass } from './Pass.js';
3
+ import { Color } from 'three';
4
+
5
+ class ClearPass extends Pass {
6
+ constructor(clearColor, clearAlpha) {
7
+ super();
8
+
9
+ _defineProperty(this, "clearColor", void 0);
3
10
 
4
- var ClearPass = function (clearColor, clearAlpha) {
5
- this.needsSwap = false;
6
- this.clearColor = clearColor !== undefined ? clearColor : 0x000000;
7
- this.clearAlpha = clearAlpha !== undefined ? clearAlpha : 0;
8
- this._oldClearColor = new Color();
9
- };
11
+ _defineProperty(this, "clearAlpha", void 0);
10
12
 
11
- ClearPass.prototype = Object.assign(Object.create(Pass.prototype), {
12
- constructor: ClearPass,
13
- render: function (renderer, writeBuffer, readBuffer
13
+ _defineProperty(this, "_oldClearColor", void 0);
14
+
15
+ this.needsSwap = false;
16
+ this.clearColor = clearColor !== undefined ? clearColor : 0x000000;
17
+ this.clearAlpha = clearAlpha !== undefined ? clearAlpha : 0;
18
+ this._oldClearColor = new Color();
19
+ }
20
+
21
+ render(renderer, writeBuffer, readBuffer
14
22
  /*, deltaTime, maskActive */
15
23
  ) {
16
- var oldClearAlpha;
24
+ let oldClearAlpha;
17
25
 
18
26
  if (this.clearColor) {
19
27
  renderer.getClearColor(this._oldClearColor);
@@ -28,6 +36,7 @@ ClearPass.prototype = Object.assign(Object.create(Pass.prototype), {
28
36
  renderer.setClearColor(this._oldClearColor, oldClearAlpha);
29
37
  }
30
38
  }
31
- });
39
+
40
+ }
32
41
 
33
42
  export { ClearPass };
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),r=require("./Pass.cjs.js"),t=require("../shaders/DotScreenShader.cjs.js");require("@babel/runtime/helpers/defineProperty");var s=function(s,i,a){void 0===t.DotScreenShader&&console.error("THREE.DotScreenPass relies on DotScreenShader");var n=t.DotScreenShader;this.uniforms=e.UniformsUtils.clone(n.uniforms),void 0!==s&&this.uniforms.center.value.copy(s),void 0!==i&&(this.uniforms.angle.value=i),void 0!==a&&(this.uniforms.scale.value=a),this.material=new e.ShaderMaterial({uniforms:this.uniforms,vertexShader:n.vertexShader,fragmentShader:n.fragmentShader}),this.fsQuad=new r.FullScreenQuad(this.material)};s.prototype=Object.assign(Object.create(r.Pass.prototype),{constructor:s,render:function(e,r,t){this.uniforms.tDiffuse.value=t.texture,this.uniforms.tSize.value.set(t.width,t.height),this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(r),this.clear&&e.clear(),this.fsQuad.render(e))}}),exports.DotScreenPass=s;
1
+ "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;
@@ -1,10 +1,10 @@
1
- import { Vector2, ShaderMaterial } from 'three';
2
-
3
- import { Pass } from './Pass';
4
-
5
- export class DotScreenPass extends Pass {
6
- constructor(center?: Vector2, angle?: number, scale?: number);
7
- uniforms: object;
1
+ import { Pass, FullScreenQuad } from './Pass';
2
+ import { ShaderMaterial, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ declare class DotScreenPass extends Pass {
8
4
  material: ShaderMaterial;
9
- fsQuad: object;
5
+ fsQuad: FullScreenQuad;
6
+ uniforms: any;
7
+ constructor(center?: Vector2, angle?: number, scale?: number);
8
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
10
9
  }
10
+ export { DotScreenPass };
@@ -1,25 +1,33 @@
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Pass, FullScreenQuad } from './Pass.js';
1
3
  import { UniformsUtils, ShaderMaterial } from 'three';
2
- import { FullScreenQuad, Pass } from './Pass.js';
3
4
  import { DotScreenShader } from '../shaders/DotScreenShader.js';
4
5
 
5
- var DotScreenPass = function (center, angle, scale) {
6
- if (DotScreenShader === undefined) console.error('THREE.DotScreenPass relies on DotScreenShader');
7
- var shader = DotScreenShader;
8
- this.uniforms = UniformsUtils.clone(shader.uniforms);
9
- if (center !== undefined) this.uniforms['center'].value.copy(center);
10
- if (angle !== undefined) this.uniforms['angle'].value = angle;
11
- if (scale !== undefined) this.uniforms['scale'].value = scale;
12
- this.material = new ShaderMaterial({
13
- uniforms: this.uniforms,
14
- vertexShader: shader.vertexShader,
15
- fragmentShader: shader.fragmentShader
16
- });
17
- this.fsQuad = new FullScreenQuad(this.material);
18
- };
19
-
20
- DotScreenPass.prototype = Object.assign(Object.create(Pass.prototype), {
21
- constructor: DotScreenPass,
22
- render: function (renderer, writeBuffer, readBuffer
6
+ class DotScreenPass extends Pass {
7
+ constructor(center, angle, scale) {
8
+ super();
9
+
10
+ _defineProperty(this, "material", void 0);
11
+
12
+ _defineProperty(this, "fsQuad", void 0);
13
+
14
+ _defineProperty(this, "uniforms", void 0);
15
+
16
+ if (DotScreenShader === undefined) console.error('THREE.DotScreenPass relies on THREE.DotScreenShader');
17
+ const shader = DotScreenShader;
18
+ this.uniforms = UniformsUtils.clone(shader.uniforms);
19
+ if (center !== undefined) this.uniforms['center'].value.copy(center);
20
+ if (angle !== undefined) this.uniforms['angle'].value = angle;
21
+ if (scale !== undefined) this.uniforms['scale'].value = scale;
22
+ this.material = new ShaderMaterial({
23
+ uniforms: this.uniforms,
24
+ vertexShader: shader.vertexShader,
25
+ fragmentShader: shader.fragmentShader
26
+ });
27
+ this.fsQuad = new FullScreenQuad(this.material);
28
+ }
29
+
30
+ render(renderer, writeBuffer, readBuffer
23
31
  /*, deltaTime, maskActive */
24
32
  ) {
25
33
  this.uniforms['tDiffuse'].value = readBuffer.texture;
@@ -34,6 +42,7 @@ DotScreenPass.prototype = Object.assign(Object.create(Pass.prototype), {
34
42
  this.fsQuad.render(renderer);
35
43
  }
36
44
  }
37
- });
45
+
46
+ }
38
47
 
39
48
  export { DotScreenPass };
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),r=require("./Pass.cjs.js"),s=require("../shaders/FilmShader.cjs.js");require("@babel/runtime/helpers/defineProperty");var i=function(i,t,a,n){void 0===s.FilmShader&&console.error("THREE.FilmPass relies on FilmShader");var o=s.FilmShader;this.uniforms=e.UniformsUtils.clone(o.uniforms),this.material=new e.ShaderMaterial({uniforms:this.uniforms,vertexShader:o.vertexShader,fragmentShader:o.fragmentShader}),void 0!==n&&(this.uniforms.grayscale.value=n),void 0!==i&&(this.uniforms.nIntensity.value=i),void 0!==t&&(this.uniforms.sIntensity.value=t),void 0!==a&&(this.uniforms.sCount.value=a),this.fsQuad=new r.FullScreenQuad(this.material)};i.prototype=Object.assign(Object.create(r.Pass.prototype),{constructor:i,render:function(e,r,s,i){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=i;
1
+ "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;
@@ -1,10 +1,10 @@
1
- import { ShaderMaterial } from 'three';
2
-
3
- import { Pass } from './Pass';
4
-
5
- export class FilmPass extends Pass {
6
- constructor(noiseIntensity?: number, scanlinesIntensity?: number, scanlinesCount?: number, grayscale?: number);
7
- uniforms: object;
1
+ import { Pass, FullScreenQuad } from './Pass';
2
+ import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ declare class FilmPass extends Pass {
8
4
  material: ShaderMaterial;
9
- fsQuad: object;
5
+ fsQuad: FullScreenQuad;
6
+ uniforms: any;
7
+ constructor(noiseIntensity?: number, scanlinesIntensity?: number, scanlinesCount?: number, grayscale?: boolean);
8
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void;
10
9
  }
10
+ export { FilmPass };
@@ -1,28 +1,34 @@
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Pass, FullScreenQuad } from './Pass.js';
1
3
  import { UniformsUtils, ShaderMaterial } from 'three';
2
- import { FullScreenQuad, Pass } from './Pass.js';
3
4
  import { FilmShader } from '../shaders/FilmShader.js';
4
5
 
5
- var FilmPass = function (noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale) {
6
- if (FilmShader === undefined) console.error('THREE.FilmPass relies on FilmShader');
7
- var shader = FilmShader;
8
- this.uniforms = UniformsUtils.clone(shader.uniforms);
9
- this.material = new ShaderMaterial({
10
- uniforms: this.uniforms,
11
- vertexShader: shader.vertexShader,
12
- fragmentShader: shader.fragmentShader
13
- });
14
- if (grayscale !== undefined) this.uniforms.grayscale.value = grayscale;
15
- if (noiseIntensity !== undefined) this.uniforms.nIntensity.value = noiseIntensity;
16
- if (scanlinesIntensity !== undefined) this.uniforms.sIntensity.value = scanlinesIntensity;
17
- if (scanlinesCount !== undefined) this.uniforms.sCount.value = scanlinesCount;
18
- this.fsQuad = new FullScreenQuad(this.material);
19
- };
20
-
21
- FilmPass.prototype = Object.assign(Object.create(Pass.prototype), {
22
- constructor: FilmPass,
23
- render: function (renderer, writeBuffer, readBuffer, deltaTime
24
- /*, maskActive */
25
- ) {
6
+ class FilmPass extends Pass {
7
+ constructor(noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale) {
8
+ super();
9
+
10
+ _defineProperty(this, "material", void 0);
11
+
12
+ _defineProperty(this, "fsQuad", void 0);
13
+
14
+ _defineProperty(this, "uniforms", void 0);
15
+
16
+ if (FilmShader === undefined) console.error('THREE.FilmPass relies on FilmShader');
17
+ const shader = FilmShader;
18
+ this.uniforms = UniformsUtils.clone(shader.uniforms);
19
+ this.material = new ShaderMaterial({
20
+ uniforms: this.uniforms,
21
+ vertexShader: shader.vertexShader,
22
+ fragmentShader: shader.fragmentShader
23
+ });
24
+ if (grayscale !== undefined) this.uniforms.grayscale.value = grayscale;
25
+ if (noiseIntensity !== undefined) this.uniforms.nIntensity.value = noiseIntensity;
26
+ if (scanlinesIntensity !== undefined) this.uniforms.sIntensity.value = scanlinesIntensity;
27
+ if (scanlinesCount !== undefined) this.uniforms.sCount.value = scanlinesCount;
28
+ this.fsQuad = new FullScreenQuad(this.material);
29
+ }
30
+
31
+ render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
26
32
  this.uniforms['tDiffuse'].value = readBuffer.texture;
27
33
  this.uniforms['time'].value += deltaTime;
28
34
 
@@ -35,6 +41,7 @@ FilmPass.prototype = Object.assign(Object.create(Pass.prototype), {
35
41
  this.fsQuad.render(renderer);
36
42
  }
37
43
  }
38
- });
44
+
45
+ }
39
46
 
40
47
  export { FilmPass };
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e=require("./Pass.cjs.js"),i=require("../shaders/DigitalGlitch.cjs.js");require("@babel/runtime/helpers/defineProperty");class s extends e.Pass{constructor(s=64){super(),void 0===i.DigitalGlitch&&console.error("THREE.GlitchPass relies on DigitalGlitch");const r=i.DigitalGlitch;this.uniforms=t.UniformsUtils.clone(r.uniforms),this.uniforms.tDisp.value=this.generateHeightmap(s),this.material=new t.ShaderMaterial({uniforms:this.uniforms,vertexShader:r.vertexShader,fragmentShader:r.fragmentShader}),this.fsQuad=new e.FullScreenQuad(this.material),this.goWild=!1,this.curF=0,this.generateTrigger()}render(e,i,s){!1===e.capabilities.isWebGL2&&(this.uniforms.tDisp.value.format=t.LuminanceFormat),this.uniforms.tDiffuse.value=s.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=t.MathUtils.randFloat(-Math.PI,Math.PI),this.uniforms.seed_x.value=t.MathUtils.randFloat(-1,1),this.uniforms.seed_y.value=t.MathUtils.randFloat(-1,1),this.uniforms.distortion_x.value=t.MathUtils.randFloat(0,1),this.uniforms.distortion_y.value=t.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=t.MathUtils.randFloat(-Math.PI,Math.PI),this.uniforms.distortion_x.value=t.MathUtils.randFloat(0,1),this.uniforms.distortion_y.value=t.MathUtils.randFloat(0,1),this.uniforms.seed_x.value=t.MathUtils.randFloat(-.3,.3),this.uniforms.seed_y.value=t.MathUtils.randFloat(-.3,.3)):0==this.goWild&&(this.uniforms.byp.value=1),this.curF++,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(i),this.clear&&e.clear(),this.fsQuad.render(e))}generateTrigger(){this.randX=t.MathUtils.randInt(120,240)}generateHeightmap(e){const i=new Float32Array(e*e),s=e*e;for(let e=0;e<s;e++){const s=t.MathUtils.randFloat(0,1);i[e]=s}const r=new t.DataTexture(i,e,e,t.RedFormat,t.FloatType);return r.needsUpdate=!0,r}}exports.GlitchPass=s;
1
+ "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 @@
1
- import { ShaderMaterial, DataTexture } from 'three';
2
-
3
- import { Pass } from './Pass';
4
-
5
- export class GlitchPass extends Pass {
6
- constructor(dt_size?: number);
7
- uniforms: object;
1
+ import { Pass, FullScreenQuad } from './Pass';
2
+ import { DataTexture, ShaderMaterial, WebGLRenderTarget, WebGLRenderer } from 'three';
3
+ declare class GlitchPass extends Pass {
8
4
  material: ShaderMaterial;
9
- fsQuad: object;
5
+ fsQuad: FullScreenQuad;
10
6
  goWild: boolean;
11
7
  curF: number;
12
8
  randX: number;
13
-
9
+ uniforms: any;
10
+ constructor(dt_size?: number);
11
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
14
12
  generateTrigger(): void;
15
13
  generateHeightmap(dt_size: number): DataTexture;
16
14
  }
15
+ export { GlitchPass };
@@ -1,10 +1,24 @@
1
- import { UniformsUtils, ShaderMaterial, LuminanceFormat, MathUtils, DataTexture, RedFormat, FloatType } from 'three';
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
2
  import { Pass, FullScreenQuad } from './Pass.js';
3
+ import { UniformsUtils, ShaderMaterial, LuminanceFormat, MathUtils, DataTexture, RedFormat, FloatType } from 'three';
3
4
  import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
4
5
 
5
6
  class GlitchPass extends Pass {
6
7
  constructor(dt_size = 64) {
7
8
  super();
9
+
10
+ _defineProperty(this, "material", void 0);
11
+
12
+ _defineProperty(this, "fsQuad", void 0);
13
+
14
+ _defineProperty(this, "goWild", void 0);
15
+
16
+ _defineProperty(this, "curF", void 0);
17
+
18
+ _defineProperty(this, "randX", void 0);
19
+
20
+ _defineProperty(this, "uniforms", void 0);
21
+
8
22
  if (DigitalGlitch === undefined) console.error('THREE.GlitchPass relies on DigitalGlitch');
9
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("three"),r=require("./Pass.cjs.js"),t=require("../shaders/HalftoneShader.cjs.js");require("@babel/runtime/helpers/defineProperty");var s=function(s,a,i){void 0===t.HalftoneShader&&console.error("THREE.HalftonePass requires HalftoneShader"),this.uniforms=e.UniformsUtils.clone(t.HalftoneShader.uniforms),this.material=new e.ShaderMaterial({uniforms:this.uniforms,fragmentShader:t.HalftoneShader.fragmentShader,vertexShader:t.HalftoneShader.vertexShader}),this.uniforms.width.value=s,this.uniforms.height.value=a;for(let e in i)i.hasOwnProperty(e)&&this.uniforms.hasOwnProperty(e)&&(this.uniforms[e].value=i[e]);this.fsQuad=new r.FullScreenQuad(this.material)};s.prototype=Object.assign(Object.create(r.Pass.prototype),{constructor:s,render:function(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:function(e,r){this.uniforms.width.value=e,this.uniforms.height.value=r}}),exports.HalftonePass=s;
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 @@
1
- import { ShaderMaterial } from 'three';
2
-
3
- import { Pass } from './Pass';
4
-
5
- export interface HalftonePassParameters {
1
+ import { Pass, FullScreenQuad } from './Pass';
2
+ import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
3
+ declare type HalftonePassParams = {
6
4
  shape?: number;
7
5
  radius?: number;
8
6
  rotateR?: number;
@@ -11,13 +9,15 @@ export interface HalftonePassParameters {
11
9
  scatter?: number;
12
10
  blending?: number;
13
11
  blendingMode?: number;
14
- greyscale?: boolean;
15
- disable?: boolean;
16
- }
17
-
18
- export class HalftonePass extends Pass {
19
- constructor(width: number, height: number, params: HalftonePassParameters);
20
- uniforms: object;
12
+ greyscale?: number;
13
+ disable?: number;
14
+ };
15
+ declare class HalftonePass extends Pass {
21
16
  material: ShaderMaterial;
22
- fsQuad: object;
17
+ fsQuad: FullScreenQuad;
18
+ uniforms: any;
19
+ constructor(width: number, height: number, params: HalftonePassParams);
20
+ render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
21
+ setSize(width: number, height: number): void;
23
22
  }
23
+ export { HalftonePass };