viral-viewer-2 3.5.1 → 3.5.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/components/animation/viral-animation.js +4 -2
- package/dist/components/animation/viral-animation.js.map +1 -1
- package/dist/components/post-processing/outline-effect.d.ts +15 -0
- package/dist/components/post-processing/outline-effect.js +35 -0
- package/dist/components/post-processing/outline-effect.js.map +1 -0
- package/dist/components/post-processing/viral-post-processing.d.ts +1 -1
- package/dist/components/post-processing/viral-post-processing.js +5 -4
- package/dist/components/post-processing/viral-post-processing.js.map +1 -1
- package/dist/threejs-addon/post-processing/outline-pass.d.ts +58 -0
- package/dist/threejs-addon/post-processing/outline-pass.js +484 -0
- package/dist/threejs-addon/post-processing/outline-pass.js.map +1 -0
- package/dist/threejs-addon/shaders/fxaa-shader.d.ts +14 -0
- package/dist/threejs-addon/shaders/fxaa-shader.js +279 -0
- package/dist/threejs-addon/shaders/fxaa-shader.js.map +1 -0
- package/dist/viral-viewer-api.d.ts +2 -2
- package/dist/viral-viewer-api.js +6 -3
- package/dist/viral-viewer-api.js.map +1 -1
- package/package.json +1 -1
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@@ -18,7 +18,8 @@ class ViralAnimation {
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requestAnimationFrame(() => { this.devAnimation(); });
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if (updated1) {
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// this.viralViewerApi.viralRenderer.render();
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-
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// this.viralViewerApi.viralPostProcessing.composer?.render();
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(_b = this.viralViewerApi.outlineEffect.composer) === null || _b === void 0 ? void 0 : _b.render();
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if (this.viralViewerApi.viralNavigationCube.cubeCamera) {
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this.viralViewerApi.viralNavigationCube.cubeCamera.updateCubeCamera();
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}
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@@ -42,8 +43,9 @@ class ViralAnimation {
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}
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requestAnimationFrame(() => { this.animation(); });
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if (updated1) {
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-
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// this.viralViewerApi.viralPostProcessing.composer?.render();
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// this.viralViewerApi.viralRenderer.render();
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(_b = this.viralViewerApi.outlineEffect.composer) === null || _b === void 0 ? void 0 : _b.render();
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if (this.viralViewerApi.viralNavigationCube.cubeCamera) {
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this.viralViewerApi.viralNavigationCube.cubeCamera.updateCubeCamera();
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"viral-animation.js","sourceRoot":"","sources":["../../../src/components/animation/viral-animation.ts"],"names":[],"mappings":";;;AAAA,iCAA8B;AAG9B,MAAa,cAAc;IAEvB,YAAmB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QADjD,UAAK,GAAU,IAAI,aAAK,EAAE,CAAC;IAG3B,CAAC;IAEM,YAAY;;QACf,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpC,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;QAC5C,MAAM,QAAQ,GAAG,MAAA,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,cAAc,0CAAE,MAAM,CAAC,KAAK,CAAC,CAAC;QAC/E,IAAI,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EAAE;YACnH,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,WAAW,EAAE,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;SAE/N;QAED,qBAAqB,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,CAAA,CAAC,CAAC,CAAC,CAAC;QAErD,IAAI,QAAQ,EAAE;YACV,8CAA8C;YAC9C,MAAA,IAAI,CAAC,cAAc,CAAC,
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{"version":3,"file":"viral-animation.js","sourceRoot":"","sources":["../../../src/components/animation/viral-animation.ts"],"names":[],"mappings":";;;AAAA,iCAA8B;AAG9B,MAAa,cAAc;IAEvB,YAAmB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QADjD,UAAK,GAAU,IAAI,aAAK,EAAE,CAAC;IAG3B,CAAC;IAEM,YAAY;;QACf,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpC,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;QAC5C,MAAM,QAAQ,GAAG,MAAA,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,cAAc,0CAAE,MAAM,CAAC,KAAK,CAAC,CAAC;QAC/E,IAAI,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EAAE;YACnH,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,WAAW,EAAE,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;SAE/N;QAED,qBAAqB,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,CAAA,CAAC,CAAC,CAAC,CAAC;QAErD,IAAI,QAAQ,EAAE;YACV,8CAA8C;YAC9C,8DAA8D;YAC9D,MAAA,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,0CAAE,MAAM,EAAE,CAAC;YACrD,IAAI,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,EAAE;gBACpD,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC;aAEzE;SACJ;QACD,IAAI,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,CAAC,cAAc,EAAE;YAEzH,MAAM,QAAQ,GAAG,MAAA,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,CAAC,cAAc,0CAAE,MAAM,CAAC,KAAK,CAAC,CAAC;YAElG,IAAI,QAAQ,EAAE;gBACV,MAAA,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,YAAY,0CAAE,MAAM,EAAE,CAAC;gBAC/D,sDAAsD;aACzD;SACJ;QACD,MAAA,MAAA,IAAI,CAAC,cAAc,CAAC,UAAU,0CAAE,KAAK,0CAAE,MAAM,EAAE,CAAC;IAEpD,CAAC;IAEM,SAAS;;QACZ,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpC,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;QAC5C,MAAM,QAAQ,GAAG,MAAA,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,cAAc,0CAAE,MAAM,CAAC,KAAK,CAAC,CAAC;QAC/E,IAAI,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EAAE;YACnH,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,gBAAgB,CAAC,WAAW,EAAE,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;SAE/N;QAED,qBAAqB,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,SAAS,EAAE,CAAA,CAAC,CAAC,CAAC,CAAC;QAElD,IAAI,QAAQ,EAAE;YACV,8DAA8D;YAC9D,8CAA8C;YAC9C,MAAA,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,0CAAE,MAAM,EAAE,CAAC;YACrD,IAAI,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,EAAE;gBACpD,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC;aAEzE;SACJ;QACD,IAAI,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,IAAI,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,CAAC,cAAc,EAAE;YAEzH,MAAM,QAAQ,GAAG,MAAA,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,UAAU,CAAC,cAAc,0CAAE,MAAM,CAAC,KAAK,CAAC,CAAC;YAElG,IAAI,QAAQ,EAAE;gBACV,MAAA,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,YAAY,0CAAE,MAAM,EAAE,CAAC;gBAC/D,sDAAsD;aACzD;SACJ;IAEL,CAAC;CAEJ;AAvED,wCAuEC"}
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@@ -0,0 +1,15 @@
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import { EffectComposer } from "../../threejs-addon/post-processing/effect-composer";
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import { OutlinePass } from "../../threejs-addon/post-processing/outline-pass";
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import { RenderPass } from "../../threejs-addon/post-processing/render-pass";
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import { ViralViewerApi } from "../../viral-viewer-api";
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import { OutputPass } from "../../threejs-addon/post-processing/output-pass";
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import { ShaderPass } from "../../threejs-addon/post-processing/shader-pass";
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export declare class OutlineEffect {
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private viralViewerApi;
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composer: EffectComposer | null;
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renderPass: RenderPass | null;
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outlinePass: OutlinePass | null;
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outputPass: OutputPass | null;
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shaderPass: ShaderPass | null;
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constructor(viralViewerApi: ViralViewerApi);
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}
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@@ -0,0 +1,35 @@
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.OutlineEffect = void 0;
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const three_1 = require("three");
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const effect_composer_1 = require("../../threejs-addon/post-processing/effect-composer");
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const outline_pass_1 = require("../../threejs-addon/post-processing/outline-pass");
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const render_pass_1 = require("../../threejs-addon/post-processing/render-pass");
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const output_pass_1 = require("../../threejs-addon/post-processing/output-pass");
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const shader_pass_1 = require("../../threejs-addon/post-processing/shader-pass");
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const fxaa_shader_1 = require("../../threejs-addon/shaders/fxaa-shader");
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class OutlineEffect {
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constructor(viralViewerApi) {
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this.viralViewerApi = viralViewerApi;
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this.composer = null;
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//effect
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this.renderPass = null;
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this.outlinePass = null;
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this.outputPass = null;
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this.shaderPass = null;
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if (this.viralViewerApi.viralScene) {
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this.composer = new effect_composer_1.EffectComposer(this.viralViewerApi.viralRenderer.renderer);
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this.renderPass = new render_pass_1.RenderPass(this.viralViewerApi.viralScene.scene, this.viralViewerApi.viralCamera.camera);
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this.outlinePass = new outline_pass_1.OutlinePass(new three_1.Vector2(window.innerWidth, window.innerHeight), this.viralViewerApi.viralScene.scene, this.viralViewerApi.viralCamera.camera);
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this.outputPass = new output_pass_1.OutputPass();
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this.shaderPass = new shader_pass_1.ShaderPass(fxaa_shader_1.FXAAShader);
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this.shaderPass.uniforms["resolution"].value.set(1 / window.innerWidth, 1 / window.innerHeight);
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this.composer.addPass(this.renderPass);
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this.composer.addPass(this.outlinePass);
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this.composer.addPass(this.outputPass);
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this.composer.addPass(this.shaderPass);
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}
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}
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}
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exports.OutlineEffect = OutlineEffect;
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//# sourceMappingURL=outline-effect.js.map
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{"version":3,"file":"outline-effect.js","sourceRoot":"","sources":["../../../src/components/post-processing/outline-effect.ts"],"names":[],"mappings":";;;AAAA,iCAAgC;AAChC,yFAAqF;AACrF,mFAA+E;AAC/E,iFAA6E;AAE7E,iFAA6E;AAC7E,iFAA6E;AAC7E,yEAAqE;AAErE,MAAa,aAAa;IAOxB,YAAoB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QANlD,aAAQ,GAA0B,IAAI,CAAC;QACvC,QAAQ;QACR,eAAU,GAAsB,IAAI,CAAC;QACrC,gBAAW,GAAuB,IAAI,CAAC;QACvC,eAAU,GAAsB,IAAI,CAAC;QACrC,eAAU,GAAsB,IAAI,CAAC;QAEnC,IAAI,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE;YAClC,IAAI,CAAC,QAAQ,GAAG,IAAI,gCAAc,CAChC,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,CAC3C,CAAC;YAEF,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAC9B,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,EACpC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;YAEF,IAAI,CAAC,WAAW,GAAG,IAAI,0BAAW,CAChC,IAAI,eAAO,CAAC,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,WAAW,CAAC,EAClD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,EACpC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;YAEF,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,EAAE,CAAC;YAEnC,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,wBAAU,CAAC,CAAC;YAC7C,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,KAAK,CAAC,GAAG,CAC9C,CAAC,GAAG,MAAM,CAAC,UAAU,EACrB,CAAC,GAAG,MAAM,CAAC,WAAW,CACvB,CAAC;YAEF,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACvC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YACxC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACvC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;SACxC;IACH,CAAC;CACF;AAtCD,sCAsCC"}
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@@ -4,7 +4,7 @@ import { UnrealBloomPass } from "../../threejs-addon/post-processing/unreal-bloo
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import { ViralViewerApi } from "../../viral-viewer-api";
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export declare class ViralPostProcessing {
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private viralViewerApi;
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bloomComposer: EffectComposer | null;
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renderPass: RenderPass | null;
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bloomPass: UnrealBloomPass | null;
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constructor(viralViewerApi: ViralViewerApi);
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@@ -8,19 +8,20 @@ const unreal_bloom_pass_1 = require("../../threejs-addon/post-processing/unreal-
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class ViralPostProcessing {
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constructor(viralViewerApi) {
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this.viralViewerApi = viralViewerApi;
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this.bloomComposer = null;
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//effect
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this.renderPass = null;
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this.bloomPass = null;
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if (this.viralViewerApi.viralScene) {
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this.
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this.bloomComposer = new effect_composer_1.EffectComposer(this.viralViewerApi.viralRenderer.renderer);
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this.renderPass = new render_pass_1.RenderPass(this.viralViewerApi.viralScene.scene, this.viralViewerApi.viralCamera.camera);
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this.bloomPass = new unreal_bloom_pass_1.UnrealBloomPass(new three_1.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0.85);
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this.bloomPass.threshold = 0;
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this.bloomPass.strength = 1;
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this.bloomPass.radius = 0.5;
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this.bloomComposer.addPass(this.renderPass);
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this.bloomComposer.addPass(this.bloomPass);
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this.bloomComposer.renderToScreen = false;
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}
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}
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}
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{"version":3,"file":"viral-post-processing.js","sourceRoot":"","sources":["../../../src/components/post-processing/viral-post-processing.ts"],"names":[],"mappings":";;;AAAA,iCAAgC;AAChC,yFAAqF;AACrF,iFAA6E;AAC7E,6FAAwF;AAGxF,MAAa,mBAAmB;IAM9B,YAAoB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QALlD,
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{"version":3,"file":"viral-post-processing.js","sourceRoot":"","sources":["../../../src/components/post-processing/viral-post-processing.ts"],"names":[],"mappings":";;;AAAA,iCAAgC;AAChC,yFAAqF;AACrF,iFAA6E;AAC7E,6FAAwF;AAGxF,MAAa,mBAAmB;IAM9B,YAAoB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QALlD,kBAAa,GAA0B,IAAI,CAAC;QAC5C,QAAQ;QACR,eAAU,GAAsB,IAAI,CAAC;QACrC,cAAS,GAA2B,IAAI,CAAC;QAGvC,IAAI,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE;YAClC,IAAI,CAAC,aAAa,GAAG,IAAI,gCAAc,CACrC,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,CAC3C,CAAC;YAEF,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAC9B,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,EACpC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;YAEF,IAAI,CAAC,SAAS,GAAG,IAAI,mCAAe,CAClC,IAAI,eAAO,CAAC,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,WAAW,CAAC,EAClD,GAAG,EACH,GAAG,EACH,IAAI,CACL,CAAC;YACF,IAAI,CAAC,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC;YAC7B,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC;YAC5B,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,GAAG,CAAC;YAE5B,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YAC5C,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAC3C,IAAI,CAAC,aAAa,CAAC,cAAc,GAAG,KAAK,CAAC;SAC3C;IACH,CAAC;CACF;AAhCD,kDAgCC"}
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export class OutlinePass extends Pass {
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constructor(resolution: any, scene: any, camera: any, selectedObjects: any);
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renderScene: any;
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renderCamera: any;
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selectedObjects: any;
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visibleEdgeColor: Color;
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hiddenEdgeColor: Color;
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edgeGlow: number;
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usePatternTexture: boolean;
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edgeThickness: number;
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edgeStrength: number;
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downSampleRatio: number;
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pulsePeriod: number;
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_visibilityCache: Map<any, any>;
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resolution: Vector2;
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renderTargetMaskBuffer: WebGLRenderTarget;
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depthMaterial: MeshDepthMaterial;
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prepareMaskMaterial: ShaderMaterial;
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renderTargetDepthBuffer: WebGLRenderTarget;
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renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
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renderTargetBlurBuffer1: WebGLRenderTarget;
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renderTargetBlurBuffer2: WebGLRenderTarget;
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edgeDetectionMaterial: ShaderMaterial;
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renderTargetEdgeBuffer1: WebGLRenderTarget;
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renderTargetEdgeBuffer2: WebGLRenderTarget;
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separableBlurMaterial1: ShaderMaterial;
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separableBlurMaterial2: ShaderMaterial;
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overlayMaterial: ShaderMaterial;
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copyUniforms: any;
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materialCopy: ShaderMaterial;
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_oldClearColor: Color;
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oldClearAlpha: number;
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fsQuad: FullScreenQuad;
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tempPulseColor1: Color;
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tempPulseColor2: Color;
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textureMatrix: Matrix4;
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setSize(width: any, height: any): void;
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changeVisibilityOfSelectedObjects(bVisible: any): void;
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changeVisibilityOfNonSelectedObjects(bVisible: any): void;
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updateTextureMatrix(): void;
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render(renderer: any, writeBuffer: any, readBuffer: any, deltaTime: any, maskActive: any): void;
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getPrepareMaskMaterial(): ShaderMaterial;
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getEdgeDetectionMaterial(): ShaderMaterial;
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getSeperableBlurMaterial(maxRadius: any): ShaderMaterial;
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getOverlayMaterial(): ShaderMaterial;
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}
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export namespace OutlinePass {
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const BlurDirectionX: Vector2;
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const BlurDirectionY: Vector2;
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}
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import { Pass } from './pass';
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import { Color } from 'three';
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import { Vector2 } from 'three';
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import { WebGLRenderTarget } from 'three';
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import { MeshDepthMaterial } from 'three';
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import { ShaderMaterial } from 'three';
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import { FullScreenQuad } from './pass';
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import { Matrix4 } from 'three';
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.OutlinePass = void 0;
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const three_1 = require("three");
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const pass_1 = require("./pass");
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const copy_shader_1 = require("../shaders/copy-shader");
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class OutlinePass extends pass_1.Pass {
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constructor(resolution, scene, camera, selectedObjects) {
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super();
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this.renderScene = scene;
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this.renderCamera = camera;
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this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
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this.visibleEdgeColor = new three_1.Color(1, 1, 1);
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this.hiddenEdgeColor = new three_1.Color(0.1, 0.04, 0.02);
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this.edgeGlow = 0.0;
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this.usePatternTexture = false;
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this.edgeThickness = 1.0;
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this.edgeStrength = 3.0;
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this.downSampleRatio = 2;
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this.pulsePeriod = 0;
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this._visibilityCache = new Map();
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this.resolution = (resolution !== undefined) ? new three_1.Vector2(resolution.x, resolution.y) : new three_1.Vector2(256, 256);
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const resx = Math.round(this.resolution.x / this.downSampleRatio);
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const resy = Math.round(this.resolution.y / this.downSampleRatio);
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this.renderTargetMaskBuffer = new three_1.WebGLRenderTarget(this.resolution.x, this.resolution.y);
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this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
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this.renderTargetMaskBuffer.texture.generateMipmaps = false;
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this.depthMaterial = new three_1.MeshDepthMaterial();
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this.depthMaterial.side = three_1.DoubleSide;
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this.depthMaterial.depthPacking = three_1.RGBADepthPacking;
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this.depthMaterial.blending = three_1.NoBlending;
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this.prepareMaskMaterial = this.getPrepareMaskMaterial();
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this.prepareMaskMaterial.side = three_1.DoubleSide;
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this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ(this.prepareMaskMaterial.fragmentShader, this.renderCamera);
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this.renderTargetDepthBuffer = new three_1.WebGLRenderTarget(this.resolution.x, this.resolution.y);
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this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
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this.renderTargetDepthBuffer.texture.generateMipmaps = false;
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this.renderTargetMaskDownSampleBuffer = new three_1.WebGLRenderTarget(resx, resy);
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this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
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this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
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this.renderTargetBlurBuffer1 = new three_1.WebGLRenderTarget(resx, resy);
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this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
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this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
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this.renderTargetBlurBuffer2 = new three_1.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2));
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this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
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this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
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this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
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this.renderTargetEdgeBuffer1 = new three_1.WebGLRenderTarget(resx, resy);
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this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
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this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
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this.renderTargetEdgeBuffer2 = new three_1.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2));
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this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
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this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
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54
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const MAX_EDGE_THICKNESS = 4;
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const MAX_EDGE_GLOW = 4;
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56
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this.separableBlurMaterial1 = this.getSeperableBlurMaterial(MAX_EDGE_THICKNESS);
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this.separableBlurMaterial1.uniforms['texSize'].value.set(resx, resy);
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this.separableBlurMaterial1.uniforms['kernelRadius'].value = 1;
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59
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this.separableBlurMaterial2 = this.getSeperableBlurMaterial(MAX_EDGE_GLOW);
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60
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this.separableBlurMaterial2.uniforms['texSize'].value.set(Math.round(resx / 2), Math.round(resy / 2));
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this.separableBlurMaterial2.uniforms['kernelRadius'].value = MAX_EDGE_GLOW;
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62
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// Overlay material
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63
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this.overlayMaterial = this.getOverlayMaterial();
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64
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// copy material
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65
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+
const copyShader = copy_shader_1.CopyShader;
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66
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this.copyUniforms = three_1.UniformsUtils.clone(copyShader.uniforms);
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67
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+
this.copyUniforms['opacity'].value = 1.0;
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68
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this.materialCopy = new three_1.ShaderMaterial({
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69
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uniforms: this.copyUniforms,
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70
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vertexShader: copyShader.vertexShader,
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71
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+
fragmentShader: copyShader.fragmentShader,
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72
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blending: three_1.NoBlending,
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depthTest: false,
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74
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depthWrite: false,
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75
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transparent: true
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76
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});
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77
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this.enabled = true;
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78
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+
this.needsSwap = false;
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79
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+
this._oldClearColor = new three_1.Color();
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80
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this.oldClearAlpha = 1;
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81
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+
this.fsQuad = new pass_1.FullScreenQuad(null);
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82
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this.tempPulseColor1 = new three_1.Color();
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83
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+
this.tempPulseColor2 = new three_1.Color();
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84
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+
this.textureMatrix = new three_1.Matrix4();
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85
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+
function replaceDepthToViewZ(string, camera) {
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86
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+
const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
|
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87
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return string.replace(/DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ');
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88
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+
}
|
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89
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+
}
|
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90
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+
dispose() {
|
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91
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+
this.renderTargetMaskBuffer.dispose();
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92
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+
this.renderTargetDepthBuffer.dispose();
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93
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+
this.renderTargetMaskDownSampleBuffer.dispose();
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94
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+
this.renderTargetBlurBuffer1.dispose();
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95
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+
this.renderTargetBlurBuffer2.dispose();
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96
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+
this.renderTargetEdgeBuffer1.dispose();
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97
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+
this.renderTargetEdgeBuffer2.dispose();
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98
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+
this.depthMaterial.dispose();
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99
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+
this.prepareMaskMaterial.dispose();
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100
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+
this.edgeDetectionMaterial.dispose();
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101
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this.separableBlurMaterial1.dispose();
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102
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+
this.separableBlurMaterial2.dispose();
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103
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+
this.overlayMaterial.dispose();
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104
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+
this.materialCopy.dispose();
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105
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+
this.fsQuad.dispose();
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|
106
|
+
}
|
|
107
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+
setSize(width, height) {
|
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108
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+
this.renderTargetMaskBuffer.setSize(width, height);
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109
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+
this.renderTargetDepthBuffer.setSize(width, height);
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110
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+
let resx = Math.round(width / this.downSampleRatio);
|
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111
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+
let resy = Math.round(height / this.downSampleRatio);
|
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112
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+
this.renderTargetMaskDownSampleBuffer.setSize(resx, resy);
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113
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+
this.renderTargetBlurBuffer1.setSize(resx, resy);
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114
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+
this.renderTargetEdgeBuffer1.setSize(resx, resy);
|
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115
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+
this.separableBlurMaterial1.uniforms['texSize'].value.set(resx, resy);
|
|
116
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+
resx = Math.round(resx / 2);
|
|
117
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+
resy = Math.round(resy / 2);
|
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118
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+
this.renderTargetBlurBuffer2.setSize(resx, resy);
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119
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+
this.renderTargetEdgeBuffer2.setSize(resx, resy);
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120
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+
this.separableBlurMaterial2.uniforms['texSize'].value.set(resx, resy);
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121
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+
}
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122
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+
changeVisibilityOfSelectedObjects(bVisible) {
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123
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+
const cache = this._visibilityCache;
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124
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+
function gatherSelectedMeshesCallBack(object) {
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125
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+
if (object.isMesh) {
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126
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+
if (bVisible === true) {
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127
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+
object.visible = cache.get(object);
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128
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+
}
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129
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+
else {
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130
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+
cache.set(object, object.visible);
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131
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+
object.visible = bVisible;
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132
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+
}
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133
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+
}
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134
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+
}
|
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135
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+
for (let i = 0; i < this.selectedObjects.length; i++) {
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136
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+
const selectedObject = this.selectedObjects[i];
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137
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+
selectedObject.traverse(gatherSelectedMeshesCallBack);
|
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138
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+
}
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139
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+
}
|
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140
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+
changeVisibilityOfNonSelectedObjects(bVisible) {
|
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141
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+
const cache = this._visibilityCache;
|
|
142
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+
const selectedMeshes = [];
|
|
143
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+
function gatherSelectedMeshesCallBack(object) {
|
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144
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+
if (object.isMesh)
|
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145
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+
selectedMeshes.push(object);
|
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146
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+
}
|
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147
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+
for (let i = 0; i < this.selectedObjects.length; i++) {
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148
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+
const selectedObject = this.selectedObjects[i];
|
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149
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+
selectedObject.traverse(gatherSelectedMeshesCallBack);
|
|
150
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+
}
|
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151
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+
function VisibilityChangeCallBack(object) {
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152
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+
if (object.isMesh || object.isSprite) {
|
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153
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+
// only meshes and sprites are supported by OutlinePass
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154
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+
let bFound = false;
|
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155
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+
for (let i = 0; i < selectedMeshes.length; i++) {
|
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156
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+
const selectedObjectId = selectedMeshes[i].id;
|
|
157
|
+
if (selectedObjectId === object.id) {
|
|
158
|
+
bFound = true;
|
|
159
|
+
break;
|
|
160
|
+
}
|
|
161
|
+
}
|
|
162
|
+
if (bFound === false) {
|
|
163
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+
const visibility = object.visible;
|
|
164
|
+
if (bVisible === false || cache.get(object) === true) {
|
|
165
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+
object.visible = bVisible;
|
|
166
|
+
}
|
|
167
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+
cache.set(object, visibility);
|
|
168
|
+
}
|
|
169
|
+
}
|
|
170
|
+
else if (object.isPoints || object.isLine) {
|
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171
|
+
// the visibilty of points and lines is always set to false in order to
|
|
172
|
+
// not affect the outline computation
|
|
173
|
+
if (bVisible === true) {
|
|
174
|
+
object.visible = cache.get(object); // restore
|
|
175
|
+
}
|
|
176
|
+
else {
|
|
177
|
+
cache.set(object, object.visible);
|
|
178
|
+
object.visible = bVisible;
|
|
179
|
+
}
|
|
180
|
+
}
|
|
181
|
+
}
|
|
182
|
+
this.renderScene.traverse(VisibilityChangeCallBack);
|
|
183
|
+
}
|
|
184
|
+
updateTextureMatrix() {
|
|
185
|
+
this.textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
|
|
186
|
+
this.textureMatrix.multiply(this.renderCamera.projectionMatrix);
|
|
187
|
+
this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse);
|
|
188
|
+
}
|
|
189
|
+
render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
|
|
190
|
+
if (this.selectedObjects.length > 0) {
|
|
191
|
+
renderer.getClearColor(this._oldClearColor);
|
|
192
|
+
this.oldClearAlpha = renderer.getClearAlpha();
|
|
193
|
+
const oldAutoClear = renderer.autoClear;
|
|
194
|
+
renderer.autoClear = false;
|
|
195
|
+
if (maskActive)
|
|
196
|
+
renderer.state.buffers.stencil.setTest(false);
|
|
197
|
+
renderer.setClearColor(0xffffff, 1);
|
|
198
|
+
// Make selected objects invisible
|
|
199
|
+
this.changeVisibilityOfSelectedObjects(false);
|
|
200
|
+
const currentBackground = this.renderScene.background;
|
|
201
|
+
this.renderScene.background = null;
|
|
202
|
+
// 1. Draw Non Selected objects in the depth buffer
|
|
203
|
+
this.renderScene.overrideMaterial = this.depthMaterial;
|
|
204
|
+
renderer.setRenderTarget(this.renderTargetDepthBuffer);
|
|
205
|
+
renderer.clear();
|
|
206
|
+
renderer.render(this.renderScene, this.renderCamera);
|
|
207
|
+
// Make selected objects visible
|
|
208
|
+
this.changeVisibilityOfSelectedObjects(true);
|
|
209
|
+
this._visibilityCache.clear();
|
|
210
|
+
// Update Texture Matrix for Depth compare
|
|
211
|
+
this.updateTextureMatrix();
|
|
212
|
+
// Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
|
|
213
|
+
this.changeVisibilityOfNonSelectedObjects(false);
|
|
214
|
+
this.renderScene.overrideMaterial = this.prepareMaskMaterial;
|
|
215
|
+
this.prepareMaskMaterial.uniforms['cameraNearFar'].value.set(this.renderCamera.near, this.renderCamera.far);
|
|
216
|
+
this.prepareMaskMaterial.uniforms['depthTexture'].value = this.renderTargetDepthBuffer.texture;
|
|
217
|
+
this.prepareMaskMaterial.uniforms['textureMatrix'].value = this.textureMatrix;
|
|
218
|
+
renderer.setRenderTarget(this.renderTargetMaskBuffer);
|
|
219
|
+
renderer.clear();
|
|
220
|
+
renderer.render(this.renderScene, this.renderCamera);
|
|
221
|
+
this.renderScene.overrideMaterial = null;
|
|
222
|
+
this.changeVisibilityOfNonSelectedObjects(true);
|
|
223
|
+
this._visibilityCache.clear();
|
|
224
|
+
this.renderScene.background = currentBackground;
|
|
225
|
+
// 2. Downsample to Half resolution
|
|
226
|
+
this.fsQuad.material = this.materialCopy;
|
|
227
|
+
this.copyUniforms['tDiffuse'].value = this.renderTargetMaskBuffer.texture;
|
|
228
|
+
renderer.setRenderTarget(this.renderTargetMaskDownSampleBuffer);
|
|
229
|
+
renderer.clear();
|
|
230
|
+
this.fsQuad.render(renderer);
|
|
231
|
+
this.tempPulseColor1.copy(this.visibleEdgeColor);
|
|
232
|
+
this.tempPulseColor2.copy(this.hiddenEdgeColor);
|
|
233
|
+
if (this.pulsePeriod > 0) {
|
|
234
|
+
const scalar = (1 + 0.25) / 2 + Math.cos(performance.now() * 0.01 / this.pulsePeriod) * (1.0 - 0.25) / 2;
|
|
235
|
+
this.tempPulseColor1.multiplyScalar(scalar);
|
|
236
|
+
this.tempPulseColor2.multiplyScalar(scalar);
|
|
237
|
+
}
|
|
238
|
+
// 3. Apply Edge Detection Pass
|
|
239
|
+
this.fsQuad.material = this.edgeDetectionMaterial;
|
|
240
|
+
this.edgeDetectionMaterial.uniforms['maskTexture'].value = this.renderTargetMaskDownSampleBuffer.texture;
|
|
241
|
+
this.edgeDetectionMaterial.uniforms['texSize'].value.set(this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height);
|
|
242
|
+
this.edgeDetectionMaterial.uniforms['visibleEdgeColor'].value = this.tempPulseColor1;
|
|
243
|
+
this.edgeDetectionMaterial.uniforms['hiddenEdgeColor'].value = this.tempPulseColor2;
|
|
244
|
+
renderer.setRenderTarget(this.renderTargetEdgeBuffer1);
|
|
245
|
+
renderer.clear();
|
|
246
|
+
this.fsQuad.render(renderer);
|
|
247
|
+
// 4. Apply Blur on Half res
|
|
248
|
+
this.fsQuad.material = this.separableBlurMaterial1;
|
|
249
|
+
this.separableBlurMaterial1.uniforms['colorTexture'].value = this.renderTargetEdgeBuffer1.texture;
|
|
250
|
+
this.separableBlurMaterial1.uniforms['direction'].value = OutlinePass.BlurDirectionX;
|
|
251
|
+
this.separableBlurMaterial1.uniforms['kernelRadius'].value = this.edgeThickness;
|
|
252
|
+
renderer.setRenderTarget(this.renderTargetBlurBuffer1);
|
|
253
|
+
renderer.clear();
|
|
254
|
+
this.fsQuad.render(renderer);
|
|
255
|
+
this.separableBlurMaterial1.uniforms['colorTexture'].value = this.renderTargetBlurBuffer1.texture;
|
|
256
|
+
this.separableBlurMaterial1.uniforms['direction'].value = OutlinePass.BlurDirectionY;
|
|
257
|
+
renderer.setRenderTarget(this.renderTargetEdgeBuffer1);
|
|
258
|
+
renderer.clear();
|
|
259
|
+
this.fsQuad.render(renderer);
|
|
260
|
+
// Apply Blur on quarter res
|
|
261
|
+
this.fsQuad.material = this.separableBlurMaterial2;
|
|
262
|
+
this.separableBlurMaterial2.uniforms['colorTexture'].value = this.renderTargetEdgeBuffer1.texture;
|
|
263
|
+
this.separableBlurMaterial2.uniforms['direction'].value = OutlinePass.BlurDirectionX;
|
|
264
|
+
renderer.setRenderTarget(this.renderTargetBlurBuffer2);
|
|
265
|
+
renderer.clear();
|
|
266
|
+
this.fsQuad.render(renderer);
|
|
267
|
+
this.separableBlurMaterial2.uniforms['colorTexture'].value = this.renderTargetBlurBuffer2.texture;
|
|
268
|
+
this.separableBlurMaterial2.uniforms['direction'].value = OutlinePass.BlurDirectionY;
|
|
269
|
+
renderer.setRenderTarget(this.renderTargetEdgeBuffer2);
|
|
270
|
+
renderer.clear();
|
|
271
|
+
this.fsQuad.render(renderer);
|
|
272
|
+
// Blend it additively over the input texture
|
|
273
|
+
this.fsQuad.material = this.overlayMaterial;
|
|
274
|
+
this.overlayMaterial.uniforms['maskTexture'].value = this.renderTargetMaskBuffer.texture;
|
|
275
|
+
this.overlayMaterial.uniforms['edgeTexture1'].value = this.renderTargetEdgeBuffer1.texture;
|
|
276
|
+
this.overlayMaterial.uniforms['edgeTexture2'].value = this.renderTargetEdgeBuffer2.texture;
|
|
277
|
+
this.overlayMaterial.uniforms['patternTexture'].value = this.patternTexture;
|
|
278
|
+
this.overlayMaterial.uniforms['edgeStrength'].value = this.edgeStrength;
|
|
279
|
+
this.overlayMaterial.uniforms['edgeGlow'].value = this.edgeGlow;
|
|
280
|
+
this.overlayMaterial.uniforms['usePatternTexture'].value = this.usePatternTexture;
|
|
281
|
+
if (maskActive)
|
|
282
|
+
renderer.state.buffers.stencil.setTest(true);
|
|
283
|
+
renderer.setRenderTarget(readBuffer);
|
|
284
|
+
this.fsQuad.render(renderer);
|
|
285
|
+
renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
|
|
286
|
+
renderer.autoClear = oldAutoClear;
|
|
287
|
+
}
|
|
288
|
+
if (this.renderToScreen) {
|
|
289
|
+
this.fsQuad.material = this.materialCopy;
|
|
290
|
+
this.copyUniforms['tDiffuse'].value = readBuffer.texture;
|
|
291
|
+
renderer.setRenderTarget(null);
|
|
292
|
+
this.fsQuad.render(renderer);
|
|
293
|
+
}
|
|
294
|
+
}
|
|
295
|
+
getPrepareMaskMaterial() {
|
|
296
|
+
return new three_1.ShaderMaterial({
|
|
297
|
+
uniforms: {
|
|
298
|
+
'depthTexture': { value: null },
|
|
299
|
+
'cameraNearFar': { value: new three_1.Vector2(0.5, 0.5) },
|
|
300
|
+
'textureMatrix': { value: null }
|
|
301
|
+
},
|
|
302
|
+
vertexShader: `#include <morphtarget_pars_vertex>
|
|
303
|
+
#include <skinning_pars_vertex>
|
|
304
|
+
|
|
305
|
+
varying vec4 projTexCoord;
|
|
306
|
+
varying vec4 vPosition;
|
|
307
|
+
uniform mat4 textureMatrix;
|
|
308
|
+
|
|
309
|
+
void main() {
|
|
310
|
+
|
|
311
|
+
#include <skinbase_vertex>
|
|
312
|
+
#include <begin_vertex>
|
|
313
|
+
#include <morphtarget_vertex>
|
|
314
|
+
#include <skinning_vertex>
|
|
315
|
+
#include <project_vertex>
|
|
316
|
+
|
|
317
|
+
vPosition = mvPosition;
|
|
318
|
+
|
|
319
|
+
vec4 worldPosition = vec4( transformed, 1.0 );
|
|
320
|
+
|
|
321
|
+
#ifdef USE_INSTANCING
|
|
322
|
+
|
|
323
|
+
worldPosition = instanceMatrix * worldPosition;
|
|
324
|
+
|
|
325
|
+
#endif
|
|
326
|
+
|
|
327
|
+
worldPosition = modelMatrix * worldPosition;
|
|
328
|
+
|
|
329
|
+
projTexCoord = textureMatrix * worldPosition;
|
|
330
|
+
|
|
331
|
+
}`,
|
|
332
|
+
fragmentShader: `#include <packing>
|
|
333
|
+
varying vec4 vPosition;
|
|
334
|
+
varying vec4 projTexCoord;
|
|
335
|
+
uniform sampler2D depthTexture;
|
|
336
|
+
uniform vec2 cameraNearFar;
|
|
337
|
+
|
|
338
|
+
void main() {
|
|
339
|
+
|
|
340
|
+
float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
|
|
341
|
+
float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
|
|
342
|
+
float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
|
|
343
|
+
gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
|
|
344
|
+
|
|
345
|
+
}`
|
|
346
|
+
});
|
|
347
|
+
}
|
|
348
|
+
getEdgeDetectionMaterial() {
|
|
349
|
+
return new three_1.ShaderMaterial({
|
|
350
|
+
uniforms: {
|
|
351
|
+
'maskTexture': { value: null },
|
|
352
|
+
'texSize': { value: new three_1.Vector2(0.5, 0.5) },
|
|
353
|
+
'visibleEdgeColor': { value: new three_1.Vector3(1.0, 1.0, 1.0) },
|
|
354
|
+
'hiddenEdgeColor': { value: new three_1.Vector3(1.0, 1.0, 1.0) },
|
|
355
|
+
},
|
|
356
|
+
vertexShader: `varying vec2 vUv;
|
|
357
|
+
|
|
358
|
+
void main() {
|
|
359
|
+
vUv = uv;
|
|
360
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
361
|
+
}`,
|
|
362
|
+
fragmentShader: `varying vec2 vUv;
|
|
363
|
+
|
|
364
|
+
uniform sampler2D maskTexture;
|
|
365
|
+
uniform vec2 texSize;
|
|
366
|
+
uniform vec3 visibleEdgeColor;
|
|
367
|
+
uniform vec3 hiddenEdgeColor;
|
|
368
|
+
|
|
369
|
+
void main() {
|
|
370
|
+
vec2 invSize = 1.0 / texSize;
|
|
371
|
+
vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
|
|
372
|
+
vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
|
|
373
|
+
vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
|
|
374
|
+
vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
|
|
375
|
+
vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
|
|
376
|
+
float diff1 = (c1.r - c2.r)*0.5;
|
|
377
|
+
float diff2 = (c3.r - c4.r)*0.5;
|
|
378
|
+
float d = length( vec2(diff1, diff2) );
|
|
379
|
+
float a1 = min(c1.g, c2.g);
|
|
380
|
+
float a2 = min(c3.g, c4.g);
|
|
381
|
+
float visibilityFactor = min(a1, a2);
|
|
382
|
+
vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
|
|
383
|
+
gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
|
|
384
|
+
}`
|
|
385
|
+
});
|
|
386
|
+
}
|
|
387
|
+
getSeperableBlurMaterial(maxRadius) {
|
|
388
|
+
return new three_1.ShaderMaterial({
|
|
389
|
+
defines: {
|
|
390
|
+
'MAX_RADIUS': maxRadius,
|
|
391
|
+
},
|
|
392
|
+
uniforms: {
|
|
393
|
+
'colorTexture': { value: null },
|
|
394
|
+
'texSize': { value: new three_1.Vector2(0.5, 0.5) },
|
|
395
|
+
'direction': { value: new three_1.Vector2(0.5, 0.5) },
|
|
396
|
+
'kernelRadius': { value: 1.0 }
|
|
397
|
+
},
|
|
398
|
+
vertexShader: `varying vec2 vUv;
|
|
399
|
+
|
|
400
|
+
void main() {
|
|
401
|
+
vUv = uv;
|
|
402
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
403
|
+
}`,
|
|
404
|
+
fragmentShader: `#include <common>
|
|
405
|
+
varying vec2 vUv;
|
|
406
|
+
uniform sampler2D colorTexture;
|
|
407
|
+
uniform vec2 texSize;
|
|
408
|
+
uniform vec2 direction;
|
|
409
|
+
uniform float kernelRadius;
|
|
410
|
+
|
|
411
|
+
float gaussianPdf(in float x, in float sigma) {
|
|
412
|
+
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
|
|
413
|
+
}
|
|
414
|
+
|
|
415
|
+
void main() {
|
|
416
|
+
vec2 invSize = 1.0 / texSize;
|
|
417
|
+
float sigma = kernelRadius/2.0;
|
|
418
|
+
float weightSum = gaussianPdf(0.0, sigma);
|
|
419
|
+
vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
|
|
420
|
+
vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
|
|
421
|
+
vec2 uvOffset = delta;
|
|
422
|
+
for( int i = 1; i <= MAX_RADIUS; i ++ ) {
|
|
423
|
+
float x = kernelRadius * float(i) / float(MAX_RADIUS);
|
|
424
|
+
float w = gaussianPdf(x, sigma);
|
|
425
|
+
vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
|
|
426
|
+
vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
|
|
427
|
+
diffuseSum += ((sample1 + sample2) * w);
|
|
428
|
+
weightSum += (2.0 * w);
|
|
429
|
+
uvOffset += delta;
|
|
430
|
+
}
|
|
431
|
+
gl_FragColor = diffuseSum/weightSum;
|
|
432
|
+
}`
|
|
433
|
+
});
|
|
434
|
+
}
|
|
435
|
+
getOverlayMaterial() {
|
|
436
|
+
return new three_1.ShaderMaterial({
|
|
437
|
+
uniforms: {
|
|
438
|
+
'maskTexture': { value: null },
|
|
439
|
+
'edgeTexture1': { value: null },
|
|
440
|
+
'edgeTexture2': { value: null },
|
|
441
|
+
'patternTexture': { value: null },
|
|
442
|
+
'edgeStrength': { value: 1.0 },
|
|
443
|
+
'edgeGlow': { value: 1.0 },
|
|
444
|
+
'usePatternTexture': { value: 0.0 }
|
|
445
|
+
},
|
|
446
|
+
vertexShader: `varying vec2 vUv;
|
|
447
|
+
|
|
448
|
+
void main() {
|
|
449
|
+
vUv = uv;
|
|
450
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
451
|
+
}`,
|
|
452
|
+
fragmentShader: `varying vec2 vUv;
|
|
453
|
+
|
|
454
|
+
uniform sampler2D maskTexture;
|
|
455
|
+
uniform sampler2D edgeTexture1;
|
|
456
|
+
uniform sampler2D edgeTexture2;
|
|
457
|
+
uniform sampler2D patternTexture;
|
|
458
|
+
uniform float edgeStrength;
|
|
459
|
+
uniform float edgeGlow;
|
|
460
|
+
uniform bool usePatternTexture;
|
|
461
|
+
|
|
462
|
+
void main() {
|
|
463
|
+
vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
|
|
464
|
+
vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
|
|
465
|
+
vec4 maskColor = texture2D(maskTexture, vUv);
|
|
466
|
+
vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
|
|
467
|
+
float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
|
|
468
|
+
vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
|
|
469
|
+
vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
|
|
470
|
+
if(usePatternTexture)
|
|
471
|
+
finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
|
|
472
|
+
gl_FragColor = finalColor;
|
|
473
|
+
}`,
|
|
474
|
+
blending: three_1.AdditiveBlending,
|
|
475
|
+
depthTest: false,
|
|
476
|
+
depthWrite: false,
|
|
477
|
+
transparent: true
|
|
478
|
+
});
|
|
479
|
+
}
|
|
480
|
+
}
|
|
481
|
+
exports.OutlinePass = OutlinePass;
|
|
482
|
+
OutlinePass.BlurDirectionX = new three_1.Vector2(1.0, 0.0);
|
|
483
|
+
OutlinePass.BlurDirectionY = new three_1.Vector2(0.0, 1.0);
|
|
484
|
+
//# sourceMappingURL=outline-pass.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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@@ -0,0 +1,14 @@
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1
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+
export namespace FXAAShader {
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2
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namespace uniforms {
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namespace tDiffuse {
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const value: null;
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}
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namespace resolution {
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const value_1: Vector2;
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export { value_1 as value };
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}
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}
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const vertexShader: string;
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const fragmentShader: string;
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}
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import { Vector2 } from 'three';
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.FXAAShader = void 0;
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const three_1 = require("three");
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/**
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* NVIDIA FXAA by Timothy Lottes
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* https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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* - WebGL port by @supereggbert
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* http://www.glge.org/demos/fxaa/
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* Further improved by Daniel Sturk
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*/
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const FXAAShader = {
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uniforms: {
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'tDiffuse': { value: null },
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'resolution': { value: new three_1.Vector2(1 / 1024, 1 / 512) }
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},
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vertexShader: /* glsl */ `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `
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precision highp float;
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uniform sampler2D tDiffuse;
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uniform vec2 resolution;
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varying vec2 vUv;
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// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
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//----------------------------------------------------------------------------------
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// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
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// SDK Version: v3.00
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// Email: gameworks@nvidia.com
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// Site: http://developer.nvidia.com/
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//
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// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//----------------------------------------------------------------------------------
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#ifndef FXAA_DISCARD
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//
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// Only valid for PC OpenGL currently.
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// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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//
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// 1 = Use discard on pixels which don't need AA.
|
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// For APIs which enable concurrent TEX+ROP from same surface.
|
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+
// 0 = Return unchanged color on pixels which don't need AA.
|
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//
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#define FXAA_DISCARD 0
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#endif
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+
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) texture2D(t, p, -100.0)
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#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
|
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/*--------------------------------------------------------------------------*/
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+
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#define NUM_SAMPLES 5
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+
|
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+
// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
|
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|
+
float contrast( vec4 a, vec4 b ) {
|
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+
vec4 diff = abs( a - b );
|
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|
+
return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
|
|
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+
}
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+
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/*============================================================================
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+
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FXAA3 QUALITY - PC
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+
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|
+
============================================================================*/
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+
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/*--------------------------------------------------------------------------*/
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+
vec4 FxaaPixelShader(
|
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+
vec2 posM,
|
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|
+
sampler2D tex,
|
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|
+
vec2 fxaaQualityRcpFrame,
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|
+
float fxaaQualityEdgeThreshold,
|
|
109
|
+
float fxaaQualityinvEdgeThreshold
|
|
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|
+
) {
|
|
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|
+
vec4 rgbaM = FxaaTexTop(tex, posM);
|
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112
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+
vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
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+
vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
|
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114
|
+
vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
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+
vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
|
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|
+
// . S .
|
|
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+
// W M E
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+
// . N .
|
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119
|
+
|
|
120
|
+
bool earlyExit = max( max( max(
|
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|
+
contrast( rgbaM, rgbaN ),
|
|
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|
+
contrast( rgbaM, rgbaS ) ),
|
|
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|
+
contrast( rgbaM, rgbaE ) ),
|
|
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|
+
contrast( rgbaM, rgbaW ) )
|
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+
< fxaaQualityEdgeThreshold;
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+
// . 0 .
|
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+
// 0 0 0
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128
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+
// . 0 .
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+
|
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+
#if (FXAA_DISCARD == 1)
|
|
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|
+
if(earlyExit) FxaaDiscard;
|
|
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|
+
#else
|
|
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|
+
if(earlyExit) return rgbaM;
|
|
134
|
+
#endif
|
|
135
|
+
|
|
136
|
+
float contrastN = contrast( rgbaM, rgbaN );
|
|
137
|
+
float contrastS = contrast( rgbaM, rgbaS );
|
|
138
|
+
float contrastE = contrast( rgbaM, rgbaE );
|
|
139
|
+
float contrastW = contrast( rgbaM, rgbaW );
|
|
140
|
+
|
|
141
|
+
float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
|
|
142
|
+
relativeVContrast *= fxaaQualityinvEdgeThreshold;
|
|
143
|
+
|
|
144
|
+
bool horzSpan = relativeVContrast > 0.;
|
|
145
|
+
// . 1 .
|
|
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|
+
// 0 0 0
|
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147
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+
// . 1 .
|
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|
+
|
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149
|
+
// 45 deg edge detection and corners of objects, aka V/H contrast is too similar
|
|
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|
+
if( abs( relativeVContrast ) < .3 ) {
|
|
151
|
+
// locate the edge
|
|
152
|
+
vec2 dirToEdge;
|
|
153
|
+
dirToEdge.x = contrastE > contrastW ? 1. : -1.;
|
|
154
|
+
dirToEdge.y = contrastS > contrastN ? 1. : -1.;
|
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155
|
+
// . 2 . . 1 .
|
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|
+
// 1 0 2 ~= 0 0 1
|
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157
|
+
// . 1 . . 0 .
|
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158
|
+
|
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159
|
+
// tap 2 pixels and see which ones are "outside" the edge, to
|
|
160
|
+
// determine if the edge is vertical or horizontal
|
|
161
|
+
|
|
162
|
+
vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
|
|
163
|
+
float matchAlongH = contrast( rgbaM, rgbaAlongH );
|
|
164
|
+
// . 1 .
|
|
165
|
+
// 0 0 1
|
|
166
|
+
// . 0 H
|
|
167
|
+
|
|
168
|
+
vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
|
|
169
|
+
float matchAlongV = contrast( rgbaM, rgbaAlongV );
|
|
170
|
+
// V 1 .
|
|
171
|
+
// 0 0 1
|
|
172
|
+
// . 0 .
|
|
173
|
+
|
|
174
|
+
relativeVContrast = matchAlongV - matchAlongH;
|
|
175
|
+
relativeVContrast *= fxaaQualityinvEdgeThreshold;
|
|
176
|
+
|
|
177
|
+
if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
|
|
178
|
+
// 1 1 .
|
|
179
|
+
// 0 0 1
|
|
180
|
+
// . 0 1
|
|
181
|
+
|
|
182
|
+
// do a simple blur
|
|
183
|
+
return mix(
|
|
184
|
+
rgbaM,
|
|
185
|
+
(rgbaN + rgbaS + rgbaE + rgbaW) * .25,
|
|
186
|
+
.4
|
|
187
|
+
);
|
|
188
|
+
}
|
|
189
|
+
|
|
190
|
+
horzSpan = relativeVContrast > 0.;
|
|
191
|
+
}
|
|
192
|
+
|
|
193
|
+
if(!horzSpan) rgbaN = rgbaW;
|
|
194
|
+
if(!horzSpan) rgbaS = rgbaE;
|
|
195
|
+
// . 0 . 1
|
|
196
|
+
// 1 0 1 -> 0
|
|
197
|
+
// . 0 . 1
|
|
198
|
+
|
|
199
|
+
bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
|
|
200
|
+
if(!pairN) rgbaN = rgbaS;
|
|
201
|
+
|
|
202
|
+
vec2 offNP;
|
|
203
|
+
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
|
204
|
+
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
|
205
|
+
|
|
206
|
+
bool doneN = false;
|
|
207
|
+
bool doneP = false;
|
|
208
|
+
|
|
209
|
+
float nDist = 0.;
|
|
210
|
+
float pDist = 0.;
|
|
211
|
+
|
|
212
|
+
vec2 posN = posM;
|
|
213
|
+
vec2 posP = posM;
|
|
214
|
+
|
|
215
|
+
int iterationsUsed = 0;
|
|
216
|
+
int iterationsUsedN = 0;
|
|
217
|
+
int iterationsUsedP = 0;
|
|
218
|
+
for( int i = 0; i < NUM_SAMPLES; i++ ) {
|
|
219
|
+
iterationsUsed = i;
|
|
220
|
+
|
|
221
|
+
float increment = float(i + 1);
|
|
222
|
+
|
|
223
|
+
if(!doneN) {
|
|
224
|
+
nDist += increment;
|
|
225
|
+
posN = posM + offNP * nDist;
|
|
226
|
+
vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
|
|
227
|
+
doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
|
|
228
|
+
iterationsUsedN = i;
|
|
229
|
+
}
|
|
230
|
+
|
|
231
|
+
if(!doneP) {
|
|
232
|
+
pDist += increment;
|
|
233
|
+
posP = posM - offNP * pDist;
|
|
234
|
+
vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
|
|
235
|
+
doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
|
|
236
|
+
iterationsUsedP = i;
|
|
237
|
+
}
|
|
238
|
+
|
|
239
|
+
if(doneN || doneP) break;
|
|
240
|
+
}
|
|
241
|
+
|
|
242
|
+
|
|
243
|
+
if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
|
|
244
|
+
|
|
245
|
+
float dist = min(
|
|
246
|
+
doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
|
|
247
|
+
doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
|
|
248
|
+
);
|
|
249
|
+
|
|
250
|
+
// hacky way of reduces blurriness of mostly diagonal edges
|
|
251
|
+
// but reduces AA quality
|
|
252
|
+
dist = pow(dist, .5);
|
|
253
|
+
|
|
254
|
+
dist = 1. - dist;
|
|
255
|
+
|
|
256
|
+
return mix(
|
|
257
|
+
rgbaM,
|
|
258
|
+
rgbaN,
|
|
259
|
+
dist * .5
|
|
260
|
+
);
|
|
261
|
+
}
|
|
262
|
+
|
|
263
|
+
void main() {
|
|
264
|
+
const float edgeDetectionQuality = .2;
|
|
265
|
+
const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
|
|
266
|
+
|
|
267
|
+
gl_FragColor = FxaaPixelShader(
|
|
268
|
+
vUv,
|
|
269
|
+
tDiffuse,
|
|
270
|
+
resolution,
|
|
271
|
+
edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
|
|
272
|
+
invEdgeDetectionQuality
|
|
273
|
+
);
|
|
274
|
+
|
|
275
|
+
}
|
|
276
|
+
`
|
|
277
|
+
};
|
|
278
|
+
exports.FXAAShader = FXAAShader;
|
|
279
|
+
//# sourceMappingURL=fxaa-shader.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"fxaa-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/fxaa-shader.js"],"names":[],"mappings":";;;AAAA,iCAEe;AAEf;;;;;;GAMG;AAEH,MAAM,UAAU,GAAG;IAEf,QAAQ,EAAE;QAEN,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,CAAC,GAAG,IAAI,EAAE,CAAC,GAAG,GAAG,CAAC,EAAE;KAE1D;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;;;IASzB;IAEA,cAAc,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyPlB;CAED,CAAC;AAEO,gCAAU"}
|
|
@@ -15,7 +15,7 @@ import { ViralContextMenu } from "./components/context-menu/viral-context-menu";
|
|
|
15
15
|
import { ViralCentralizedEventHandler } from "./components/centralized-event-handler/viral-centralized-event-handler";
|
|
16
16
|
import { ViralLoader } from "./components/loader/viral.loader";
|
|
17
17
|
import { ViralStats } from "./components/stats/viral-stats";
|
|
18
|
-
import {
|
|
18
|
+
import { OutlineEffect } from "./components/post-processing/outline-effect";
|
|
19
19
|
export declare class ViralViewerApi {
|
|
20
20
|
options: ViewerOptions;
|
|
21
21
|
targetElement: HTMLElement;
|
|
@@ -31,7 +31,7 @@ export declare class ViralViewerApi {
|
|
|
31
31
|
viralAnimation: ViralAnimation;
|
|
32
32
|
viralCentralizedEventHandler: ViralCentralizedEventHandler;
|
|
33
33
|
viralLoader: ViralLoader;
|
|
34
|
-
|
|
34
|
+
outlineEffect: OutlineEffect;
|
|
35
35
|
viralCompressProcessor: ViralCompressProcessor;
|
|
36
36
|
worker3: ViralViewerWorker3;
|
|
37
37
|
localStorageService: LocalStorageService;
|
package/dist/viral-viewer-api.js
CHANGED
|
@@ -17,7 +17,7 @@ const viral_context_menu_1 = require("./components/context-menu/viral-context-me
|
|
|
17
17
|
const viral_centralized_event_handler_1 = require("./components/centralized-event-handler/viral-centralized-event-handler");
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18
18
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const viral_loader_1 = require("./components/loader/viral.loader");
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19
19
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const viral_stats_1 = require("./components/stats/viral-stats");
|
|
20
|
-
const
|
|
20
|
+
const outline_effect_1 = require("./components/post-processing/outline-effect");
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21
21
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class ViralViewerApi {
|
|
22
22
|
constructor(options) {
|
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23
23
|
this.viralCompressProcessor = new viral_compress_processor_1.ViralCompressProcessor();
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|
@@ -35,14 +35,17 @@ class ViralViewerApi {
|
|
|
35
35
|
this.viralMouse = new viral_mouse_1.ViralMouse(this);
|
|
36
36
|
this.viralKeyboard = new viral_keyboard_1.ViralKeyboard(this);
|
|
37
37
|
this.viralAnimation = new viral_animation_1.ViralAnimation(this);
|
|
38
|
-
this.viralPostProcessing = new
|
|
38
|
+
// this.viralPostProcessing = new ViralPostProcessing(this);
|
|
39
|
+
this.outlineEffect = new outline_effect_1.OutlineEffect(this);
|
|
39
40
|
this.viralCentralizedEventHandler = new viral_centralized_event_handler_1.ViralCentralizedEventHandler(this);
|
|
40
41
|
this.viralLoader = new viral_loader_1.ViralLoader(this);
|
|
41
42
|
this.worker3 = new viral_viewer_3_worker_1.ViralViewerWorker3(this);
|
|
42
43
|
if (this.options.isDev) {
|
|
43
44
|
this.viralStats = new viral_stats_1.ViralStats(this);
|
|
44
45
|
}
|
|
45
|
-
this.options.isDev
|
|
46
|
+
this.options.isDev
|
|
47
|
+
? this.viralAnimation.devAnimation()
|
|
48
|
+
: this.viralAnimation.animation();
|
|
46
49
|
}
|
|
47
50
|
}
|
|
48
51
|
exports.ViralViewerApi = ViralViewerApi;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"viral-viewer-api.js","sourceRoot":"","sources":["../src/viral-viewer-api.ts"],"names":[],"mappings":";;;AACA,6FAAwF;AACxF,mEAA+D;AAC/D,gEAA4D;AAC5D,gEAA4D;AAC5D,yEAAqE;AACrE,8FAAyF;AACzF,4EAAwE;AACxE,gEAA4D;AAC5D,sEAAkE;AAClE,4EAAuE;AACvE,yEAAqE;AACrE,qFAA+E;AAC/E,qFAAgF;AAChF,4HAAsH;AACtH,mEAA+D;AAC/D,gEAA4D;
|
|
1
|
+
{"version":3,"file":"viral-viewer-api.js","sourceRoot":"","sources":["../src/viral-viewer-api.ts"],"names":[],"mappings":";;;AACA,6FAAwF;AACxF,mEAA+D;AAC/D,gEAA4D;AAC5D,gEAA4D;AAC5D,yEAAqE;AACrE,8FAAyF;AACzF,4EAAwE;AACxE,gEAA4D;AAC5D,sEAAkE;AAClE,4EAAuE;AACvE,yEAAqE;AACrE,qFAA+E;AAC/E,qFAAgF;AAChF,4HAAsH;AACtH,mEAA+D;AAC/D,gEAA4D;AAE5D,gFAA4E;AAE5E,MAAa,cAAc;IAqBzB,YAAY,OAAsB;QAJlC,2BAAsB,GAA2B,IAAI,iDAAsB,EAAE,CAAC;QAE9E,wBAAmB,GAAwB,IAAI,2CAAmB,EAAE,CAAC;QACrE,eAAU,GAAsB,IAAI,CAAC;QAEnC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,SAAS,CAAC;QACvC,IAAI,CAAC,mBAAmB,GAAG,IAAI,2CAAmB,CAAC,IAAI,CAAC,CAAC;QACzD,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,CAAC,YAAY,GAAG,IAAI,4BAAY,CAAC,IAAI,CAAC,CAAC;QAC3C,IAAI,CAAC,gBAAgB,GAAG,IAAI,qCAAgB,CAAC,IAAI,CAAC,CAAC;QACnD,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,IAAI,8BAAa,CAAC,IAAI,CAAC,CAAC;QAC7C,IAAI,CAAC,WAAW,GAAG,IAAI,0BAAW,CAAC,IAAI,CAAC,CAAC;QACzC,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,IAAI,8BAAa,CAAC,IAAI,CAAC,CAAC;QAC7C,IAAI,CAAC,cAAc,GAAG,IAAI,gCAAc,CAAC,IAAI,CAAC,CAAC;QAC/C,4DAA4D;QAC5D,IAAI,CAAC,aAAa,GAAG,IAAI,8BAAa,CAAC,IAAI,CAAC,CAAC;QAC7C,IAAI,CAAC,4BAA4B,GAAG,IAAI,8DAA4B,CAAC,IAAI,CAAC,CAAC;QAC3E,IAAI,CAAC,WAAW,GAAG,IAAI,0BAAW,CAAC,IAAI,CAAC,CAAC;QACzC,IAAI,CAAC,OAAO,GAAG,IAAI,0CAAkB,CAAC,IAAI,CAAC,CAAC;QAC5C,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE;YACtB,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,IAAI,CAAC,CAAC;SACxC;QACD,IAAI,CAAC,OAAO,CAAC,KAAK;YAChB,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE;YACpC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC;IACtC,CAAC;CACF;AA9CD,wCA8CC"}
|