viral-viewer-2 6.2.0 → 6.2.3

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.
Files changed (258) hide show
  1. package/README.md +0 -0
  2. package/dist/threejs-addon/n8ao/post-processing.d.ts +109 -109
  3. package/dist/viralution-viewer.js +2 -0
  4. package/dist/viralution-viewer.js.LICENSE.txt +19 -0
  5. package/package.json +6 -4
  6. package/dist/components/animation/viral-animation.js +0 -59
  7. package/dist/components/animation/viral-animation.js.map +0 -1
  8. package/dist/components/bvh/viral-bvh.js +0 -19
  9. package/dist/components/bvh/viral-bvh.js.map +0 -1
  10. package/dist/components/camera/viral-camera.js +0 -201
  11. package/dist/components/camera/viral-camera.js.map +0 -1
  12. package/dist/components/centralized-event-handler/viral-centralized-event-handler.d.ts +0 -7
  13. package/dist/components/centralized-event-handler/viral-centralized-event-handler.js +0 -47
  14. package/dist/components/centralized-event-handler/viral-centralized-event-handler.js.map +0 -1
  15. package/dist/components/compress/viral-compress.processor.js +0 -13
  16. package/dist/components/compress/viral-compress.processor.js.map +0 -1
  17. package/dist/components/context-menu/viral-context-menu.d.ts +0 -17
  18. package/dist/components/context-menu/viral-context-menu.js +0 -74
  19. package/dist/components/context-menu/viral-context-menu.js.map +0 -1
  20. package/dist/components/custom-objects/index.js +0 -6
  21. package/dist/components/custom-objects/index.js.map +0 -1
  22. package/dist/components/custom-objects/viral-instanced-mesh.js +0 -200
  23. package/dist/components/custom-objects/viral-instanced-mesh.js.map +0 -1
  24. package/dist/components/data-manager/viral-data-manager.js +0 -35
  25. package/dist/components/data-manager/viral-data-manager.js.map +0 -1
  26. package/dist/components/event-handler/base/event-dispatcher.js +0 -35
  27. package/dist/components/event-handler/base/event-dispatcher.js.map +0 -1
  28. package/dist/components/event-handler/keyboard/viral-keyboard.js +0 -76
  29. package/dist/components/event-handler/keyboard/viral-keyboard.js.map +0 -1
  30. package/dist/components/event-handler/mouse/viral-mouse.js +0 -234
  31. package/dist/components/event-handler/mouse/viral-mouse.js.map +0 -1
  32. package/dist/components/event-handler/viral-centralized-event-handler.js +0 -158
  33. package/dist/components/event-handler/viral-centralized-event-handler.js.map +0 -1
  34. package/dist/components/event-handler/viral-lifecycle-event-handler.js +0 -55
  35. package/dist/components/event-handler/viral-lifecycle-event-handler.js.map +0 -1
  36. package/dist/components/keyboard/viral-keyboard.d.ts +0 -17
  37. package/dist/components/keyboard/viral-keyboard.js +0 -76
  38. package/dist/components/keyboard/viral-keyboard.js.map +0 -1
  39. package/dist/components/loader/viral-point-cloud.loader.js +0 -33
  40. package/dist/components/loader/viral-point-cloud.loader.js.map +0 -1
  41. package/dist/components/loader/viral-revit.loader.js +0 -119
  42. package/dist/components/loader/viral-revit.loader.js.map +0 -1
  43. package/dist/components/loader/viral-three.loader.js +0 -20
  44. package/dist/components/loader/viral-three.loader.js.map +0 -1
  45. package/dist/components/loader/viral.loader.js +0 -16
  46. package/dist/components/loader/viral.loader.js.map +0 -1
  47. package/dist/components/material/viral-material-manager.js +0 -60
  48. package/dist/components/material/viral-material-manager.js.map +0 -1
  49. package/dist/components/mouse/viral-mouse.d.ts +0 -31
  50. package/dist/components/mouse/viral-mouse.js +0 -234
  51. package/dist/components/mouse/viral-mouse.js.map +0 -1
  52. package/dist/components/navigation-cube/components/cube-camera.d.ts +0 -15
  53. package/dist/components/navigation-cube/components/cube-camera.js +0 -74
  54. package/dist/components/navigation-cube/components/cube-camera.js.map +0 -1
  55. package/dist/components/navigation-cube/components/cube-renderer.d.ts +0 -9
  56. package/dist/components/navigation-cube/components/cube-renderer.js +0 -31
  57. package/dist/components/navigation-cube/components/cube-renderer.js.map +0 -1
  58. package/dist/components/navigation-cube/components/cube-scene.d.ts +0 -13
  59. package/dist/components/navigation-cube/components/cube-scene.js +0 -546
  60. package/dist/components/navigation-cube/components/cube-scene.js.map +0 -1
  61. package/dist/components/navigation-cube/components/cube.mouse.d.ts +0 -9
  62. package/dist/components/navigation-cube/components/cube.mouse.js +0 -109
  63. package/dist/components/navigation-cube/components/cube.mouse.js.map +0 -1
  64. package/dist/components/navigation-cube/viral-navigation-cube.d.ts +0 -16
  65. package/dist/components/navigation-cube/viral-navigation-cube.js +0 -50
  66. package/dist/components/navigation-cube/viral-navigation-cube.js.map +0 -1
  67. package/dist/components/post-processing/ambient-occlusion-effect.d.ts +0 -11
  68. package/dist/components/post-processing/ambient-occlusion-effect.js +0 -32
  69. package/dist/components/post-processing/ambient-occlusion-effect.js.map +0 -1
  70. package/dist/components/post-processing/bloom-effect.d.ts +0 -11
  71. package/dist/components/post-processing/bloom-effect.js +0 -29
  72. package/dist/components/post-processing/bloom-effect.js.map +0 -1
  73. package/dist/components/post-processing/outline-effect.d.ts +0 -13
  74. package/dist/components/post-processing/outline-effect.js +0 -33
  75. package/dist/components/post-processing/outline-effect.js.map +0 -1
  76. package/dist/components/post-processing/post-processing-renderer.js +0 -46
  77. package/dist/components/post-processing/post-processing-renderer.js.map +0 -1
  78. package/dist/components/post-processing/viral-post-processing.d.ts +0 -11
  79. package/dist/components/post-processing/viral-post-processing.js +0 -29
  80. package/dist/components/post-processing/viral-post-processing.js.map +0 -1
  81. package/dist/components/renderer/viral-renderer.js +0 -51
  82. package/dist/components/renderer/viral-renderer.js.map +0 -1
  83. package/dist/components/scene/viral-scene.js +0 -129
  84. package/dist/components/scene/viral-scene.js.map +0 -1
  85. package/dist/components/spinner/viral-spinner.d.ts +0 -10
  86. package/dist/components/spinner/viral-spinner.js +0 -207
  87. package/dist/components/spinner/viral-spinner.js.map +0 -1
  88. package/dist/components/stats/viral-stats.js +0 -17
  89. package/dist/components/stats/viral-stats.js.map +0 -1
  90. package/dist/components/tools/tools/viral-tool-ambient-occlusion.d.ts +0 -7
  91. package/dist/components/tools/tools/viral-tool-ambient-occlusion.js +0 -16
  92. package/dist/components/tools/tools/viral-tool-ambient-occlusion.js.map +0 -1
  93. package/dist/components/tools/tools/viral-tool-dark-mode.d.ts +0 -7
  94. package/dist/components/tools/tools/viral-tool-dark-mode.js +0 -21
  95. package/dist/components/tools/tools/viral-tool-dark-mode.js.map +0 -1
  96. package/dist/components/tools/tools/viral-tool-elevation.d.ts +0 -11
  97. package/dist/components/tools/tools/viral-tool-elevation.js +0 -30
  98. package/dist/components/tools/tools/viral-tool-elevation.js.map +0 -1
  99. package/dist/components/tools/tools/viral-tool-measure.d.ts +0 -33
  100. package/dist/components/tools/tools/viral-tool-measure.js +0 -243
  101. package/dist/components/tools/tools/viral-tool-measure.js.map +0 -1
  102. package/dist/components/tools/tools/viral-tool-sunlight.d.ts +0 -7
  103. package/dist/components/tools/tools/viral-tool-sunlight.js +0 -46
  104. package/dist/components/tools/tools/viral-tool-sunlight.js.map +0 -1
  105. package/dist/components/tools/viral-tools.d.ts +0 -32
  106. package/dist/components/tools/viral-tools.js +0 -213
  107. package/dist/components/tools/viral-tools.js.map +0 -1
  108. package/dist/components/visibility-manager/viral-visibility-manager.js +0 -166
  109. package/dist/components/visibility-manager/viral-visibility-manager.js.map +0 -1
  110. package/dist/components/worker/base/worker-pool.js +0 -68
  111. package/dist/components/worker/base/worker-pool.js.map +0 -1
  112. package/dist/components/worker/base/worker-thread.js +0 -35
  113. package/dist/components/worker/base/worker-thread.js.map +0 -1
  114. package/dist/components/worker/fetch-data.worker.js +0 -31
  115. package/dist/components/worker/fetch-data.worker.js.map +0 -1
  116. package/dist/components/worker/viral-viewer-2.worker.js +0 -127
  117. package/dist/components/worker/viral-viewer-2.worker.js.map +0 -1
  118. package/dist/components/worker/viral-viewer-3.worker.js +0 -82
  119. package/dist/components/worker/viral-viewer-3.worker.js.map +0 -1
  120. package/dist/components/worker/viral-viewer-4.worker.js +0 -97
  121. package/dist/components/worker/viral-viewer-4.worker.js.map +0 -1
  122. package/dist/components/worker/viral-viewer.worker.js +0 -107
  123. package/dist/components/worker/viral-viewer.worker.js.map +0 -1
  124. package/dist/components/worker-script/fetch-data-worker.script.js +0 -56
  125. package/dist/components/worker-script/fetch-data-worker.script.js.map +0 -1
  126. package/dist/components/worker-script/load-model-worker-2.script.js +0 -2704
  127. package/dist/components/worker-script/load-model-worker-2.script.js.map +0 -1
  128. package/dist/components/worker-script/load-model-worker-3.script.js +0 -34170
  129. package/dist/components/worker-script/load-model-worker-3.script.js.map +0 -1
  130. package/dist/components/worker-script/load-model-worker.script.js +0 -148
  131. package/dist/components/worker-script/load-model-worker.script.js.map +0 -1
  132. package/dist/components/worker-script/threejs.types.js +0 -34162
  133. package/dist/components/worker-script/threejs.types.js.map +0 -1
  134. package/dist/const/colors.js +0 -38
  135. package/dist/const/colors.js.map +0 -1
  136. package/dist/const/fonts.js +0 -17
  137. package/dist/const/fonts.js.map +0 -1
  138. package/dist/gui/context-menu/viral-context-menu.js +0 -74
  139. package/dist/gui/context-menu/viral-context-menu.js.map +0 -1
  140. package/dist/gui/draggable-modal/viral-draggable-modal.js +0 -91
  141. package/dist/gui/draggable-modal/viral-draggable-modal.js.map +0 -1
  142. package/dist/gui/fonts/fonts.js +0 -20
  143. package/dist/gui/fonts/fonts.js.map +0 -1
  144. package/dist/gui/navigation-cube/components/cube-camera.js +0 -74
  145. package/dist/gui/navigation-cube/components/cube-camera.js.map +0 -1
  146. package/dist/gui/navigation-cube/components/cube-renderer.js +0 -31
  147. package/dist/gui/navigation-cube/components/cube-renderer.js.map +0 -1
  148. package/dist/gui/navigation-cube/components/cube-scene.js +0 -546
  149. package/dist/gui/navigation-cube/components/cube-scene.js.map +0 -1
  150. package/dist/gui/navigation-cube/components/cube.mouse.js +0 -109
  151. package/dist/gui/navigation-cube/components/cube.mouse.js.map +0 -1
  152. package/dist/gui/navigation-cube/viral-navigation-cube.js +0 -50
  153. package/dist/gui/navigation-cube/viral-navigation-cube.js.map +0 -1
  154. package/dist/gui/spinner/viral-spinner.js +0 -102
  155. package/dist/gui/spinner/viral-spinner.js.map +0 -1
  156. package/dist/gui/tools/tools/viral-tool-ambient-occlusion.js +0 -16
  157. package/dist/gui/tools/tools/viral-tool-ambient-occlusion.js.map +0 -1
  158. package/dist/gui/tools/tools/viral-tool-dark-mode.js +0 -21
  159. package/dist/gui/tools/tools/viral-tool-dark-mode.js.map +0 -1
  160. package/dist/gui/tools/tools/viral-tool-elevation.js +0 -30
  161. package/dist/gui/tools/tools/viral-tool-elevation.js.map +0 -1
  162. package/dist/gui/tools/tools/viral-tool-measure.js +0 -243
  163. package/dist/gui/tools/tools/viral-tool-measure.js.map +0 -1
  164. package/dist/gui/tools/tools/viral-tool-sunlight.js +0 -46
  165. package/dist/gui/tools/tools/viral-tool-sunlight.js.map +0 -1
  166. package/dist/gui/tools/viral-tools.js +0 -213
  167. package/dist/gui/tools/viral-tools.js.map +0 -1
  168. package/dist/index.js +0 -21
  169. package/dist/index.js.map +0 -1
  170. package/dist/models/dictionary.model.d.ts +0 -0
  171. package/dist/models/dictionary.model.js +0 -1
  172. package/dist/models/dictionary.model.js.map +0 -1
  173. package/dist/services/local-storage.service.js +0 -57
  174. package/dist/services/local-storage.service.js.map +0 -1
  175. package/dist/threejs-addon/buffer-geometry-utils.d.ts +0 -64
  176. package/dist/threejs-addon/buffer-geometry-utils.js +0 -807
  177. package/dist/threejs-addon/buffer-geometry-utils.js.map +0 -1
  178. package/dist/threejs-addon/gltf-loader.d.ts +0 -17
  179. package/dist/threejs-addon/gltf-loader.js +0 -2796
  180. package/dist/threejs-addon/gltf-loader.js.map +0 -1
  181. package/dist/threejs-addon/n8ao/n8ao.js +0 -1952
  182. package/dist/threejs-addon/n8ao/n8ao.js.map +0 -1
  183. package/dist/threejs-addon/n8ao/post-processing.js +0 -15145
  184. package/dist/threejs-addon/n8ao/post-processing.js.map +0 -1
  185. package/dist/threejs-addon/post-processing/effect-composer.d.ts +0 -27
  186. package/dist/threejs-addon/post-processing/effect-composer.js +0 -134
  187. package/dist/threejs-addon/post-processing/effect-composer.js.map +0 -1
  188. package/dist/threejs-addon/post-processing/mask-pass.d.ts +0 -11
  189. package/dist/threejs-addon/post-processing/mask-pass.js +0 -69
  190. package/dist/threejs-addon/post-processing/mask-pass.js.map +0 -1
  191. package/dist/threejs-addon/post-processing/outline-pass.d.ts +0 -58
  192. package/dist/threejs-addon/post-processing/outline-pass.js +0 -484
  193. package/dist/threejs-addon/post-processing/outline-pass.js.map +0 -1
  194. package/dist/threejs-addon/post-processing/output-pass.d.ts +0 -11
  195. package/dist/threejs-addon/post-processing/output-pass.js +0 -61
  196. package/dist/threejs-addon/post-processing/output-pass.js.map +0 -1
  197. package/dist/threejs-addon/post-processing/pass.d.ts +0 -20
  198. package/dist/threejs-addon/post-processing/pass.js +0 -48
  199. package/dist/threejs-addon/post-processing/pass.js.map +0 -1
  200. package/dist/threejs-addon/post-processing/render-pass.d.ts +0 -13
  201. package/dist/threejs-addon/post-processing/render-pass.js +0 -50
  202. package/dist/threejs-addon/post-processing/render-pass.js.map +0 -1
  203. package/dist/threejs-addon/post-processing/sao-pass.d.ts +0 -62
  204. package/dist/threejs-addon/post-processing/sao-pass.js +0 -296
  205. package/dist/threejs-addon/post-processing/sao-pass.js.map +0 -1
  206. package/dist/threejs-addon/post-processing/shader-pass.d.ts +0 -11
  207. package/dist/threejs-addon/post-processing/shader-pass.js +0 -48
  208. package/dist/threejs-addon/post-processing/shader-pass.js.map +0 -1
  209. package/dist/threejs-addon/post-processing/ssaa-render-pass.d.ts +0 -30
  210. package/dist/threejs-addon/post-processing/ssaa-render-pass.js +0 -202
  211. package/dist/threejs-addon/post-processing/ssaa-render-pass.js.map +0 -1
  212. package/dist/threejs-addon/post-processing/unreal-bloom-pass.d.ts +0 -48
  213. package/dist/threejs-addon/post-processing/unreal-bloom-pass.js +0 -290
  214. package/dist/threejs-addon/post-processing/unreal-bloom-pass.js.map +0 -1
  215. package/dist/threejs-addon/shaders/color-correction-shader.d.ts +0 -22
  216. package/dist/threejs-addon/shaders/color-correction-shader.js +0 -43
  217. package/dist/threejs-addon/shaders/color-correction-shader.js.map +0 -1
  218. package/dist/threejs-addon/shaders/copy-shader.d.ts +0 -13
  219. package/dist/threejs-addon/shaders/copy-shader.js +0 -39
  220. package/dist/threejs-addon/shaders/copy-shader.js.map +0 -1
  221. package/dist/threejs-addon/shaders/depth-limited-blur-shader.d.ts +0 -48
  222. package/dist/threejs-addon/shaders/depth-limited-blur-shader.js +0 -142
  223. package/dist/threejs-addon/shaders/depth-limited-blur-shader.js.map +0 -1
  224. package/dist/threejs-addon/shaders/fxaa-shader.d.ts +0 -14
  225. package/dist/threejs-addon/shaders/fxaa-shader.js +0 -279
  226. package/dist/threejs-addon/shaders/fxaa-shader.js.map +0 -1
  227. package/dist/threejs-addon/shaders/luminosity-high-pass-shader.d.ts +0 -27
  228. package/dist/threejs-addon/shaders/luminosity-high-pass-shader.js +0 -56
  229. package/dist/threejs-addon/shaders/luminosity-high-pass-shader.js.map +0 -1
  230. package/dist/threejs-addon/shaders/output-shader.d.ts +0 -13
  231. package/dist/threejs-addon/shaders/output-shader.js +0 -72
  232. package/dist/threejs-addon/shaders/output-shader.js.map +0 -1
  233. package/dist/threejs-addon/shaders/sao-shader.d.ts +0 -71
  234. package/dist/threejs-addon/shaders/sao-shader.js +0 -180
  235. package/dist/threejs-addon/shaders/sao-shader.js.map +0 -1
  236. package/dist/threejs-addon/shaders/unpack-depth-rgba-shader.d.ts +0 -13
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  239. package/dist/threejs-addon/simplify-modifier.d.ts +0 -4
  240. package/dist/threejs-addon/simplify-modifier.js +0 -325
  241. package/dist/threejs-addon/simplify-modifier.js.map +0 -1
  242. package/dist/threejs-addon/stats.js +0 -102
  243. package/dist/threejs-addon/stats.js.map +0 -1
  244. package/dist/threejs-addon/transform-control.d.ts +0 -74
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  246. package/dist/threejs-addon/transform-control.js.map +0 -1
  247. package/dist/types.js +0 -145
  248. package/dist/types.js.map +0 -1
  249. package/dist/utils/html.js +0 -12
  250. package/dist/utils/html.js.map +0 -1
  251. package/dist/utils/index.js +0 -10
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  253. package/dist/utils/log.js +0 -14
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  255. package/dist/utils/threejs.js +0 -44
  256. package/dist/utils/threejs.js.map +0 -1
  257. package/dist/viral-viewer-api.js +0 -73
  258. package/dist/viral-viewer-api.js.map +0 -1
@@ -1,202 +0,0 @@
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- "use strict";
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- Object.defineProperty(exports, "__esModule", { value: true });
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- exports.SSAARenderPass = 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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- /**
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- *
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- * Supersample Anti-Aliasing Render Pass
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- *
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- * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
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- *
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- * References: https://en.wikipedia.org/wiki/Supersampling
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- *
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- */
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- class SSAARenderPass extends pass_1.Pass {
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- constructor(scene, camera, clearColor, clearAlpha) {
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- super();
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- this.scene = scene;
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- this.camera = camera;
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- this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
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- this.unbiased = true;
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- // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
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- this.clearColor = (clearColor !== undefined) ? clearColor : 0x000000;
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- this.clearAlpha = (clearAlpha !== undefined) ? clearAlpha : 0;
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- this._oldClearColor = new three_1.Color();
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- const copyShader = copy_shader_1.CopyShader;
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- this.copyUniforms = three_1.UniformsUtils.clone(copyShader.uniforms);
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- this.copyMaterial = new three_1.ShaderMaterial({
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- uniforms: this.copyUniforms,
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- vertexShader: copyShader.vertexShader,
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- fragmentShader: copyShader.fragmentShader,
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- transparent: true,
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- depthTest: false,
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- depthWrite: false,
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- // do not use AdditiveBlending because it mixes the alpha channel instead of adding
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- blending: three_1.CustomBlending,
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- blendEquation: three_1.AddEquation,
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- blendDst: three_1.OneFactor,
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- blendDstAlpha: three_1.OneFactor,
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- blendSrc: three_1.SrcAlphaFactor,
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- blendSrcAlpha: three_1.OneFactor
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- });
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- this.fsQuad = new pass_1.FullScreenQuad(this.copyMaterial);
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- }
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- dispose() {
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- if (this.sampleRenderTarget) {
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- this.sampleRenderTarget.dispose();
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- this.sampleRenderTarget = null;
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- }
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- this.copyMaterial.dispose();
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- this.fsQuad.dispose();
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- }
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- setSize(width, height) {
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- if (this.sampleRenderTarget)
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- this.sampleRenderTarget.setSize(width, height);
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- }
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- render(renderer, writeBuffer, readBuffer) {
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- if (!this.sampleRenderTarget) {
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- this.sampleRenderTarget = new three_1.WebGLRenderTarget(readBuffer.width, readBuffer.height);
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- this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
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- }
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- const jitterOffsets = _JitterVectors[Math.max(0, Math.min(this.sampleLevel, 5))];
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- const autoClear = renderer.autoClear;
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- renderer.autoClear = false;
66
- renderer.getClearColor(this._oldClearColor);
67
- const oldClearAlpha = renderer.getClearAlpha();
68
- const baseSampleWeight = 1.0 / jitterOffsets.length;
69
- const roundingRange = 1 / 32;
70
- this.copyUniforms['tDiffuse'].value = this.sampleRenderTarget.texture;
71
- const viewOffset = {
72
- fullWidth: readBuffer.width,
73
- fullHeight: readBuffer.height,
74
- offsetX: 0,
75
- offsetY: 0,
76
- width: readBuffer.width,
77
- height: readBuffer.height
78
- };
79
- const originalViewOffset = Object.assign({}, this.camera.view);
80
- if (originalViewOffset.enabled)
81
- Object.assign(viewOffset, originalViewOffset);
82
- // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
83
- for (let i = 0; i < jitterOffsets.length; i++) {
84
- const jitterOffset = jitterOffsets[i];
85
- if (this.camera.setViewOffset) {
86
- this.camera.setViewOffset(viewOffset.fullWidth, viewOffset.fullHeight, viewOffset.offsetX + jitterOffset[0] * 0.0625, viewOffset.offsetY + jitterOffset[1] * 0.0625, // 0.0625 = 1 / 16
87
- viewOffset.width, viewOffset.height);
88
- }
89
- let sampleWeight = baseSampleWeight;
90
- if (this.unbiased) {
91
- // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
92
- // The following equation varies the sampleWeight per sample so that it is uniformly distributed
93
- // across a range of values whose rounding errors cancel each other out.
94
- const uniformCenteredDistribution = (-0.5 + (i + 0.5) / jitterOffsets.length);
95
- sampleWeight += roundingRange * uniformCenteredDistribution;
96
- }
97
- this.copyUniforms['opacity'].value = sampleWeight;
98
- renderer.setClearColor(this.clearColor, this.clearAlpha);
99
- renderer.setRenderTarget(this.sampleRenderTarget);
100
- renderer.clear();
101
- renderer.render(this.scene, this.camera);
102
- renderer.setRenderTarget(this.renderToScreen ? null : writeBuffer);
103
- if (i === 0) {
104
- renderer.setClearColor(0x000000, 0.0);
105
- renderer.clear();
106
- }
107
- this.fsQuad.render(renderer);
108
- }
109
- if (this.camera.setViewOffset && originalViewOffset.enabled) {
110
- this.camera.setViewOffset(originalViewOffset.fullWidth, originalViewOffset.fullHeight, originalViewOffset.offsetX, originalViewOffset.offsetY, originalViewOffset.width, originalViewOffset.height);
111
- }
112
- else if (this.camera.clearViewOffset) {
113
- this.camera.clearViewOffset();
114
- }
115
- renderer.autoClear = autoClear;
116
- renderer.setClearColor(this._oldClearColor, oldClearAlpha);
117
- }
118
- }
119
- exports.SSAARenderPass = SSAARenderPass;
120
- // These jitter vectors are specified in integers because it is easier.
121
- // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
122
- // before being used, thus these integers need to be scaled by 1/16.
123
- //
124
- // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
125
- const _JitterVectors = [
126
- [
127
- [0, 0]
128
- ],
129
- [
130
- [4, 4],
131
- [-4, -4]
132
- ],
133
- [
134
- [-2, -6],
135
- [6, -2],
136
- [-6, 2],
137
- [2, 6]
138
- ],
139
- [
140
- [1, -3],
141
- [-1, 3],
142
- [5, 1],
143
- [-3, -5],
144
- [-5, 5],
145
- [-7, -1],
146
- [3, 7],
147
- [7, -7]
148
- ],
149
- [
150
- [1, 1],
151
- [-1, -3],
152
- [-3, 2],
153
- [4, -1],
154
- [-5, -2],
155
- [2, 5],
156
- [5, 3],
157
- [3, -5],
158
- [-2, 6],
159
- [0, -7],
160
- [-4, -6],
161
- [-6, 4],
162
- [-8, 0],
163
- [7, -4],
164
- [6, 7],
165
- [-7, -8]
166
- ],
167
- [
168
- [-4, -7],
169
- [-7, -5],
170
- [-3, -5],
171
- [-5, -4],
172
- [-1, -4],
173
- [-2, -2],
174
- [-6, -1],
175
- [-4, 0],
176
- [-7, 1],
177
- [-1, 2],
178
- [-6, 3],
179
- [-3, 3],
180
- [-7, 6],
181
- [-3, 6],
182
- [-5, 7],
183
- [-1, 7],
184
- [5, -7],
185
- [1, -6],
186
- [6, -5],
187
- [4, -4],
188
- [2, -3],
189
- [7, -2],
190
- [1, -1],
191
- [4, -1],
192
- [2, 1],
193
- [6, 2],
194
- [0, 4],
195
- [4, 4],
196
- [2, 5],
197
- [7, 5],
198
- [5, 6],
199
- [3, 7]
200
- ]
201
- ];
202
- //# sourceMappingURL=ssaa-render-pass.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,48 +0,0 @@
1
- /**
2
- * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
3
- * mip map chain of bloom textures and blurs them with different radii. Because
4
- * of the weighted combination of mips, and because larger blurs are done on
5
- * higher mips, this effect provides good quality and performance.
6
- *
7
- * Reference:
8
- * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
9
- */
10
- export class UnrealBloomPass extends Pass {
11
- constructor(resolution: any, strength: any, radius: any, threshold: any);
12
- strength: any;
13
- radius: any;
14
- threshold: any;
15
- resolution: Vector2;
16
- clearColor: Color;
17
- renderTargetsHorizontal: WebGLRenderTarget<import("three").Texture>[];
18
- renderTargetsVertical: WebGLRenderTarget<import("three").Texture>[];
19
- nMips: number;
20
- renderTargetBright: WebGLRenderTarget<import("three").Texture>;
21
- highPassUniforms: any;
22
- materialHighPassFilter: ShaderMaterial;
23
- separableBlurMaterials: ShaderMaterial[];
24
- compositeMaterial: ShaderMaterial;
25
- bloomTintColors: Vector3[];
26
- copyUniforms: any;
27
- materialCopy: ShaderMaterial;
28
- _oldClearColor: Color;
29
- oldClearAlpha: number;
30
- basic: MeshBasicMaterial;
31
- fsQuad: FullScreenQuad;
32
- setSize(width: any, height: any): void;
33
- render(renderer: any, writeBuffer: any, readBuffer: any, deltaTime: any, maskActive: any): void;
34
- getSeperableBlurMaterial(kernelRadius: any): ShaderMaterial;
35
- getCompositeMaterial(nMips: any): ShaderMaterial;
36
- }
37
- export namespace UnrealBloomPass {
38
- const BlurDirectionX: Vector2;
39
- const BlurDirectionY: Vector2;
40
- }
41
- import { Pass } from './pass';
42
- import { Vector2 } from 'three';
43
- import { Color } from 'three';
44
- import { WebGLRenderTarget } from 'three';
45
- import { ShaderMaterial } from 'three';
46
- import { Vector3 } from 'three';
47
- import { MeshBasicMaterial } from 'three';
48
- import { FullScreenQuad } from './pass';
@@ -1,290 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.UnrealBloomPass = void 0;
4
- const three_1 = require("three");
5
- const pass_1 = require("./pass");
6
- const copy_shader_1 = require("../shaders/copy-shader");
7
- const luminosity_high_pass_shader_1 = require("../shaders/luminosity-high-pass-shader");
8
- /**
9
- * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
10
- * mip map chain of bloom textures and blurs them with different radii. Because
11
- * of the weighted combination of mips, and because larger blurs are done on
12
- * higher mips, this effect provides good quality and performance.
13
- *
14
- * Reference:
15
- * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
16
- */
17
- class UnrealBloomPass extends pass_1.Pass {
18
- constructor(resolution, strength, radius, threshold) {
19
- super();
20
- this.strength = (strength !== undefined) ? strength : 1;
21
- this.radius = radius;
22
- this.threshold = threshold;
23
- this.resolution = (resolution !== undefined) ? new three_1.Vector2(resolution.x, resolution.y) : new three_1.Vector2(256, 256);
24
- // create color only once here, reuse it later inside the render function
25
- this.clearColor = new three_1.Color(0, 0, 0);
26
- // render targets
27
- this.renderTargetsHorizontal = [];
28
- this.renderTargetsVertical = [];
29
- this.nMips = 5;
30
- let resx = Math.round(this.resolution.x / 2);
31
- let resy = Math.round(this.resolution.y / 2);
32
- this.renderTargetBright = new three_1.WebGLRenderTarget(resx, resy);
33
- this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
34
- this.renderTargetBright.texture.generateMipmaps = false;
35
- for (let i = 0; i < this.nMips; i++) {
36
- const renderTargetHorizonal = new three_1.WebGLRenderTarget(resx, resy);
37
- renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
38
- renderTargetHorizonal.texture.generateMipmaps = false;
39
- this.renderTargetsHorizontal.push(renderTargetHorizonal);
40
- const renderTargetVertical = new three_1.WebGLRenderTarget(resx, resy);
41
- renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
42
- renderTargetVertical.texture.generateMipmaps = false;
43
- this.renderTargetsVertical.push(renderTargetVertical);
44
- resx = Math.round(resx / 2);
45
- resy = Math.round(resy / 2);
46
- }
47
- // luminosity high pass material
48
- const highPassShader = luminosity_high_pass_shader_1.LuminosityHighPassShader;
49
- this.highPassUniforms = three_1.UniformsUtils.clone(highPassShader.uniforms);
50
- this.highPassUniforms['luminosityThreshold'].value = threshold;
51
- this.highPassUniforms['smoothWidth'].value = 0.01;
52
- this.materialHighPassFilter = new three_1.ShaderMaterial({
53
- uniforms: this.highPassUniforms,
54
- vertexShader: highPassShader.vertexShader,
55
- fragmentShader: highPassShader.fragmentShader,
56
- defines: {}
57
- });
58
- // Gaussian Blur Materials
59
- this.separableBlurMaterials = [];
60
- const kernelSizeArray = [3, 5, 7, 9, 11];
61
- resx = Math.round(this.resolution.x / 2);
62
- resy = Math.round(this.resolution.y / 2);
63
- for (let i = 0; i < this.nMips; i++) {
64
- this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
65
- this.separableBlurMaterials[i].uniforms['texSize'].value = new three_1.Vector2(resx, resy);
66
- resx = Math.round(resx / 2);
67
- resy = Math.round(resy / 2);
68
- }
69
- // Composite material
70
- this.compositeMaterial = this.getCompositeMaterial(this.nMips);
71
- this.compositeMaterial.uniforms['blurTexture1'].value = this.renderTargetsVertical[0].texture;
72
- this.compositeMaterial.uniforms['blurTexture2'].value = this.renderTargetsVertical[1].texture;
73
- this.compositeMaterial.uniforms['blurTexture3'].value = this.renderTargetsVertical[2].texture;
74
- this.compositeMaterial.uniforms['blurTexture4'].value = this.renderTargetsVertical[3].texture;
75
- this.compositeMaterial.uniforms['blurTexture5'].value = this.renderTargetsVertical[4].texture;
76
- this.compositeMaterial.uniforms['bloomStrength'].value = strength;
77
- this.compositeMaterial.uniforms['bloomRadius'].value = 0.1;
78
- this.compositeMaterial.needsUpdate = true;
79
- const bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
80
- this.compositeMaterial.uniforms['bloomFactors'].value = bloomFactors;
81
- this.bloomTintColors = [new three_1.Vector3(1, 1, 1), new three_1.Vector3(1, 1, 1), new three_1.Vector3(1, 1, 1), new three_1.Vector3(1, 1, 1), new three_1.Vector3(1, 1, 1)];
82
- this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors;
83
- // copy material
84
- const copyShader = copy_shader_1.CopyShader;
85
- this.copyUniforms = three_1.UniformsUtils.clone(copyShader.uniforms);
86
- this.copyUniforms['opacity'].value = 1.0;
87
- this.materialCopy = new three_1.ShaderMaterial({
88
- uniforms: this.copyUniforms,
89
- vertexShader: copyShader.vertexShader,
90
- fragmentShader: copyShader.fragmentShader,
91
- blending: three_1.AdditiveBlending,
92
- depthTest: false,
93
- depthWrite: false,
94
- transparent: true
95
- });
96
- this.enabled = true;
97
- this.needsSwap = false;
98
- this._oldClearColor = new three_1.Color();
99
- this.oldClearAlpha = 1;
100
- this.basic = new three_1.MeshBasicMaterial();
101
- this.fsQuad = new pass_1.FullScreenQuad(null);
102
- }
103
- dispose() {
104
- for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
105
- this.renderTargetsHorizontal[i].dispose();
106
- }
107
- for (let i = 0; i < this.renderTargetsVertical.length; i++) {
108
- this.renderTargetsVertical[i].dispose();
109
- }
110
- this.renderTargetBright.dispose();
111
- //
112
- for (let i = 0; i < this.separableBlurMaterials.length; i++) {
113
- this.separableBlurMaterials[i].dispose();
114
- }
115
- this.compositeMaterial.dispose();
116
- this.materialCopy.dispose();
117
- this.basic.dispose();
118
- //
119
- this.fsQuad.dispose();
120
- }
121
- setSize(width, height) {
122
- let resx = Math.round(width / 2);
123
- let resy = Math.round(height / 2);
124
- this.renderTargetBright.setSize(resx, resy);
125
- for (let i = 0; i < this.nMips; i++) {
126
- this.renderTargetsHorizontal[i].setSize(resx, resy);
127
- this.renderTargetsVertical[i].setSize(resx, resy);
128
- this.separableBlurMaterials[i].uniforms['texSize'].value = new three_1.Vector2(resx, resy);
129
- resx = Math.round(resx / 2);
130
- resy = Math.round(resy / 2);
131
- }
132
- }
133
- render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
134
- renderer.getClearColor(this._oldClearColor);
135
- this.oldClearAlpha = renderer.getClearAlpha();
136
- const oldAutoClear = renderer.autoClear;
137
- renderer.autoClear = false;
138
- renderer.setClearColor(this.clearColor, 0);
139
- if (maskActive)
140
- renderer.state.buffers.stencil.setTest(false);
141
- // Render input to screen
142
- if (this.renderToScreen) {
143
- this.fsQuad.material = this.basic;
144
- this.basic.map = readBuffer.texture;
145
- renderer.setRenderTarget(null);
146
- renderer.clear();
147
- this.fsQuad.render(renderer);
148
- }
149
- // 1. Extract Bright Areas
150
- this.highPassUniforms['tDiffuse'].value = readBuffer.texture;
151
- this.highPassUniforms['luminosityThreshold'].value = this.threshold;
152
- this.fsQuad.material = this.materialHighPassFilter;
153
- renderer.setRenderTarget(this.renderTargetBright);
154
- renderer.clear();
155
- this.fsQuad.render(renderer);
156
- // 2. Blur All the mips progressively
157
- let inputRenderTarget = this.renderTargetBright;
158
- for (let i = 0; i < this.nMips; i++) {
159
- this.fsQuad.material = this.separableBlurMaterials[i];
160
- this.separableBlurMaterials[i].uniforms['colorTexture'].value = inputRenderTarget.texture;
161
- this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionX;
162
- renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
163
- renderer.clear();
164
- this.fsQuad.render(renderer);
165
- this.separableBlurMaterials[i].uniforms['colorTexture'].value = this.renderTargetsHorizontal[i].texture;
166
- this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionY;
167
- renderer.setRenderTarget(this.renderTargetsVertical[i]);
168
- renderer.clear();
169
- this.fsQuad.render(renderer);
170
- inputRenderTarget = this.renderTargetsVertical[i];
171
- }
172
- // Composite All the mips
173
- this.fsQuad.material = this.compositeMaterial;
174
- this.compositeMaterial.uniforms['bloomStrength'].value = this.strength;
175
- this.compositeMaterial.uniforms['bloomRadius'].value = this.radius;
176
- this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors;
177
- renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
178
- renderer.clear();
179
- this.fsQuad.render(renderer);
180
- // Blend it additively over the input texture
181
- this.fsQuad.material = this.materialCopy;
182
- this.copyUniforms['tDiffuse'].value = this.renderTargetsHorizontal[0].texture;
183
- if (maskActive)
184
- renderer.state.buffers.stencil.setTest(true);
185
- if (this.renderToScreen) {
186
- renderer.setRenderTarget(null);
187
- this.fsQuad.render(renderer);
188
- }
189
- else {
190
- renderer.setRenderTarget(readBuffer);
191
- this.fsQuad.render(renderer);
192
- }
193
- // Restore renderer settings
194
- renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
195
- renderer.autoClear = oldAutoClear;
196
- }
197
- getSeperableBlurMaterial(kernelRadius) {
198
- return new three_1.ShaderMaterial({
199
- defines: {
200
- 'KERNEL_RADIUS': kernelRadius,
201
- 'SIGMA': kernelRadius
202
- },
203
- uniforms: {
204
- 'colorTexture': { value: null },
205
- 'texSize': { value: new three_1.Vector2(0.5, 0.5) },
206
- 'direction': { value: new three_1.Vector2(0.5, 0.5) }
207
- },
208
- vertexShader: `varying vec2 vUv;
209
- void main() {
210
- vUv = uv;
211
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
212
- }`,
213
- fragmentShader: `#include <common>
214
- varying vec2 vUv;
215
- uniform sampler2D colorTexture;
216
- uniform vec2 texSize;
217
- uniform vec2 direction;
218
-
219
- float gaussianPdf(in float x, in float sigma) {
220
- return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
221
- }
222
- void main() {
223
- vec2 invSize = 1.0 / texSize;
224
- float fSigma = float(SIGMA);
225
- float weightSum = gaussianPdf(0.0, fSigma);
226
- vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
227
- for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
228
- float x = float(i);
229
- float w = gaussianPdf(x, fSigma);
230
- vec2 uvOffset = direction * invSize * x;
231
- vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;
232
- vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;
233
- diffuseSum += (sample1 + sample2) * w;
234
- weightSum += 2.0 * w;
235
- }
236
- gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
237
- }`
238
- });
239
- }
240
- getCompositeMaterial(nMips) {
241
- return new three_1.ShaderMaterial({
242
- defines: {
243
- 'NUM_MIPS': nMips
244
- },
245
- uniforms: {
246
- 'blurTexture1': { value: null },
247
- 'blurTexture2': { value: null },
248
- 'blurTexture3': { value: null },
249
- 'blurTexture4': { value: null },
250
- 'blurTexture5': { value: null },
251
- 'bloomStrength': { value: 1.0 },
252
- 'bloomFactors': { value: null },
253
- 'bloomTintColors': { value: null },
254
- 'bloomRadius': { value: 0.0 }
255
- },
256
- vertexShader: `varying vec2 vUv;
257
- void main() {
258
- vUv = uv;
259
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
260
- }`,
261
- fragmentShader: `varying vec2 vUv;
262
- uniform sampler2D blurTexture1;
263
- uniform sampler2D blurTexture2;
264
- uniform sampler2D blurTexture3;
265
- uniform sampler2D blurTexture4;
266
- uniform sampler2D blurTexture5;
267
- uniform float bloomStrength;
268
- uniform float bloomRadius;
269
- uniform float bloomFactors[NUM_MIPS];
270
- uniform vec3 bloomTintColors[NUM_MIPS];
271
-
272
- float lerpBloomFactor(const in float factor) {
273
- float mirrorFactor = 1.2 - factor;
274
- return mix(factor, mirrorFactor, bloomRadius);
275
- }
276
-
277
- void main() {
278
- gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
279
- lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
280
- lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
281
- lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
282
- lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
283
- }`
284
- });
285
- }
286
- }
287
- exports.UnrealBloomPass = UnrealBloomPass;
288
- UnrealBloomPass.BlurDirectionX = new three_1.Vector2(1.0, 0.0);
289
- UnrealBloomPass.BlurDirectionY = new three_1.Vector2(0.0, 1.0);
290
- //# sourceMappingURL=unreal-bloom-pass.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,22 +0,0 @@
1
- export namespace ColorCorrectionShader {
2
- namespace uniforms {
3
- namespace tDiffuse {
4
- const value: null;
5
- }
6
- namespace powRGB {
7
- const value_1: Vector3;
8
- export { value_1 as value };
9
- }
10
- namespace mulRGB {
11
- const value_2: Vector3;
12
- export { value_2 as value };
13
- }
14
- namespace addRGB {
15
- const value_3: Vector3;
16
- export { value_3 as value };
17
- }
18
- }
19
- const vertexShader: string;
20
- const fragmentShader: string;
21
- }
22
- import { Vector3 } from 'three';
@@ -1,43 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.ColorCorrectionShader = void 0;
4
- const three_1 = require("three");
5
- /**
6
- * Color correction
7
- */
8
- const ColorCorrectionShader = {
9
- uniforms: {
10
- 'tDiffuse': { value: null },
11
- 'powRGB': { value: new three_1.Vector3(2, 2, 2) },
12
- 'mulRGB': { value: new three_1.Vector3(1, 1, 1) },
13
- 'addRGB': { value: new three_1.Vector3(0, 0, 0) }
14
- },
15
- vertexShader: /* glsl */ `
16
-
17
- varying vec2 vUv;
18
-
19
- void main() {
20
-
21
- vUv = uv;
22
-
23
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
24
-
25
- }`,
26
- fragmentShader: /* glsl */ `
27
-
28
- uniform sampler2D tDiffuse;
29
- uniform vec3 powRGB;
30
- uniform vec3 mulRGB;
31
- uniform vec3 addRGB;
32
-
33
- varying vec2 vUv;
34
-
35
- void main() {
36
-
37
- gl_FragColor = texture2D( tDiffuse, vUv );
38
- gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );
39
-
40
- }`
41
- };
42
- exports.ColorCorrectionShader = ColorCorrectionShader;
43
- //# sourceMappingURL=color-correction-shader.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"color-correction-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/color-correction-shader.js"],"names":[],"mappings":";;;AAAA,iCAEe;AAEf;;GAEG;AAEH,MAAM,qBAAqB,GAAG;IAE1B,QAAQ,EAAE;QAEN,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE;QACzC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE;QACzC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE;KAE5C;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;;;;IAUzB;IAEA,cAAc,EAAE,UAAU,CAAC;;;;;;;;;;;;;;IAc3B;CAEH,CAAC;AAEO,sDAAqB"}
@@ -1,13 +0,0 @@
1
- export namespace CopyShader {
2
- namespace uniforms {
3
- namespace tDiffuse {
4
- const value: null;
5
- }
6
- namespace opacity {
7
- const value_1: number;
8
- export { value_1 as value };
9
- }
10
- }
11
- const vertexShader: string;
12
- const fragmentShader: string;
13
- }