viral-viewer-2 6.2.7 → 6.2.8

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 (312) hide show
  1. package/LICENSE +5 -52
  2. package/dist/components/animation/viral-animation.js +71 -0
  3. package/dist/components/animation/viral-animation.js.map +1 -0
  4. package/dist/components/bvh/viral-bvh.js +19 -0
  5. package/dist/components/bvh/viral-bvh.js.map +1 -0
  6. package/dist/components/camera/viral-camera.d.ts +1 -1
  7. package/dist/components/camera/viral-camera.js +207 -0
  8. package/dist/components/camera/viral-camera.js.map +1 -0
  9. package/dist/components/centralized-event-handler/viral-centralized-event-handler.d.ts +7 -0
  10. package/dist/components/centralized-event-handler/viral-centralized-event-handler.js +47 -0
  11. package/dist/components/centralized-event-handler/viral-centralized-event-handler.js.map +1 -0
  12. package/dist/components/compress/compress.processor.d.ts +4 -0
  13. package/dist/components/compress/compress.processor.js +29 -0
  14. package/dist/components/compress/compress.processor.js.map +1 -0
  15. package/dist/components/compress/viral-compress.processor.js +13 -0
  16. package/dist/components/compress/viral-compress.processor.js.map +1 -0
  17. package/dist/components/context-menu/viral-context-menu.d.ts +17 -0
  18. package/dist/components/context-menu/viral-context-menu.js +74 -0
  19. package/dist/components/context-menu/viral-context-menu.js.map +1 -0
  20. package/dist/components/custom-objects/index.js +6 -0
  21. package/dist/components/custom-objects/index.js.map +1 -0
  22. package/dist/components/custom-objects/viral-instanced-mesh.d.ts +1 -1
  23. package/dist/components/custom-objects/viral-instanced-mesh.js +203 -0
  24. package/dist/components/custom-objects/viral-instanced-mesh.js.map +1 -0
  25. package/dist/components/custom-objects/viral-mesh.d.ts +9 -0
  26. package/dist/components/custom-objects/viral-mesh.js +25 -0
  27. package/dist/components/custom-objects/viral-mesh.js.map +1 -0
  28. package/dist/components/data-manager/viral-data-manager.js +35 -0
  29. package/dist/components/data-manager/viral-data-manager.js.map +1 -0
  30. package/dist/components/event-handler/base/event-dispatcher.js +35 -0
  31. package/dist/components/event-handler/base/event-dispatcher.js.map +1 -0
  32. package/dist/components/event-handler/keyboard/viral-keyboard.js +78 -0
  33. package/dist/components/event-handler/keyboard/viral-keyboard.js.map +1 -0
  34. package/dist/components/event-handler/mouse/viral-mouse.js +239 -0
  35. package/dist/components/event-handler/mouse/viral-mouse.js.map +1 -0
  36. package/dist/components/event-handler/viral-centralized-event-handler.d.ts +2 -0
  37. package/dist/components/event-handler/viral-centralized-event-handler.js +186 -0
  38. package/dist/components/event-handler/viral-centralized-event-handler.js.map +1 -0
  39. package/dist/components/event-handler/viral-lifecycle-event-handler.js +55 -0
  40. package/dist/components/event-handler/viral-lifecycle-event-handler.js.map +1 -0
  41. package/dist/components/keyboard/viral-keyboard.d.ts +17 -0
  42. package/dist/components/keyboard/viral-keyboard.js +76 -0
  43. package/dist/components/keyboard/viral-keyboard.js.map +1 -0
  44. package/dist/components/loader/viral-point-cloud.loader.js +33 -0
  45. package/dist/components/loader/viral-point-cloud.loader.js.map +1 -0
  46. package/dist/components/loader/viral-revit.loader.d.ts +13 -1
  47. package/dist/components/loader/viral-revit.loader.js +339 -0
  48. package/dist/components/loader/viral-revit.loader.js.map +1 -0
  49. package/dist/components/loader/viral-three.loader.js +20 -0
  50. package/dist/components/loader/viral-three.loader.js.map +1 -0
  51. package/dist/components/loader/viral-viewer-point-cloud.loader.d.ts +16 -0
  52. package/dist/components/loader/viral-viewer-point-cloud.loader.js +33 -0
  53. package/dist/components/loader/viral-viewer-point-cloud.loader.js.map +1 -0
  54. package/dist/components/loader/viral-viewer-revit.loader.d.ts +13 -0
  55. package/dist/components/loader/viral-viewer-revit.loader.js +124 -0
  56. package/dist/components/loader/viral-viewer-revit.loader.js.map +1 -0
  57. package/dist/components/loader/viral.loader.js +16 -0
  58. package/dist/components/loader/viral.loader.js.map +1 -0
  59. package/dist/components/material/viral-material-manager.js +60 -0
  60. package/dist/components/material/viral-material-manager.js.map +1 -0
  61. package/dist/components/mouse/viral-mouse.d.ts +31 -0
  62. package/dist/components/mouse/viral-mouse.js +234 -0
  63. package/dist/components/mouse/viral-mouse.js.map +1 -0
  64. package/dist/components/navigation-cube/components/cube-camera.d.ts +15 -0
  65. package/dist/components/navigation-cube/components/cube-camera.js +74 -0
  66. package/dist/components/navigation-cube/components/cube-camera.js.map +1 -0
  67. package/dist/components/navigation-cube/components/cube-renderer.d.ts +9 -0
  68. package/dist/components/navigation-cube/components/cube-renderer.js +31 -0
  69. package/dist/components/navigation-cube/components/cube-renderer.js.map +1 -0
  70. package/dist/components/navigation-cube/components/cube-scene.d.ts +13 -0
  71. package/dist/components/navigation-cube/components/cube-scene.js +546 -0
  72. package/dist/components/navigation-cube/components/cube-scene.js.map +1 -0
  73. package/dist/components/navigation-cube/components/cube.mouse.d.ts +9 -0
  74. package/dist/components/navigation-cube/components/cube.mouse.js +109 -0
  75. package/dist/components/navigation-cube/components/cube.mouse.js.map +1 -0
  76. package/dist/components/navigation-cube/viral-navigation-cube.d.ts +16 -0
  77. package/dist/components/navigation-cube/viral-navigation-cube.js +50 -0
  78. package/dist/components/navigation-cube/viral-navigation-cube.js.map +1 -0
  79. package/dist/components/post-processing/ambient-occlusion-effect.d.ts +13 -0
  80. package/dist/components/post-processing/ambient-occlusion-effect.js +33 -0
  81. package/dist/components/post-processing/ambient-occlusion-effect.js.map +1 -0
  82. package/dist/components/post-processing/bloom-effect.d.ts +11 -0
  83. package/dist/components/post-processing/bloom-effect.js +29 -0
  84. package/dist/components/post-processing/bloom-effect.js.map +1 -0
  85. package/dist/components/post-processing/outline-effect.d.ts +13 -0
  86. package/dist/components/post-processing/outline-effect.js +33 -0
  87. package/dist/components/post-processing/outline-effect.js.map +1 -0
  88. package/dist/components/post-processing/post-processing-renderer.js +46 -0
  89. package/dist/components/post-processing/post-processing-renderer.js.map +1 -0
  90. package/dist/components/renderer/viral-renderer.js +55 -0
  91. package/dist/components/renderer/viral-renderer.js.map +1 -0
  92. package/dist/components/scene/viral-scene.d.ts +1 -0
  93. package/dist/components/scene/viral-scene.js +131 -0
  94. package/dist/components/scene/viral-scene.js.map +1 -0
  95. package/dist/components/spinner/viral-spinner.d.ts +10 -0
  96. package/dist/components/spinner/viral-spinner.js +207 -0
  97. package/dist/components/spinner/viral-spinner.js.map +1 -0
  98. package/dist/components/stats/viral-stats.js +17 -0
  99. package/dist/components/stats/viral-stats.js.map +1 -0
  100. package/dist/components/tools/tools/viral-tool-ambient-occlusion.d.ts +7 -0
  101. package/dist/components/tools/tools/viral-tool-ambient-occlusion.js +16 -0
  102. package/dist/components/tools/tools/viral-tool-ambient-occlusion.js.map +1 -0
  103. package/dist/components/tools/tools/viral-tool-dark-mode.d.ts +7 -0
  104. package/dist/components/tools/tools/viral-tool-dark-mode.js +21 -0
  105. package/dist/components/tools/tools/viral-tool-dark-mode.js.map +1 -0
  106. package/dist/components/tools/tools/viral-tool-elevation.d.ts +11 -0
  107. package/dist/components/tools/tools/viral-tool-elevation.js +30 -0
  108. package/dist/components/tools/tools/viral-tool-elevation.js.map +1 -0
  109. package/dist/components/tools/tools/viral-tool-measure.d.ts +33 -0
  110. package/dist/components/tools/tools/viral-tool-measure.js +243 -0
  111. package/dist/components/tools/tools/viral-tool-measure.js.map +1 -0
  112. package/dist/components/tools/tools/viral-tool-sunlight.d.ts +7 -0
  113. package/dist/components/tools/tools/viral-tool-sunlight.js +46 -0
  114. package/dist/components/tools/tools/viral-tool-sunlight.js.map +1 -0
  115. package/dist/components/tools/viral-tools.d.ts +32 -0
  116. package/dist/components/tools/viral-tools.js +213 -0
  117. package/dist/components/tools/viral-tools.js.map +1 -0
  118. package/dist/components/visibility-manager/viral-visibility-manager.js +175 -0
  119. package/dist/components/visibility-manager/viral-visibility-manager.js.map +1 -0
  120. package/dist/components/worker/base/worker-pool.js +68 -0
  121. package/dist/components/worker/base/worker-pool.js.map +1 -0
  122. package/dist/components/worker/base/worker-thread.js +35 -0
  123. package/dist/components/worker/base/worker-thread.js.map +1 -0
  124. package/dist/components/worker/fetch-data.worker.js +31 -0
  125. package/dist/components/worker/fetch-data.worker.js.map +1 -0
  126. package/dist/components/worker/load-element-by-material-v2.worker.d.ts +11 -0
  127. package/dist/components/worker/load-element-by-material-v2.worker.js +80 -0
  128. package/dist/components/worker/load-element-by-material-v2.worker.js.map +1 -0
  129. package/dist/components/worker/load-element-by-material.worker.d.ts +11 -0
  130. package/dist/components/worker/load-element-by-material.worker.js +59 -0
  131. package/dist/components/worker/load-element-by-material.worker.js.map +1 -0
  132. package/dist/components/worker/load-element-standalone.worker.d.ts +10 -0
  133. package/dist/components/worker/load-element-standalone.worker.js +109 -0
  134. package/dist/components/worker/load-element-standalone.worker.js.map +1 -0
  135. package/dist/components/worker/load-model.d.ts +126 -0
  136. package/dist/components/worker/load-model.js +1265 -0
  137. package/dist/components/worker/load-model.js.map +1 -0
  138. package/dist/components/worker/test-worker-pool.d.ts +6 -0
  139. package/dist/components/worker/test-worker-pool.js +21 -0
  140. package/dist/components/worker/test-worker-pool.js.map +1 -0
  141. package/dist/components/worker/viral-viewer-2.worker.js +127 -0
  142. package/dist/components/worker/viral-viewer-2.worker.js.map +1 -0
  143. package/dist/components/worker/viral-viewer-3.worker.js +82 -0
  144. package/dist/components/worker/viral-viewer-3.worker.js.map +1 -0
  145. package/dist/components/worker/viral-viewer-4.worker.js +97 -0
  146. package/dist/components/worker/viral-viewer-4.worker.js.map +1 -0
  147. package/dist/components/worker/viral-viewer.worker-pool.d.ts +0 -0
  148. package/dist/components/worker/viral-viewer.worker-pool.js +61 -0
  149. package/dist/components/worker/viral-viewer.worker-pool.js.map +1 -0
  150. package/dist/components/worker/viral-viewer.worker.js +107 -0
  151. package/dist/components/worker/viral-viewer.worker.js.map +1 -0
  152. package/dist/components/worker/worker-pool.d.ts +21 -0
  153. package/dist/components/worker/worker-pool.js +47 -0
  154. package/dist/components/worker/worker-pool.js.map +1 -0
  155. package/dist/components/worker/worker-thread.d.ts +9 -0
  156. package/dist/components/worker/worker-thread.js +30 -0
  157. package/dist/components/worker/worker-thread.js.map +1 -0
  158. package/dist/components/worker-script/fetch-data-worker.script.js +56 -0
  159. package/dist/components/worker-script/fetch-data-worker.script.js.map +1 -0
  160. package/dist/components/worker-script/load-element-by-material.script.d.ts +3 -0
  161. package/dist/components/worker-script/load-element-by-material.script.js +131 -0
  162. package/dist/components/worker-script/load-element-by-material.script.js.map +1 -0
  163. package/dist/components/worker-script/load-element-standalone.script.d.ts +1 -0
  164. package/dist/components/worker-script/load-element-standalone.script.js +34172 -0
  165. package/dist/components/worker-script/load-element-standalone.script.js.map +1 -0
  166. package/dist/components/worker-script/load-model-worker-2.script.js +2704 -0
  167. package/dist/components/worker-script/load-model-worker-2.script.js.map +1 -0
  168. package/dist/components/worker-script/load-model-worker-3.script.js +34170 -0
  169. package/dist/components/worker-script/load-model-worker-3.script.js.map +1 -0
  170. package/dist/components/worker-script/load-model-worker.script.js +148 -0
  171. package/dist/components/worker-script/load-model-worker.script.js.map +1 -0
  172. package/dist/components/worker-script/material-aproach/load-element-by-material-instanced-mesh.script.d.ts +1 -0
  173. package/dist/components/worker-script/material-aproach/load-element-by-material-instanced-mesh.script.js +34152 -0
  174. package/dist/components/worker-script/material-aproach/load-element-by-material-instanced-mesh.script.js.map +1 -0
  175. package/dist/components/worker-script/material-aproach/load-element-by-material-mesh.script.d.ts +3 -0
  176. package/dist/components/worker-script/material-aproach/load-element-by-material-mesh.script.js +127 -0
  177. package/dist/components/worker-script/material-aproach/load-element-by-material-mesh.script.js.map +1 -0
  178. package/dist/components/worker-script/test-worker-pool.script.d.ts +1 -0
  179. package/dist/components/worker-script/test-worker-pool.script.js +12 -0
  180. package/dist/components/worker-script/test-worker-pool.script.js.map +1 -0
  181. package/dist/components/worker-script/threejs.types.js +34162 -0
  182. package/dist/components/worker-script/threejs.types.js.map +1 -0
  183. package/dist/const/colors.d.ts +1 -0
  184. package/dist/const/colors.js +39 -0
  185. package/dist/const/colors.js.map +1 -0
  186. package/dist/const/fonts.js +17 -0
  187. package/dist/const/fonts.js.map +1 -0
  188. package/dist/const/icons.d.ts +7 -0
  189. package/dist/const/icons.js +11 -0
  190. package/dist/const/icons.js.map +1 -0
  191. package/dist/gui/context-menu/viral-context-menu.d.ts +1 -1
  192. package/dist/gui/context-menu/viral-context-menu.js +78 -0
  193. package/dist/gui/context-menu/viral-context-menu.js.map +1 -0
  194. package/dist/gui/draggable-modal/viral-draggable-modal.d.ts +10 -0
  195. package/dist/gui/draggable-modal/viral-draggable-modal.js +167 -0
  196. package/dist/gui/draggable-modal/viral-draggable-modal.js.map +1 -0
  197. package/dist/gui/fonts/fonts.js +20 -0
  198. package/dist/gui/fonts/fonts.js.map +1 -0
  199. package/dist/gui/navigation-cube/components/cube-camera.js +74 -0
  200. package/dist/gui/navigation-cube/components/cube-camera.js.map +1 -0
  201. package/dist/gui/navigation-cube/components/cube-renderer.js +31 -0
  202. package/dist/gui/navigation-cube/components/cube-renderer.js.map +1 -0
  203. package/dist/gui/navigation-cube/components/cube-scene.js +546 -0
  204. package/dist/gui/navigation-cube/components/cube-scene.js.map +1 -0
  205. package/dist/gui/navigation-cube/components/cube.mouse.js +109 -0
  206. package/dist/gui/navigation-cube/components/cube.mouse.js.map +1 -0
  207. package/dist/gui/navigation-cube/viral-navigation-cube.js +50 -0
  208. package/dist/gui/navigation-cube/viral-navigation-cube.js.map +1 -0
  209. package/dist/gui/spinner/viral-spinner.js +102 -0
  210. package/dist/gui/spinner/viral-spinner.js.map +1 -0
  211. package/dist/gui/tools/tools/viral-tool-ambient-occlusion.js +25 -0
  212. package/dist/gui/tools/tools/viral-tool-ambient-occlusion.js.map +1 -0
  213. package/dist/gui/tools/tools/viral-tool-dark-mode.js +21 -0
  214. package/dist/gui/tools/tools/viral-tool-dark-mode.js.map +1 -0
  215. package/dist/gui/tools/tools/viral-tool-elevation.js +30 -0
  216. package/dist/gui/tools/tools/viral-tool-elevation.js.map +1 -0
  217. package/dist/gui/tools/tools/viral-tool-export-scene.d.ts +7 -0
  218. package/dist/gui/tools/tools/viral-tool-export-scene.js +36 -0
  219. package/dist/gui/tools/tools/viral-tool-export-scene.js.map +1 -0
  220. package/dist/gui/tools/tools/viral-tool-measure.js +243 -0
  221. package/dist/gui/tools/tools/viral-tool-measure.js.map +1 -0
  222. package/dist/gui/tools/tools/viral-tool-sunlight.js +46 -0
  223. package/dist/gui/tools/tools/viral-tool-sunlight.js.map +1 -0
  224. package/dist/gui/tools/viral-tools.js +213 -0
  225. package/dist/gui/tools/viral-tools.js.map +1 -0
  226. package/dist/index.js +21 -0
  227. package/dist/index.js.map +1 -0
  228. package/dist/models/dictionary.model.d.ts +10 -0
  229. package/dist/models/dictionary.model.js +42 -0
  230. package/dist/models/dictionary.model.js.map +1 -0
  231. package/dist/services/local-storage.service.js +57 -0
  232. package/dist/services/local-storage.service.js.map +1 -0
  233. package/dist/threejs-addon/buffer-geometry-utils.d.ts +64 -0
  234. package/dist/threejs-addon/buffer-geometry-utils.js +807 -0
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  236. package/dist/threejs-addon/gltf-loader.d.ts +17 -0
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  296. package/dist/threejs-addon/transform-control.js.map +1 -0
  297. package/dist/types.d.ts +26 -1
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  300. package/dist/utils/html.js +12 -0
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  302. package/dist/utils/index.js +10 -0
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  308. package/dist/viral-viewer-api.d.ts +2 -4
  309. package/dist/viral-viewer-api.js +76 -0
  310. package/dist/viral-viewer-api.js.map +1 -0
  311. package/package.json +2 -3
  312. package/dist/index.mjs +0 -36613
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+ "use strict";
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+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.UnrealBloomPass = 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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+ const luminosity_high_pass_shader_1 = require("../shaders/luminosity-high-pass-shader");
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+ /**
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+ * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
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+ * mip map chain of bloom textures and blurs them with different radii. Because
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+ * of the weighted combination of mips, and because larger blurs are done on
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+ * higher mips, this effect provides good quality and performance.
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+ *
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+ * Reference:
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+ * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
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+ */
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+ class UnrealBloomPass extends pass_1.Pass {
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+ constructor(resolution, strength, radius, threshold) {
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+ super();
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+ this.strength = (strength !== undefined) ? strength : 1;
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+ this.radius = radius;
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+ this.threshold = threshold;
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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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+ // create color only once here, reuse it later inside the render function
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+ this.clearColor = new three_1.Color(0, 0, 0);
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+ // render targets
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+ this.renderTargetsHorizontal = [];
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+ this.renderTargetsVertical = [];
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+ this.nMips = 5;
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+ let resx = Math.round(this.resolution.x / 2);
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+ let resy = Math.round(this.resolution.y / 2);
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+ this.renderTargetBright = new three_1.WebGLRenderTarget(resx, resy);
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+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
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+ this.renderTargetBright.texture.generateMipmaps = false;
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+ for (let i = 0; i < this.nMips; i++) {
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+ const renderTargetHorizonal = new three_1.WebGLRenderTarget(resx, resy);
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+ renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
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+ renderTargetHorizonal.texture.generateMipmaps = false;
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+ this.renderTargetsHorizontal.push(renderTargetHorizonal);
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+ const renderTargetVertical = new three_1.WebGLRenderTarget(resx, resy);
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+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
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+ renderTargetVertical.texture.generateMipmaps = false;
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+ this.renderTargetsVertical.push(renderTargetVertical);
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+ resx = Math.round(resx / 2);
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+ resy = Math.round(resy / 2);
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+ }
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+ // luminosity high pass material
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+ const highPassShader = luminosity_high_pass_shader_1.LuminosityHighPassShader;
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+ this.highPassUniforms = three_1.UniformsUtils.clone(highPassShader.uniforms);
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+ this.highPassUniforms['luminosityThreshold'].value = threshold;
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+ this.highPassUniforms['smoothWidth'].value = 0.01;
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+ this.materialHighPassFilter = new three_1.ShaderMaterial({
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+ uniforms: this.highPassUniforms,
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+ vertexShader: highPassShader.vertexShader,
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+ fragmentShader: highPassShader.fragmentShader,
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+ defines: {}
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+ });
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+ // Gaussian Blur Materials
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+ this.separableBlurMaterials = [];
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+ const kernelSizeArray = [3, 5, 7, 9, 11];
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+ resx = Math.round(this.resolution.x / 2);
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+ resy = Math.round(this.resolution.y / 2);
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+ for (let i = 0; i < this.nMips; i++) {
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+ this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
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+ this.separableBlurMaterials[i].uniforms['texSize'].value = new three_1.Vector2(resx, resy);
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+ resx = Math.round(resx / 2);
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+ resy = Math.round(resy / 2);
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+ }
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+ // Composite material
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+ this.compositeMaterial = this.getCompositeMaterial(this.nMips);
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+ this.compositeMaterial.uniforms['blurTexture1'].value = this.renderTargetsVertical[0].texture;
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+ this.compositeMaterial.uniforms['blurTexture2'].value = this.renderTargetsVertical[1].texture;
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+ this.compositeMaterial.uniforms['blurTexture3'].value = this.renderTargetsVertical[2].texture;
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+ this.compositeMaterial.uniforms['blurTexture4'].value = this.renderTargetsVertical[3].texture;
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+ this.compositeMaterial.uniforms['blurTexture5'].value = this.renderTargetsVertical[4].texture;
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+ this.compositeMaterial.uniforms['bloomStrength'].value = strength;
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+ this.compositeMaterial.uniforms['bloomRadius'].value = 0.1;
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+ this.compositeMaterial.needsUpdate = true;
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+ const bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
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+ this.compositeMaterial.uniforms['bloomFactors'].value = bloomFactors;
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+ 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)];
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+ this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors;
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+ // copy material
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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.copyUniforms['opacity'].value = 1.0;
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+ this.materialCopy = 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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+ blending: three_1.AdditiveBlending,
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+ depthTest: false,
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+ depthWrite: false,
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+ transparent: true
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+ });
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+ this.enabled = true;
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+ this.needsSwap = false;
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+ this._oldClearColor = new three_1.Color();
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+ this.oldClearAlpha = 1;
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+ this.basic = new three_1.MeshBasicMaterial();
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+ this.fsQuad = new pass_1.FullScreenQuad(null);
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+ }
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+ dispose() {
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+ for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
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+ this.renderTargetsHorizontal[i].dispose();
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+ }
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+ for (let i = 0; i < this.renderTargetsVertical.length; i++) {
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+ this.renderTargetsVertical[i].dispose();
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+ }
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+ this.renderTargetBright.dispose();
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+ //
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+ for (let i = 0; i < this.separableBlurMaterials.length; i++) {
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+ this.separableBlurMaterials[i].dispose();
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+ }
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+ this.compositeMaterial.dispose();
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+ this.materialCopy.dispose();
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+ this.basic.dispose();
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+ //
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+ this.fsQuad.dispose();
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+ }
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+ setSize(width, height) {
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+ let resx = Math.round(width / 2);
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+ let resy = Math.round(height / 2);
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+ this.renderTargetBright.setSize(resx, resy);
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+ for (let i = 0; i < this.nMips; i++) {
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+ this.renderTargetsHorizontal[i].setSize(resx, resy);
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+ this.renderTargetsVertical[i].setSize(resx, resy);
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+ this.separableBlurMaterials[i].uniforms['texSize'].value = new three_1.Vector2(resx, resy);
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+ resx = Math.round(resx / 2);
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+ resy = Math.round(resy / 2);
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+ }
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+ }
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+ render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
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+ renderer.getClearColor(this._oldClearColor);
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+ this.oldClearAlpha = renderer.getClearAlpha();
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+ const oldAutoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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+ renderer.setClearColor(this.clearColor, 0);
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+ if (maskActive)
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+ renderer.state.buffers.stencil.setTest(false);
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+ // Render input to screen
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+ if (this.renderToScreen) {
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+ this.fsQuad.material = this.basic;
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+ this.basic.map = readBuffer.texture;
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+ renderer.setRenderTarget(null);
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+ renderer.clear();
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+ this.fsQuad.render(renderer);
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+ }
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+ // 1. Extract Bright Areas
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+ this.highPassUniforms['tDiffuse'].value = readBuffer.texture;
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+ this.highPassUniforms['luminosityThreshold'].value = this.threshold;
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+ this.fsQuad.material = this.materialHighPassFilter;
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+ renderer.setRenderTarget(this.renderTargetBright);
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+ renderer.clear();
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+ this.fsQuad.render(renderer);
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+ // 2. Blur All the mips progressively
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+ let inputRenderTarget = this.renderTargetBright;
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+ for (let i = 0; i < this.nMips; i++) {
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+ this.fsQuad.material = this.separableBlurMaterials[i];
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+ this.separableBlurMaterials[i].uniforms['colorTexture'].value = inputRenderTarget.texture;
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+ this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionX;
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+ renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
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+ renderer.clear();
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+ this.fsQuad.render(renderer);
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+ this.separableBlurMaterials[i].uniforms['colorTexture'].value = this.renderTargetsHorizontal[i].texture;
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+ this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionY;
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+ renderer.setRenderTarget(this.renderTargetsVertical[i]);
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+ renderer.clear();
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+ this.fsQuad.render(renderer);
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+ inputRenderTarget = this.renderTargetsVertical[i];
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+ }
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+ // Composite All the mips
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+ this.fsQuad.material = this.compositeMaterial;
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+ this.compositeMaterial.uniforms['bloomStrength'].value = this.strength;
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+ this.compositeMaterial.uniforms['bloomRadius'].value = this.radius;
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+ this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors;
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+ renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
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+ renderer.clear();
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+ this.fsQuad.render(renderer);
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+ // Blend it additively over the input texture
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+ this.fsQuad.material = this.materialCopy;
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+ this.copyUniforms['tDiffuse'].value = this.renderTargetsHorizontal[0].texture;
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+ if (maskActive)
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+ renderer.state.buffers.stencil.setTest(true);
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+ if (this.renderToScreen) {
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+ renderer.setRenderTarget(null);
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+ this.fsQuad.render(renderer);
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+ }
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+ else {
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+ renderer.setRenderTarget(readBuffer);
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+ this.fsQuad.render(renderer);
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+ }
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+ // Restore renderer settings
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+ renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
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+ renderer.autoClear = oldAutoClear;
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+ }
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+ getSeperableBlurMaterial(kernelRadius) {
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+ return new three_1.ShaderMaterial({
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+ defines: {
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+ 'KERNEL_RADIUS': kernelRadius,
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+ 'SIGMA': kernelRadius
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+ },
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+ uniforms: {
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+ 'colorTexture': { value: null },
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+ 'texSize': { value: new three_1.Vector2(0.5, 0.5) },
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+ 'direction': { value: new three_1.Vector2(0.5, 0.5) }
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+ },
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+ vertexShader: `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: `#include <common>
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+ varying vec2 vUv;
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+ uniform sampler2D colorTexture;
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+ uniform vec2 texSize;
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+ uniform vec2 direction;
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+
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+ float gaussianPdf(in float x, in float sigma) {
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+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
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+ }
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+ void main() {
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+ vec2 invSize = 1.0 / texSize;
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+ float fSigma = float(SIGMA);
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+ float weightSum = gaussianPdf(0.0, fSigma);
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+ vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
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+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
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+ float x = float(i);
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+ float w = gaussianPdf(x, fSigma);
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+ vec2 uvOffset = direction * invSize * x;
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+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;
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+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;
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+ diffuseSum += (sample1 + sample2) * w;
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+ weightSum += 2.0 * w;
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+ }
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+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
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+ }`
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+ });
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+ }
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+ getCompositeMaterial(nMips) {
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+ return new three_1.ShaderMaterial({
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+ defines: {
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+ 'NUM_MIPS': nMips
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+ },
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+ uniforms: {
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+ 'blurTexture1': { value: null },
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+ 'blurTexture2': { value: null },
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+ 'blurTexture3': { value: null },
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+ 'blurTexture4': { value: null },
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+ 'blurTexture5': { value: null },
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+ 'bloomStrength': { value: 1.0 },
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+ 'bloomFactors': { value: null },
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+ 'bloomTintColors': { value: null },
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+ 'bloomRadius': { value: 0.0 }
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+ },
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+ vertexShader: `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: `varying vec2 vUv;
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+ uniform sampler2D blurTexture1;
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+ uniform sampler2D blurTexture2;
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+ uniform sampler2D blurTexture3;
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+ uniform sampler2D blurTexture4;
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+ uniform sampler2D blurTexture5;
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+ uniform float bloomStrength;
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+ uniform float bloomRadius;
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+ uniform float bloomFactors[NUM_MIPS];
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+ uniform vec3 bloomTintColors[NUM_MIPS];
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+
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+ float lerpBloomFactor(const in float factor) {
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+ float mirrorFactor = 1.2 - factor;
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+ return mix(factor, mirrorFactor, bloomRadius);
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+ }
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+
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+ void main() {
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+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
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+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
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+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
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+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
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+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
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+ }`
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+ });
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+ }
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+ }
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+ exports.UnrealBloomPass = UnrealBloomPass;
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+ UnrealBloomPass.BlurDirectionX = new three_1.Vector2(1.0, 0.0);
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+ UnrealBloomPass.BlurDirectionY = new three_1.Vector2(0.0, 1.0);
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+ //# sourceMappingURL=unreal-bloom-pass.js.map
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1
+ 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@@ -0,0 +1,13 @@
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
+ }
@@ -0,0 +1,39 @@
1
+ "use strict";
2
+ /**
3
+ * Full-screen textured quad shader
4
+ */
5
+ Object.defineProperty(exports, "__esModule", { value: true });
6
+ exports.CopyShader = void 0;
7
+ const CopyShader = {
8
+ uniforms: {
9
+ 'tDiffuse': { value: null },
10
+ 'opacity': { value: 1.0 }
11
+ },
12
+ vertexShader: /* glsl */ `
13
+
14
+ varying vec2 vUv;
15
+
16
+ void main() {
17
+
18
+ vUv = uv;
19
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
20
+
21
+ }`,
22
+ fragmentShader: /* glsl */ `
23
+
24
+ uniform float opacity;
25
+
26
+ uniform sampler2D tDiffuse;
27
+
28
+ varying vec2 vUv;
29
+
30
+ void main() {
31
+
32
+ gl_FragColor = texture2D( tDiffuse, vUv );
33
+ gl_FragColor.a *= opacity;
34
+
35
+
36
+ }`
37
+ };
38
+ exports.CopyShader = CopyShader;
39
+ //# sourceMappingURL=copy-shader.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"copy-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/copy-shader.js"],"names":[],"mappings":";AAAA;;GAEG;;;AAEH,MAAM,UAAU,GAAG;IAEf,QAAQ,EAAE;QAEN,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,SAAS,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;KAE5B;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;;;IASzB;IAEA,cAAc,EAAE,UAAU,CAAC;;;;;;;;;;;;;;IAc3B;CAEH,CAAC;AAEO,gCAAU"}
@@ -0,0 +1,48 @@
1
+ export namespace DepthLimitedBlurShader {
2
+ namespace defines {
3
+ const KERNEL_RADIUS: number;
4
+ const DEPTH_PACKING: number;
5
+ const PERSPECTIVE_CAMERA: number;
6
+ }
7
+ namespace uniforms {
8
+ namespace tDiffuse {
9
+ const value: null;
10
+ }
11
+ namespace size {
12
+ const value_1: Vector2;
13
+ export { value_1 as value };
14
+ }
15
+ namespace sampleUvOffsets {
16
+ const value_2: Vector2[];
17
+ export { value_2 as value };
18
+ }
19
+ namespace sampleWeights {
20
+ const value_3: number[];
21
+ export { value_3 as value };
22
+ }
23
+ namespace tDepth {
24
+ const value_4: null;
25
+ export { value_4 as value };
26
+ }
27
+ namespace cameraNear {
28
+ const value_5: number;
29
+ export { value_5 as value };
30
+ }
31
+ namespace cameraFar {
32
+ const value_6: number;
33
+ export { value_6 as value };
34
+ }
35
+ namespace depthCutoff {
36
+ const value_7: number;
37
+ export { value_7 as value };
38
+ }
39
+ }
40
+ const vertexShader: string;
41
+ const fragmentShader: string;
42
+ }
43
+ export namespace BlurShaderUtils {
44
+ function createSampleWeights(kernelRadius: any, stdDev: any): number[];
45
+ function createSampleOffsets(kernelRadius: any, uvIncrement: any): any[];
46
+ function configure(material: any, kernelRadius: any, stdDev: any, uvIncrement: any): void;
47
+ }
48
+ import { Vector2 } from 'three';
@@ -0,0 +1,142 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.BlurShaderUtils = exports.DepthLimitedBlurShader = void 0;
4
+ const three_1 = require("three");
5
+ /**
6
+ * TODO
7
+ */
8
+ const DepthLimitedBlurShader = {
9
+ defines: {
10
+ 'KERNEL_RADIUS': 4,
11
+ 'DEPTH_PACKING': 1,
12
+ 'PERSPECTIVE_CAMERA': 1
13
+ },
14
+ uniforms: {
15
+ 'tDiffuse': { value: null },
16
+ 'size': { value: new three_1.Vector2(512, 512) },
17
+ 'sampleUvOffsets': { value: [new three_1.Vector2(0, 0)] },
18
+ 'sampleWeights': { value: [1.0] },
19
+ 'tDepth': { value: null },
20
+ 'cameraNear': { value: 10 },
21
+ 'cameraFar': { value: 1000 },
22
+ 'depthCutoff': { value: 10 },
23
+ },
24
+ vertexShader: /* glsl */ `
25
+
26
+ #include <common>
27
+
28
+ uniform vec2 size;
29
+
30
+ varying vec2 vUv;
31
+ varying vec2 vInvSize;
32
+
33
+ void main() {
34
+ vUv = uv;
35
+ vInvSize = 1.0 / size;
36
+
37
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
38
+ }`,
39
+ fragmentShader: /* glsl */ `
40
+
41
+ #include <common>
42
+ #include <packing>
43
+
44
+ uniform sampler2D tDiffuse;
45
+ uniform sampler2D tDepth;
46
+
47
+ uniform float cameraNear;
48
+ uniform float cameraFar;
49
+ uniform float depthCutoff;
50
+
51
+ uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
52
+ uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
53
+
54
+ varying vec2 vUv;
55
+ varying vec2 vInvSize;
56
+
57
+ float getDepth( const in vec2 screenPosition ) {
58
+ #if DEPTH_PACKING == 1
59
+ return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
60
+ #else
61
+ return texture2D( tDepth, screenPosition ).x;
62
+ #endif
63
+ }
64
+
65
+ float getViewZ( const in float depth ) {
66
+ #if PERSPECTIVE_CAMERA == 1
67
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
68
+ #else
69
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
70
+ #endif
71
+ }
72
+
73
+ void main() {
74
+ float depth = getDepth( vUv );
75
+ if( depth >= ( 1.0 - EPSILON ) ) {
76
+ discard;
77
+ }
78
+
79
+ float centerViewZ = -getViewZ( depth );
80
+ bool rBreak = false, lBreak = false;
81
+
82
+ float weightSum = sampleWeights[0];
83
+ vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
84
+
85
+ for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
86
+
87
+ float sampleWeight = sampleWeights[i];
88
+ vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
89
+
90
+ vec2 sampleUv = vUv + sampleUvOffset;
91
+ float viewZ = -getViewZ( getDepth( sampleUv ) );
92
+
93
+ if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
94
+
95
+ if( ! rBreak ) {
96
+ diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
97
+ weightSum += sampleWeight;
98
+ }
99
+
100
+ sampleUv = vUv - sampleUvOffset;
101
+ viewZ = -getViewZ( getDepth( sampleUv ) );
102
+
103
+ if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
104
+
105
+ if( ! lBreak ) {
106
+ diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
107
+ weightSum += sampleWeight;
108
+ }
109
+
110
+ }
111
+
112
+ gl_FragColor = diffuseSum / weightSum;
113
+ }`
114
+ };
115
+ exports.DepthLimitedBlurShader = DepthLimitedBlurShader;
116
+ const BlurShaderUtils = {
117
+ createSampleWeights: function (kernelRadius, stdDev) {
118
+ const weights = [];
119
+ for (let i = 0; i <= kernelRadius; i++) {
120
+ weights.push(gaussian(i, stdDev));
121
+ }
122
+ return weights;
123
+ },
124
+ createSampleOffsets: function (kernelRadius, uvIncrement) {
125
+ const offsets = [];
126
+ for (let i = 0; i <= kernelRadius; i++) {
127
+ offsets.push(uvIncrement.clone().multiplyScalar(i));
128
+ }
129
+ return offsets;
130
+ },
131
+ configure: function (material, kernelRadius, stdDev, uvIncrement) {
132
+ material.defines['KERNEL_RADIUS'] = kernelRadius;
133
+ material.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement);
134
+ material.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev);
135
+ material.needsUpdate = true;
136
+ }
137
+ };
138
+ exports.BlurShaderUtils = BlurShaderUtils;
139
+ function gaussian(x, stdDev) {
140
+ return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev);
141
+ }
142
+ //# sourceMappingURL=depth-limited-blur-shader.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depth-limited-blur-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/depth-limited-blur-shader.js"],"names":[],"mappings":";;;AAAA,iCAEe;AAEf;;GAEG;AAEH,MAAM,sBAAsB,GAAG;IAC3B,OAAO,EAAE;QACL,eAAe,EAAE,CAAC;QAClB,eAAe,EAAE,CAAC;QAClB,oBAAoB,EAAE,CAAC;KAC1B;IACD,QAAQ,EAAE;QACN,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE;QACxC,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,IAAI,eAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE;QACjD,eAAe,EAAE,EAAE,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE;QACjC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QACzB,YAAY,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;QAC3B,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC5B,aAAa,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;KAC/B;IACD,YAAY,EAAE,UAAU,CAAC;;;;;;;;;;;;;;IAczB;IAEA,cAAc,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IA0E3B;CAEH,CAAC;AAiDO,wDAAsB;AA/C/B,MAAM,eAAe,GAAG;IAEpB,mBAAmB,EAAE,UAAS,YAAY,EAAE,MAAM;QAE9C,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE;YAEpC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC;SAErC;QAED,OAAO,OAAO,CAAC;IAEnB,CAAC;IAED,mBAAmB,EAAE,UAAS,YAAY,EAAE,WAAW;QAEnD,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE;YAEpC,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;SAEvD;QAED,OAAO,OAAO,CAAC;IAEnB,CAAC;IAED,SAAS,EAAE,UAAS,QAAQ,EAAE,YAAY,EAAE,MAAM,EAAE,WAAW;QAE3D,QAAQ,CAAC,OAAO,CAAC,eAAe,CAAC,GAAG,YAAY,CAAC;QACjD,QAAQ,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC,KAAK,GAAG,eAAe,CAAC,mBAAmB,CAAC,YAAY,EAAE,WAAW,CAAC,CAAC;QAC5G,QAAQ,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC,KAAK,GAAG,eAAe,CAAC,mBAAmB,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;QACrG,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;IAEhC,CAAC;CAEJ,CAAC;AAQ+B,0CAAe;AANhD,SAAS,QAAQ,CAAC,CAAC,EAAE,MAAM;IAEvB,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC;AAEhG,CAAC"}
@@ -0,0 +1,27 @@
1
+ export namespace LuminosityHighPassShader {
2
+ const shaderID: string;
3
+ namespace uniforms {
4
+ namespace tDiffuse {
5
+ const value: null;
6
+ }
7
+ namespace luminosityThreshold {
8
+ const value_1: number;
9
+ export { value_1 as value };
10
+ }
11
+ namespace smoothWidth {
12
+ const value_2: number;
13
+ export { value_2 as value };
14
+ }
15
+ namespace defaultColor {
16
+ const value_3: Color;
17
+ export { value_3 as value };
18
+ }
19
+ namespace defaultOpacity {
20
+ const value_4: number;
21
+ export { value_4 as value };
22
+ }
23
+ }
24
+ const vertexShader: string;
25
+ const fragmentShader: string;
26
+ }
27
+ import { Color } from 'three';
@@ -0,0 +1,56 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.LuminosityHighPassShader = void 0;
4
+ const three_1 = require("three");
5
+ /**
6
+ * Luminosity
7
+ * http://en.wikipedia.org/wiki/Luminosity
8
+ */
9
+ const LuminosityHighPassShader = {
10
+ shaderID: 'luminosityHighPass',
11
+ uniforms: {
12
+ 'tDiffuse': { value: null },
13
+ 'luminosityThreshold': { value: 1.0 },
14
+ 'smoothWidth': { value: 1.0 },
15
+ 'defaultColor': { value: new three_1.Color(0x000000) },
16
+ 'defaultOpacity': { value: 0.0 }
17
+ },
18
+ vertexShader: /* glsl */ `
19
+
20
+ varying vec2 vUv;
21
+
22
+ void main() {
23
+
24
+ vUv = uv;
25
+
26
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
27
+
28
+ }`,
29
+ fragmentShader: /* glsl */ `
30
+
31
+ uniform sampler2D tDiffuse;
32
+ uniform vec3 defaultColor;
33
+ uniform float defaultOpacity;
34
+ uniform float luminosityThreshold;
35
+ uniform float smoothWidth;
36
+
37
+ varying vec2 vUv;
38
+
39
+ void main() {
40
+
41
+ vec4 texel = texture2D( tDiffuse, vUv );
42
+
43
+ vec3 luma = vec3( 0.299, 0.587, 0.114 );
44
+
45
+ float v = dot( texel.xyz, luma );
46
+
47
+ vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
48
+
49
+ float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
50
+
51
+ gl_FragColor = mix( outputColor, texel, alpha );
52
+
53
+ }`
54
+ };
55
+ exports.LuminosityHighPassShader = LuminosityHighPassShader;
56
+ //# sourceMappingURL=luminosity-high-pass-shader.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"luminosity-high-pass-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/luminosity-high-pass-shader.js"],"names":[],"mappings":";;;AAAA,iCAEe;AAEf;;;GAGG;AAEH,MAAM,wBAAwB,GAAG;IAE7B,QAAQ,EAAE,oBAAoB;IAE9B,QAAQ,EAAE;QAEN,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,qBAAqB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;QACrC,aAAa,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;QAC7B,cAAc,EAAE,EAAE,KAAK,EAAE,IAAI,aAAK,CAAC,QAAQ,CAAC,EAAE;QAC9C,gBAAgB,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;KAEnC;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;;;;IAUzB;IAEA,cAAc,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;IAwB3B;CAEH,CAAC;AAEO,4DAAwB"}
@@ -0,0 +1,13 @@
1
+ export namespace OutputShader {
2
+ namespace uniforms {
3
+ namespace tDiffuse {
4
+ const value: null;
5
+ }
6
+ namespace toneMappingExposure {
7
+ const value_1: number;
8
+ export { value_1 as value };
9
+ }
10
+ }
11
+ const vertexShader: string;
12
+ const fragmentShader: string;
13
+ }