cuju-render 0.1.0__py3-none-any.whl
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.
- cuju/render/__init__.py +759 -0
- cuju/render/__main__.py +1065 -0
- cuju/render/_export/__init__.py +3 -0
- cuju/render/_export/feed.py +542 -0
- cuju/render/_export/sizes.py +157 -0
- cuju/render/_export/video.py +1618 -0
- cuju/render/_export/video_jobs.py +408 -0
- cuju/render/_format/__init__.py +3 -0
- cuju/render/_format/annotations.py +235 -0
- cuju/render/_format/codec.py +307 -0
- cuju/render/_format/keep.py +121 -0
- cuju/render/_format/recording.py +860 -0
- cuju/render/_format/writer.py +54 -0
- cuju/render/_guide/__init__.py +3 -0
- cuju/render/_guide/doctor.py +523 -0
- cuju/render/_guide/help.py +62 -0
- cuju/render/_guide/tutorial.py +254 -0
- cuju/render/_http/__init__.py +3 -0
- cuju/render/_http/commands.py +57 -0
- cuju/render/_http/headers.py +103 -0
- cuju/render/_http/launch.py +500 -0
- cuju/render/_http/launchers.py +408 -0
- cuju/render/_http/pwa.py +128 -0
- cuju/render/_http/server.py +2105 -0
- cuju/render/_http/window.py +360 -0
- cuju/render/_moments/__init__.py +3 -0
- cuju/render/_moments/captions.py +284 -0
- cuju/render/_moments/events.py +1123 -0
- cuju/render/_moments/search.py +694 -0
- cuju/render/_packages/__init__.py +3 -0
- cuju/render/_packages/glsl.py +746 -0
- cuju/render/_packages/loudness.py +334 -0
- cuju/render/_packages/pack.py +1959 -0
- cuju/render/_packages/presentation.py +1376 -0
- cuju/render/_packages/vocabulary.py +609 -0
- cuju/render/_playing/__init__.py +3 -0
- cuju/render/_playing/achievements.py +463 -0
- cuju/render/_playing/bench.py +609 -0
- cuju/render/_playing/challenges.py +1813 -0
- cuju/render/_playing/demo.py +323 -0
- cuju/render/_playing/draw.py +211 -0
- cuju/render/_playing/errors.py +20 -0
- cuju/render/_playing/game.py +645 -0
- cuju/render/_playing/limits.py +339 -0
- cuju/render/_playing/play.py +926 -0
- cuju/render/_playing/policy_worker.py +250 -0
- cuju/render/_playing/strict.py +810 -0
- cuju/render/_registry/__init__.py +3 -0
- cuju/render/_registry/clips.py +394 -0
- cuju/render/_registry/joints.py +108 -0
- cuju/render/_registry/teams.py +2058 -0
- cuju/render/_store/__init__.py +3 -0
- cuju/render/_store/home.py +70 -0
- cuju/render/_store/library.py +604 -0
- cuju/render/_store/samples.py +163 -0
- cuju/render/_text/__init__.py +3 -0
- cuju/render/_text/languages.py +637 -0
- cuju/render/_text/messages.py +1396 -0
- cuju/render/_tournaments/__init__.py +3 -0
- cuju/render/_tournaments/results.py +547 -0
- cuju/render/_tournaments/tournament.py +2742 -0
- cuju/render/_tournaments/tournament_cli.py +587 -0
- cuju/render/_tournaments/tournament_runner.py +1975 -0
- cuju/render/_version.py +6 -0
- cuju/render/_watch/__init__.py +3 -0
- cuju/render/_watch/grid.py +265 -0
- cuju/render/_watch/live.py +664 -0
- cuju/render/_watch/notebook.py +79 -0
- cuju/render/_watch/show.py +171 -0
- cuju/render/samples/sample-11v11.cjr +0 -0
- cuju/render/samples/sample-5v5.cjr +0 -0
- cuju/render/samples/teams/starter/main.py +33 -0
- cuju/render/scenarios/benchmark_full_game_11_vs_11_easy.py +46 -0
- cuju/render/scenarios/benchmark_full_game_11_vs_11_hard.py +46 -0
- cuju/render/scenarios/benchmark_full_game_11_vs_11_medium.py +46 -0
- cuju/render/scenarios/benchmark_full_game_5_vs_5_easy.py +34 -0
- cuju/render/scenarios/benchmark_full_game_5_vs_5_hard.py +34 -0
- cuju/render/scenarios/benchmark_full_game_5_vs_5_medium.py +34 -0
- cuju/render/web/assets/adboard_polygon.webp +0 -0
- cuju/render/web/assets/adboard_your_ad_here.webp +0 -0
- cuju/render/web/assets/animations/kaykit-rig-medium-combatmelee.glb +0 -0
- cuju/render/web/assets/animations/kaykit-rig-medium-general.glb +0 -0
- cuju/render/web/assets/animations/kaykit-rig-medium-movementadvanced.glb +0 -0
- cuju/render/web/assets/animations/kaykit-rig-medium-movementbasic.glb +0 -0
- cuju/render/web/assets/animations/kaykit-rig-medium-simulation.glb +0 -0
- cuju/render/web/assets/animations/kaykit-rig-medium-special.glb +0 -0
- cuju/render/web/assets/ball.glb +0 -0
- cuju/render/web/assets/challenges/3_vs_1_with_keeper.mp4 +0 -0
- cuju/render/web/assets/challenges/3_vs_1_with_keeper.webp +0 -0
- cuju/render/web/assets/challenges/corner.mp4 +0 -0
- cuju/render/web/assets/challenges/corner.webp +0 -0
- cuju/render/web/assets/challenges/counterattack_easy.mp4 +0 -0
- cuju/render/web/assets/challenges/counterattack_easy.webp +0 -0
- cuju/render/web/assets/challenges/counterattack_hard.mp4 +0 -0
- cuju/render/web/assets/challenges/counterattack_hard.webp +0 -0
- cuju/render/web/assets/challenges/empty_goal.mp4 +0 -0
- cuju/render/web/assets/challenges/empty_goal.webp +0 -0
- cuju/render/web/assets/challenges/empty_goal_close.mp4 +0 -0
- cuju/render/web/assets/challenges/empty_goal_close.webp +0 -0
- cuju/render/web/assets/challenges/manifest.json +375 -0
- cuju/render/web/assets/challenges/one_on_one.mp4 +0 -0
- cuju/render/web/assets/challenges/one_on_one.webp +0 -0
- cuju/render/web/assets/challenges/one_on_one_hard.mp4 +0 -0
- cuju/render/web/assets/challenges/one_on_one_hard.webp +0 -0
- cuju/render/web/assets/challenges/pass_and_shoot_with_keeper.mp4 +0 -0
- cuju/render/web/assets/challenges/pass_and_shoot_with_keeper.webp +0 -0
- cuju/render/web/assets/challenges/run_pass_and_shoot_with_keeper.mp4 +0 -0
- cuju/render/web/assets/challenges/run_pass_and_shoot_with_keeper.webp +0 -0
- cuju/render/web/assets/challenges/run_to_score.mp4 +0 -0
- cuju/render/web/assets/challenges/run_to_score.webp +0 -0
- cuju/render/web/assets/challenges/run_to_score_with_keeper.mp4 +0 -0
- cuju/render/web/assets/challenges/run_to_score_with_keeper.webp +0 -0
- cuju/render/web/assets/challenges/single_goal_versus_lazy.mp4 +0 -0
- cuju/render/web/assets/challenges/single_goal_versus_lazy.webp +0 -0
- cuju/render/web/assets/crowd.webp +0 -0
- cuju/render/web/assets/crowd_normal.webp +0 -0
- cuju/render/web/assets/cuju-logo-384.png +0 -0
- cuju/render/web/assets/cuju-logo.png +0 -0
- cuju/render/web/assets/cuju-logo.svg +46 -0
- cuju/render/web/assets/cuju-mark-light.svg +33 -0
- cuju/render/web/assets/cuju-mark.svg +33 -0
- cuju/render/web/assets/goal.glb +0 -0
- cuju/render/web/assets/grass.webp +0 -0
- cuju/render/web/assets/hair_black.png +0 -0
- cuju/render/web/assets/hair_blonde.png +0 -0
- cuju/render/web/assets/hair_brown.png +0 -0
- cuju/render/web/assets/hair_darkblonde.png +0 -0
- cuju/render/web/assets/hair_long01.glb +0 -0
- cuju/render/web/assets/hair_long02.glb +0 -0
- cuju/render/web/assets/hair_medium01.glb +0 -0
- cuju/render/web/assets/hair_red.png +0 -0
- cuju/render/web/assets/hair_short01.glb +0 -0
- cuju/render/web/assets/hair_short02.glb +0 -0
- cuju/render/web/assets/icons/cuju-192.png +0 -0
- cuju/render/web/assets/icons/cuju-512.png +0 -0
- cuju/render/web/assets/icons/cuju-maskable-512.png +0 -0
- cuju/render/web/assets/kit_goalkeeper.webp +0 -0
- cuju/render/web/assets/kit_mask.png +0 -0
- cuju/render/web/assets/kit_normal.webp +0 -0
- cuju/render/web/assets/manifest.json +601 -0
- cuju/render/web/assets/models/kaykit-barbarian.glb +0 -0
- cuju/render/web/assets/models/kaykit-barbarian.json +23 -0
- cuju/render/web/assets/models/kaykit-knight.glb +0 -0
- cuju/render/web/assets/models/kaykit-knight.json +23 -0
- cuju/render/web/assets/models/kaykit-mage.glb +0 -0
- cuju/render/web/assets/models/kaykit-mage.json +23 -0
- cuju/render/web/assets/models/kaykit-mannequin-medium.glb +0 -0
- cuju/render/web/assets/models/kaykit-mannequin-medium.json +23 -0
- cuju/render/web/assets/models/kaykit-ranger.glb +0 -0
- cuju/render/web/assets/models/kaykit-ranger.json +23 -0
- cuju/render/web/assets/models/kaykit-rogue-hooded.glb +0 -0
- cuju/render/web/assets/models/kaykit-rogue-hooded.json +23 -0
- cuju/render/web/assets/models/kaykit-rogue.glb +0 -0
- cuju/render/web/assets/models/kaykit-rogue.json +23 -0
- cuju/render/web/assets/models/kaykit-skeleton-mage.glb +0 -0
- cuju/render/web/assets/models/kaykit-skeleton-mage.json +23 -0
- cuju/render/web/assets/models/kaykit-skeleton-minion.glb +0 -0
- cuju/render/web/assets/models/kaykit-skeleton-minion.json +23 -0
- cuju/render/web/assets/models/kaykit-skeleton-rogue.glb +0 -0
- cuju/render/web/assets/models/kaykit-skeleton-rogue.json +23 -0
- cuju/render/web/assets/models/kaykit-skeleton-warrior.glb +0 -0
- cuju/render/web/assets/models/kaykit-skeleton-warrior.json +23 -0
- cuju/render/web/assets/pitch.webp +0 -0
- cuju/render/web/assets/pitch_normal.webp +0 -0
- cuju/render/web/assets/player.glb +0 -0
- cuju/render/web/assets/shoe.webp +0 -0
- cuju/render/web/assets/shoe_sole.png +0 -0
- cuju/render/web/assets/skin_01.png +0 -0
- cuju/render/web/assets/skin_02.png +0 -0
- cuju/render/web/assets/skin_03.png +0 -0
- cuju/render/web/assets/skin_04.png +0 -0
- cuju/render/web/assets/sounds/applause.ogg +0 -0
- cuju/render/web/assets/sounds/beach-wave-1.ogg +0 -0
- cuju/render/web/assets/sounds/beach-wave-2.ogg +0 -0
- cuju/render/web/assets/sounds/beach-wave-3.ogg +0 -0
- cuju/render/web/assets/sounds/beach-wave-4.ogg +0 -0
- cuju/render/web/assets/sounds/city-horn.ogg +0 -0
- cuju/render/web/assets/sounds/city-loop.ogg +0 -0
- cuju/render/web/assets/sounds/city-siren.ogg +0 -0
- cuju/render/web/assets/sounds/crowd-cheer.ogg +0 -0
- cuju/render/web/assets/sounds/crowd-loop.ogg +0 -0
- cuju/render/web/assets/sounds/crowd-ooh.ogg +0 -0
- cuju/render/web/assets/sounds/gulls.ogg +0 -0
- cuju/render/web/assets/sounds/neon-sting.ogg +0 -0
- cuju/render/web/assets/sounds/rain-loop.ogg +0 -0
- cuju/render/web/assets/sounds/sounds.json +46 -0
- cuju/render/web/assets/sounds/space-beep.ogg +0 -0
- cuju/render/web/assets/sounds/space-hum.ogg +0 -0
- cuju/render/web/assets/sounds/space-radio.ogg +0 -0
- cuju/render/web/assets/sounds/whistle-long.ogg +0 -0
- cuju/render/web/assets/sounds/whistle-short.ogg +0 -0
- cuju/render/web/assets/sounds/wind-loop.ogg +0 -0
- cuju/render/web/easy.css +357 -0
- cuju/render/web/export.html +23 -0
- cuju/render/web/feed.css +262 -0
- cuju/render/web/feed.html +28 -0
- cuju/render/web/flat.css +120 -0
- cuju/render/web/home.css +837 -0
- cuju/render/web/index.html +373 -0
- cuju/render/web/js/boot.js +50 -0
- cuju/render/web/js/broadcast/audio.js +2141 -0
- cuju/render/web/js/broadcast/celebrate.js +1238 -0
- cuju/render/web/js/broadcast/decisions.js +609 -0
- cuju/render/web/js/broadcast/hud.js +352 -0
- cuju/render/web/js/broadcast/show.js +3614 -0
- cuju/render/web/js/broadcast/transition.js +2231 -0
- cuju/render/web/js/broadcast/voices.js +153 -0
- cuju/render/web/js/capture.js +101 -0
- cuju/render/web/js/core/accessibility.js +90 -0
- cuju/render/web/js/core/api.js +429 -0
- cuju/render/web/js/core/comfort.js +135 -0
- cuju/render/web/js/core/i18n.js +705 -0
- cuju/render/web/js/core/icons.js +167 -0
- cuju/render/web/js/core/input-settings.js +156 -0
- cuju/render/web/js/core/keys.js +277 -0
- cuju/render/web/js/core/language-ui.js +125 -0
- cuju/render/web/js/core/menu.js +853 -0
- cuju/render/web/js/core/names.js +113 -0
- cuju/render/web/js/core/page-structure.js +110 -0
- cuju/render/web/js/core/scenarios.js +109 -0
- cuju/render/web/js/core/spoilers.js +236 -0
- cuju/render/web/js/core/typeahead.js +38 -0
- cuju/render/web/js/export/dom-picture.js +330 -0
- cuju/render/web/js/export/export-host.js +97 -0
- cuju/render/web/js/export/feed-dialog.js +191 -0
- cuju/render/web/js/export/feed-params.js +266 -0
- cuju/render/web/js/export/feed.js +363 -0
- cuju/render/web/js/export/mp4-mux.js +295 -0
- cuju/render/web/js/export/photo-core.js +313 -0
- cuju/render/web/js/export/photo.js +1314 -0
- cuju/render/web/js/export/safe-frame.js +59 -0
- cuju/render/web/js/export/size-fields.js +103 -0
- cuju/render/web/js/export/sizes.js +178 -0
- cuju/render/web/js/export/video-boot.js +55 -0
- cuju/render/web/js/export/video-browser.js +325 -0
- cuju/render/web/js/export/video-export.js +417 -0
- cuju/render/web/js/export/video-plan.js +207 -0
- cuju/render/web/js/export/video-range.js +185 -0
- cuju/render/web/js/export/webm-mux.js +198 -0
- cuju/render/web/js/feed-boot.js +151 -0
- cuju/render/web/js/feed-frame.js +101 -0
- cuju/render/web/js/help/doctor.js +488 -0
- cuju/render/web/js/help/firstrun.js +379 -0
- cuju/render/web/js/help/help-center.js +438 -0
- cuju/render/web/js/help/install-offer.js +164 -0
- cuju/render/web/js/help/install-state.js +104 -0
- cuju/render/web/js/help/lessons-core.js +207 -0
- cuju/render/web/js/help/lessons.js +463 -0
- cuju/render/web/js/help/palette.js +584 -0
- cuju/render/web/js/help/pwa.js +257 -0
- cuju/render/web/js/help/tour-core.js +241 -0
- cuju/render/web/js/help/tour.js +461 -0
- cuju/render/web/js/main.js +2513 -0
- cuju/render/web/js/pages/draw.js +188 -0
- cuju/render/web/js/pages/fieldpage.js +530 -0
- cuju/render/web/js/pages/home.js +521 -0
- cuju/render/web/js/pages/matches.js +779 -0
- cuju/render/web/js/pages/moments-ui.js +359 -0
- cuju/render/web/js/pages/queue-filters.js +63 -0
- cuju/render/web/js/pages/recording-groups.js +80 -0
- cuju/render/web/js/pages/recordings.js +1069 -0
- cuju/render/web/js/play/bench.js +347 -0
- cuju/render/web/js/play/challenges.js +1302 -0
- cuju/render/web/js/play/medals.js +127 -0
- cuju/render/web/js/play/play.js +1953 -0
- cuju/render/web/js/play/teasers.js +196 -0
- cuju/render/web/js/play/touch.js +350 -0
- cuju/render/web/js/play/tournament-layout.js +487 -0
- cuju/render/web/js/play/tournament-results.js +441 -0
- cuju/render/web/js/play/tournament-strict.js +560 -0
- cuju/render/web/js/play/tournament.js +2585 -0
- cuju/render/web/js/players/animate.js +972 -0
- cuju/render/web/js/players/clips.js +224 -0
- cuju/render/web/js/players/kaykit.js +162 -0
- cuju/render/web/js/players/kits.js +676 -0
- cuju/render/web/js/players/number-patch.js +82 -0
- cuju/render/web/js/players/players.js +2694 -0
- cuju/render/web/js/players/recolor.js +893 -0
- cuju/render/web/js/players/retarget.js +325 -0
- cuju/render/web/js/players/rig-numbers.js +174 -0
- cuju/render/web/js/presentation/animator.js +231 -0
- cuju/render/web/js/presentation/assign.js +85 -0
- cuju/render/web/js/presentation/behaviors.js +440 -0
- cuju/render/web/js/presentation/budget.js +209 -0
- cuju/render/web/js/presentation/catalog.js +1674 -0
- cuju/render/web/js/presentation/clocks.js +72 -0
- cuju/render/web/js/presentation/commands.js +301 -0
- cuju/render/web/js/presentation/contract.js +240 -0
- cuju/render/web/js/presentation/effects.js +904 -0
- cuju/render/web/js/presentation/flash.js +605 -0
- cuju/render/web/js/presentation/freeze-worklet.js +22 -0
- cuju/render/web/js/presentation/glsl.js +464 -0
- cuju/render/web/js/presentation/host.js +323 -0
- cuju/render/web/js/presentation/index.js +2066 -0
- cuju/render/web/js/presentation/loudness-worklet.js +235 -0
- cuju/render/web/js/presentation/loudness.js +740 -0
- cuju/render/web/js/presentation/moments.js +536 -0
- cuju/render/web/js/presentation/post.js +327 -0
- cuju/render/web/js/presentation/preview.js +180 -0
- cuju/render/web/js/presentation/protocol.js +174 -0
- cuju/render/web/js/presentation/reach.js +158 -0
- cuju/render/web/js/presentation/rigging.js +130 -0
- cuju/render/web/js/presentation/sandbox.js +157 -0
- cuju/render/web/js/presentation/shaders.js +235 -0
- cuju/render/web/js/presentation/stage.js +402 -0
- cuju/render/web/js/presentation/teamaudio.js +722 -0
- cuju/render/web/js/presentation/tracks.js +197 -0
- cuju/render/web/js/presentation/values.js +81 -0
- cuju/render/web/js/recording/annotation-data.js +203 -0
- cuju/render/web/js/recording/captions.js +491 -0
- cuju/render/web/js/recording/codec.js +185 -0
- cuju/render/web/js/recording/decode-worker.js +70 -0
- cuju/render/web/js/recording/decode.js +94 -0
- cuju/render/web/js/recording/episodes.js +46 -0
- cuju/render/web/js/recording/format.js +461 -0
- cuju/render/web/js/recording/live.js +348 -0
- cuju/render/web/js/recording/moments-query.js +59 -0
- cuju/render/web/js/recording/moments.js +149 -0
- cuju/render/web/js/recording/pose.js +86 -0
- cuju/render/web/js/recording/timeline.js +275 -0
- cuju/render/web/js/teams/art.js +50 -0
- cuju/render/web/js/teams/clip-editor.js +293 -0
- cuju/render/web/js/teams/editor.js +1979 -0
- cuju/render/web/js/teams/library.js +344 -0
- cuju/render/web/js/teams/painter.js +633 -0
- cuju/render/web/js/teams/surprise-ui.js +195 -0
- cuju/render/web/js/teams/surprise.js +497 -0
- cuju/render/web/js/teams/team-check.js +127 -0
- cuju/render/web/js/watch/annotations.js +270 -0
- cuju/render/web/js/watch/flat.js +366 -0
- cuju/render/web/js/watch/grid.js +436 -0
- cuju/render/web/js/watch/pitch2d.js +289 -0
- cuju/render/web/js/watch/player-tools.js +192 -0
- cuju/render/web/js/watch/presets.js +201 -0
- cuju/render/web/js/world/arenas.js +997 -0
- cuju/render/web/js/world/ball.js +204 -0
- cuju/render/web/js/world/cameras.js +982 -0
- cuju/render/web/js/world/crowd.js +376 -0
- cuju/render/web/js/world/field.js +227 -0
- cuju/render/web/js/world/framing.js +145 -0
- cuju/render/web/js/world/occlusion.js +48 -0
- cuju/render/web/js/world/pitch.js +703 -0
- cuju/render/web/js/world/scene.js +395 -0
- cuju/render/web/js/world/sky.js +325 -0
- cuju/render/web/js/world/stadium.js +1262 -0
- cuju/render/web/js/world/vendor-sky.js +367 -0
- cuju/render/web/js/world/weather.js +264 -0
- cuju/render/web/languages/en.json +4750 -0
- cuju/render/web/lessons.json +137 -0
- cuju/render/web/manifest.webmanifest +23 -0
- cuju/render/web/style.css +8399 -0
- cuju/render/web/sw.js +235 -0
- cuju/render/web/vendor/fabric/LICENSE +16 -0
- cuju/render/web/vendor/fabric/fabric.min.mjs +1 -0
- cuju/render/web/vendor/lucide/LICENSE +43 -0
- cuju/render/web/vendor/lucide/icons.js +141 -0
- cuju/render/web/vendor/three/LICENSE +21 -0
- cuju/render/web/vendor/three/build/three.core.js +60586 -0
- cuju/render/web/vendor/three/build/three.module.js +19719 -0
- cuju/render/web/vendor/three/examples/jsm/loaders/GLTFLoader.js +4925 -0
- cuju/render/web/vendor/three/examples/jsm/postprocessing/EffectComposer.js +365 -0
- cuju/render/web/vendor/three/examples/jsm/postprocessing/MaskPass.js +195 -0
- cuju/render/web/vendor/three/examples/jsm/postprocessing/OutputPass.js +148 -0
- cuju/render/web/vendor/three/examples/jsm/postprocessing/Pass.js +191 -0
- cuju/render/web/vendor/three/examples/jsm/postprocessing/RenderPass.js +193 -0
- cuju/render/web/vendor/three/examples/jsm/postprocessing/ShaderPass.js +135 -0
- cuju/render/web/vendor/three/examples/jsm/postprocessing/UnrealBloomPass.js +541 -0
- cuju/render/web/vendor/three/examples/jsm/shaders/CopyShader.js +52 -0
- cuju/render/web/vendor/three/examples/jsm/shaders/LuminosityHighPassShader.js +68 -0
- cuju/render/web/vendor/three/examples/jsm/shaders/OutputShader.js +103 -0
- cuju/render/web/vendor/three/examples/jsm/utils/BufferGeometryUtils.js +1501 -0
- cuju/render/web/vendor/three/examples/jsm/utils/SkeletonUtils.js +496 -0
- cuju_render-0.1.0.dist-info/METADATA +116 -0
- cuju_render-0.1.0.dist-info/RECORD +382 -0
- cuju_render-0.1.0.dist-info/WHEEL +4 -0
- cuju_render-0.1.0.dist-info/licenses/LICENSE +202 -0
- cuju_render-0.1.0.dist-info/licenses/LICENSES/CC-BY-4.0.txt +396 -0
- cuju_render-0.1.0.dist-info/licenses/LICENSES/CC0-1.0.txt +127 -0
- cuju_render-0.1.0.dist-info/licenses/LICENSES/ISC.txt +16 -0
- cuju_render-0.1.0.dist-info/licenses/LICENSES/MIT.txt +24 -0
- cuju_render-0.1.0.dist-info/licenses/LICENSES/Unlicense.txt +13 -0
- cuju_render-0.1.0.dist-info/licenses/NOTICE +35 -0
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import {
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AdditiveBlending,
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Color,
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HalfFloatType,
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MeshBasicMaterial,
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ShaderMaterial,
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UniformsUtils,
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Vector2,
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Vector3,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
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/**
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* This pass 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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* When using this pass, tone mapping must be enabled in the renderer settings.
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*
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* Reference:
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* - [Bloom in Unreal Engine](https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/)
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*
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* ```js
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* const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
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* const bloomPass = new UnrealBloomPass( resolution, 1.5, 0.4, 0.85 );
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* composer.addPass( bloomPass );
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* ```
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*
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* @augments Pass
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* @three_import import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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*/
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class UnrealBloomPass extends Pass {
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/**
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* Constructs a new Unreal Bloom pass.
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*
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* @param {Vector2} [resolution] - The effect's resolution.
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* @param {number} [strength=1] - The Bloom strength.
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* @param {number} radius - The Bloom radius.
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* @param {number} threshold - The luminance threshold limits which bright areas contribute to the Bloom effect.
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*/
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constructor( resolution, strength = 1, radius, threshold ) {
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super();
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/**
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* The Bloom strength.
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*
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* @type {number}
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* @default 1
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*/
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this.strength = strength;
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/**
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* The Bloom radius. Must be in the range `[0,1]`.
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*
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* @type {number}
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*/
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this.radius = radius;
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/**
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* The luminance threshold limits which bright areas contribute to the Bloom effect.
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*
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* @type {number}
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*/
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this.threshold = threshold;
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/**
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* The effect's resolution.
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*
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* @type {Vector2}
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* @default (256,256)
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*/
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this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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/**
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* The effect's clear color
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*
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* @type {Color}
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* @default (0,0,0)
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*/
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this.clearColor = new Color( 0, 0, 0 );
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/**
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* Overwritten to disable the swap.
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*
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* @type {boolean}
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* @default false
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*/
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this.needsSwap = false;
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// internals
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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 WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
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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 renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
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renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
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renderTargetHorizontal.texture.generateMipmaps = false;
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this.renderTargetsHorizontal.push( renderTargetHorizontal );
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const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
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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 = LuminosityHighPassShader;
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this.highPassUniforms = 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 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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} );
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// gaussian blur materials
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this.separableBlurMaterials = [];
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// These sizes have been changed to account for the altered coefficients-calculation to avoid blockiness,
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// while retaining the same blur-strength. For details see https://github.com/mrdoob/three.js/pull/31528
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const kernelSizeArray = [ 6, 10, 14, 18, 22 ];
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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._getSeparableBlurMaterial( kernelSizeArray[ i ] ) );
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this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / 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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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 Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
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this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
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// blend material
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this.copyUniforms = UniformsUtils.clone( CopyShader.uniforms );
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this.blendMaterial = new 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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premultipliedAlpha: true,
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blending: 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._oldClearColor = new Color();
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this._oldClearAlpha = 1;
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this._basic = new MeshBasicMaterial();
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this._fsQuad = new FullScreenQuad( null );
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the pass is no longer used in your app.
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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.blendMaterial.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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/**
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* Sets the size of the pass.
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*
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* @param {number} width - The width to set.
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* @param {number} height - The height to set.
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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[ 'invSize' ].value = new Vector2( 1 / resx, 1 / 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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/**
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* Performs the Bloom pass.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
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* destination for the pass.
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* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
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* previous pass from this buffer.
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* @param {number} deltaTime - The delta time in seconds.
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* @param {boolean} maskActive - Whether masking is active or not.
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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 ) 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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304
|
+
}
|
|
305
|
+
|
|
306
|
+
// 1. Extract Bright Areas
|
|
307
|
+
|
|
308
|
+
this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
|
309
|
+
this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
|
|
310
|
+
this._fsQuad.material = this.materialHighPassFilter;
|
|
311
|
+
|
|
312
|
+
renderer.setRenderTarget( this.renderTargetBright );
|
|
313
|
+
renderer.clear();
|
|
314
|
+
this._fsQuad.render( renderer );
|
|
315
|
+
|
|
316
|
+
// 2. Blur All the mips progressively
|
|
317
|
+
|
|
318
|
+
let inputRenderTarget = this.renderTargetBright;
|
|
319
|
+
|
|
320
|
+
for ( let i = 0; i < this.nMips; i ++ ) {
|
|
321
|
+
|
|
322
|
+
this._fsQuad.material = this.separableBlurMaterials[ i ];
|
|
323
|
+
|
|
324
|
+
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
|
|
325
|
+
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
|
|
326
|
+
renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
|
|
327
|
+
renderer.clear();
|
|
328
|
+
this._fsQuad.render( renderer );
|
|
329
|
+
|
|
330
|
+
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
|
|
331
|
+
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
|
|
332
|
+
renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
|
|
333
|
+
renderer.clear();
|
|
334
|
+
this._fsQuad.render( renderer );
|
|
335
|
+
|
|
336
|
+
inputRenderTarget = this.renderTargetsVertical[ i ];
|
|
337
|
+
|
|
338
|
+
}
|
|
339
|
+
|
|
340
|
+
// Composite All the mips
|
|
341
|
+
|
|
342
|
+
this._fsQuad.material = this.compositeMaterial;
|
|
343
|
+
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
|
|
344
|
+
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
|
|
345
|
+
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
|
|
346
|
+
|
|
347
|
+
renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
|
|
348
|
+
renderer.clear();
|
|
349
|
+
this._fsQuad.render( renderer );
|
|
350
|
+
|
|
351
|
+
// Blend it additively over the input texture
|
|
352
|
+
|
|
353
|
+
this._fsQuad.material = this.blendMaterial;
|
|
354
|
+
this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
|
|
355
|
+
|
|
356
|
+
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
|
|
357
|
+
|
|
358
|
+
if ( this.renderToScreen ) {
|
|
359
|
+
|
|
360
|
+
renderer.setRenderTarget( null );
|
|
361
|
+
this._fsQuad.render( renderer );
|
|
362
|
+
|
|
363
|
+
} else {
|
|
364
|
+
|
|
365
|
+
renderer.setRenderTarget( readBuffer );
|
|
366
|
+
this._fsQuad.render( renderer );
|
|
367
|
+
|
|
368
|
+
}
|
|
369
|
+
|
|
370
|
+
// Restore renderer settings
|
|
371
|
+
|
|
372
|
+
renderer.setClearColor( this._oldClearColor, this._oldClearAlpha );
|
|
373
|
+
renderer.autoClear = oldAutoClear;
|
|
374
|
+
|
|
375
|
+
}
|
|
376
|
+
|
|
377
|
+
// internals
|
|
378
|
+
|
|
379
|
+
_getSeparableBlurMaterial( kernelRadius ) {
|
|
380
|
+
|
|
381
|
+
const coefficients = [];
|
|
382
|
+
const sigma = kernelRadius / 3;
|
|
383
|
+
|
|
384
|
+
for ( let i = 0; i < kernelRadius; i ++ ) {
|
|
385
|
+
|
|
386
|
+
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( sigma * sigma ) ) / sigma );
|
|
387
|
+
|
|
388
|
+
}
|
|
389
|
+
|
|
390
|
+
// merge adjacent taps into single bilinear fetches (linear sampling)
|
|
391
|
+
|
|
392
|
+
const offsets = [];
|
|
393
|
+
const weights = [];
|
|
394
|
+
|
|
395
|
+
for ( let i = 1; i < kernelRadius; i += 2 ) {
|
|
396
|
+
|
|
397
|
+
const wa = coefficients[ i ];
|
|
398
|
+
const wb = ( i + 1 < kernelRadius ) ? coefficients[ i + 1 ] : 0;
|
|
399
|
+
const w = wa + wb;
|
|
400
|
+
|
|
401
|
+
offsets.push( ( i * wa + ( i + 1 ) * wb ) / w );
|
|
402
|
+
weights.push( w );
|
|
403
|
+
|
|
404
|
+
}
|
|
405
|
+
|
|
406
|
+
return new ShaderMaterial( {
|
|
407
|
+
|
|
408
|
+
defines: {
|
|
409
|
+
'KERNEL_PAIRS': offsets.length
|
|
410
|
+
},
|
|
411
|
+
|
|
412
|
+
uniforms: {
|
|
413
|
+
'colorTexture': { value: null },
|
|
414
|
+
'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
|
|
415
|
+
'direction': { value: new Vector2( 0.5, 0.5 ) },
|
|
416
|
+
'centerWeight': { value: coefficients[ 0 ] },
|
|
417
|
+
'gaussianOffsets': { value: offsets },
|
|
418
|
+
'gaussianWeights': { value: weights }
|
|
419
|
+
},
|
|
420
|
+
|
|
421
|
+
vertexShader: /* glsl */`
|
|
422
|
+
|
|
423
|
+
varying vec2 vUv;
|
|
424
|
+
|
|
425
|
+
void main() {
|
|
426
|
+
|
|
427
|
+
vUv = uv;
|
|
428
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
429
|
+
|
|
430
|
+
}`,
|
|
431
|
+
|
|
432
|
+
fragmentShader: /* glsl */`
|
|
433
|
+
|
|
434
|
+
#include <common>
|
|
435
|
+
|
|
436
|
+
varying vec2 vUv;
|
|
437
|
+
|
|
438
|
+
uniform sampler2D colorTexture;
|
|
439
|
+
uniform vec2 invSize;
|
|
440
|
+
uniform vec2 direction;
|
|
441
|
+
uniform float centerWeight;
|
|
442
|
+
uniform float gaussianOffsets[KERNEL_PAIRS];
|
|
443
|
+
uniform float gaussianWeights[KERNEL_PAIRS];
|
|
444
|
+
|
|
445
|
+
void main() {
|
|
446
|
+
|
|
447
|
+
vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * centerWeight;
|
|
448
|
+
|
|
449
|
+
for ( int i = 0; i < KERNEL_PAIRS; i ++ ) {
|
|
450
|
+
|
|
451
|
+
vec2 uvOffset = direction * invSize * gaussianOffsets[ i ];
|
|
452
|
+
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
|
|
453
|
+
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
|
|
454
|
+
diffuseSum += ( sample1 + sample2 ) * gaussianWeights[ i ];
|
|
455
|
+
|
|
456
|
+
}
|
|
457
|
+
|
|
458
|
+
gl_FragColor = vec4( diffuseSum, 1.0 );
|
|
459
|
+
|
|
460
|
+
}`
|
|
461
|
+
} );
|
|
462
|
+
|
|
463
|
+
}
|
|
464
|
+
|
|
465
|
+
_getCompositeMaterial( nMips ) {
|
|
466
|
+
|
|
467
|
+
return new ShaderMaterial( {
|
|
468
|
+
|
|
469
|
+
defines: {
|
|
470
|
+
'NUM_MIPS': nMips
|
|
471
|
+
},
|
|
472
|
+
|
|
473
|
+
uniforms: {
|
|
474
|
+
'blurTexture1': { value: null },
|
|
475
|
+
'blurTexture2': { value: null },
|
|
476
|
+
'blurTexture3': { value: null },
|
|
477
|
+
'blurTexture4': { value: null },
|
|
478
|
+
'blurTexture5': { value: null },
|
|
479
|
+
'bloomStrength': { value: 1.0 },
|
|
480
|
+
'bloomFactors': { value: null },
|
|
481
|
+
'bloomTintColors': { value: null },
|
|
482
|
+
'bloomRadius': { value: 0.0 }
|
|
483
|
+
},
|
|
484
|
+
|
|
485
|
+
vertexShader: /* glsl */`
|
|
486
|
+
|
|
487
|
+
varying vec2 vUv;
|
|
488
|
+
|
|
489
|
+
void main() {
|
|
490
|
+
|
|
491
|
+
vUv = uv;
|
|
492
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
493
|
+
|
|
494
|
+
}`,
|
|
495
|
+
|
|
496
|
+
fragmentShader: /* glsl */`
|
|
497
|
+
|
|
498
|
+
varying vec2 vUv;
|
|
499
|
+
|
|
500
|
+
uniform sampler2D blurTexture1;
|
|
501
|
+
uniform sampler2D blurTexture2;
|
|
502
|
+
uniform sampler2D blurTexture3;
|
|
503
|
+
uniform sampler2D blurTexture4;
|
|
504
|
+
uniform sampler2D blurTexture5;
|
|
505
|
+
uniform float bloomStrength;
|
|
506
|
+
uniform float bloomRadius;
|
|
507
|
+
uniform float bloomFactors[NUM_MIPS];
|
|
508
|
+
uniform vec3 bloomTintColors[NUM_MIPS];
|
|
509
|
+
|
|
510
|
+
float lerpBloomFactor( const in float factor ) {
|
|
511
|
+
|
|
512
|
+
float mirrorFactor = 1.2 - factor;
|
|
513
|
+
return mix( factor, mirrorFactor, bloomRadius );
|
|
514
|
+
|
|
515
|
+
}
|
|
516
|
+
|
|
517
|
+
void main() {
|
|
518
|
+
|
|
519
|
+
// 3.0 for backwards compatibility with previous alpha-based intensity
|
|
520
|
+
vec3 bloom = 3.0 * bloomStrength * (
|
|
521
|
+
lerpBloomFactor( bloomFactors[ 0 ] ) * bloomTintColors[ 0 ] * texture2D( blurTexture1, vUv ).rgb +
|
|
522
|
+
lerpBloomFactor( bloomFactors[ 1 ] ) * bloomTintColors[ 1 ] * texture2D( blurTexture2, vUv ).rgb +
|
|
523
|
+
lerpBloomFactor( bloomFactors[ 2 ] ) * bloomTintColors[ 2 ] * texture2D( blurTexture3, vUv ).rgb +
|
|
524
|
+
lerpBloomFactor( bloomFactors[ 3 ] ) * bloomTintColors[ 3 ] * texture2D( blurTexture4, vUv ).rgb +
|
|
525
|
+
lerpBloomFactor( bloomFactors[ 4 ] ) * bloomTintColors[ 4 ] * texture2D( blurTexture5, vUv ).rgb
|
|
526
|
+
);
|
|
527
|
+
|
|
528
|
+
float bloomAlpha = max( bloom.r, max( bloom.g, bloom.b ) );
|
|
529
|
+
gl_FragColor = vec4( bloom, bloomAlpha );
|
|
530
|
+
|
|
531
|
+
}`
|
|
532
|
+
} );
|
|
533
|
+
|
|
534
|
+
}
|
|
535
|
+
|
|
536
|
+
}
|
|
537
|
+
|
|
538
|
+
UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
|
|
539
|
+
UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
|
|
540
|
+
|
|
541
|
+
export { UnrealBloomPass };
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* @module CopyShader
|
|
3
|
+
* @three_import import { CopyShader } from 'three/addons/shaders/CopyShader.js';
|
|
4
|
+
*/
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* Full-screen copy shader pass.
|
|
8
|
+
*
|
|
9
|
+
* @constant
|
|
10
|
+
* @type {ShaderMaterial~Shader}
|
|
11
|
+
*/
|
|
12
|
+
const CopyShader = {
|
|
13
|
+
|
|
14
|
+
name: 'CopyShader',
|
|
15
|
+
|
|
16
|
+
uniforms: {
|
|
17
|
+
|
|
18
|
+
'tDiffuse': { value: null },
|
|
19
|
+
'opacity': { value: 1.0 }
|
|
20
|
+
|
|
21
|
+
},
|
|
22
|
+
|
|
23
|
+
vertexShader: /* glsl */`
|
|
24
|
+
|
|
25
|
+
varying vec2 vUv;
|
|
26
|
+
|
|
27
|
+
void main() {
|
|
28
|
+
|
|
29
|
+
vUv = uv;
|
|
30
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
31
|
+
|
|
32
|
+
}`,
|
|
33
|
+
|
|
34
|
+
fragmentShader: /* glsl */`
|
|
35
|
+
|
|
36
|
+
uniform float opacity;
|
|
37
|
+
|
|
38
|
+
uniform sampler2D tDiffuse;
|
|
39
|
+
|
|
40
|
+
varying vec2 vUv;
|
|
41
|
+
|
|
42
|
+
void main() {
|
|
43
|
+
|
|
44
|
+
vec4 texel = texture2D( tDiffuse, vUv );
|
|
45
|
+
gl_FragColor = opacity * texel;
|
|
46
|
+
|
|
47
|
+
|
|
48
|
+
}`
|
|
49
|
+
|
|
50
|
+
};
|
|
51
|
+
|
|
52
|
+
export { CopyShader };
|
|
@@ -0,0 +1,68 @@
|
|
|
1
|
+
import {
|
|
2
|
+
Color
|
|
3
|
+
} from 'three';
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* @module LuminosityHighPassShader
|
|
7
|
+
* @three_import import { LuminosityHighPassShader } from 'three/addons/shaders/LuminosityHighPassShader.js';
|
|
8
|
+
*/
|
|
9
|
+
|
|
10
|
+
/**
|
|
11
|
+
* Luminosity high pass shader.
|
|
12
|
+
*
|
|
13
|
+
* @constant
|
|
14
|
+
* @type {ShaderMaterial~Shader}
|
|
15
|
+
*/
|
|
16
|
+
const LuminosityHighPassShader = {
|
|
17
|
+
|
|
18
|
+
name: 'LuminosityHighPassShader',
|
|
19
|
+
|
|
20
|
+
uniforms: {
|
|
21
|
+
|
|
22
|
+
'tDiffuse': { value: null },
|
|
23
|
+
'luminosityThreshold': { value: 1.0 },
|
|
24
|
+
'smoothWidth': { value: 1.0 },
|
|
25
|
+
'defaultColor': { value: new Color( 0x000000 ) },
|
|
26
|
+
'defaultOpacity': { value: 0.0 }
|
|
27
|
+
|
|
28
|
+
},
|
|
29
|
+
|
|
30
|
+
vertexShader: /* glsl */`
|
|
31
|
+
|
|
32
|
+
varying vec2 vUv;
|
|
33
|
+
|
|
34
|
+
void main() {
|
|
35
|
+
|
|
36
|
+
vUv = uv;
|
|
37
|
+
|
|
38
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
39
|
+
|
|
40
|
+
}`,
|
|
41
|
+
|
|
42
|
+
fragmentShader: /* glsl */`
|
|
43
|
+
|
|
44
|
+
uniform sampler2D tDiffuse;
|
|
45
|
+
uniform vec3 defaultColor;
|
|
46
|
+
uniform float defaultOpacity;
|
|
47
|
+
uniform float luminosityThreshold;
|
|
48
|
+
uniform float smoothWidth;
|
|
49
|
+
|
|
50
|
+
varying vec2 vUv;
|
|
51
|
+
|
|
52
|
+
void main() {
|
|
53
|
+
|
|
54
|
+
vec4 texel = texture2D( tDiffuse, vUv );
|
|
55
|
+
|
|
56
|
+
float v = luminance( texel.xyz );
|
|
57
|
+
|
|
58
|
+
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
|
|
59
|
+
|
|
60
|
+
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
|
|
61
|
+
|
|
62
|
+
gl_FragColor = mix( outputColor, texel, alpha );
|
|
63
|
+
|
|
64
|
+
}`
|
|
65
|
+
|
|
66
|
+
};
|
|
67
|
+
|
|
68
|
+
export { LuminosityHighPassShader };
|