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.
Files changed (382) hide show
  1. cuju/render/__init__.py +759 -0
  2. cuju/render/__main__.py +1065 -0
  3. cuju/render/_export/__init__.py +3 -0
  4. cuju/render/_export/feed.py +542 -0
  5. cuju/render/_export/sizes.py +157 -0
  6. cuju/render/_export/video.py +1618 -0
  7. cuju/render/_export/video_jobs.py +408 -0
  8. cuju/render/_format/__init__.py +3 -0
  9. cuju/render/_format/annotations.py +235 -0
  10. cuju/render/_format/codec.py +307 -0
  11. cuju/render/_format/keep.py +121 -0
  12. cuju/render/_format/recording.py +860 -0
  13. cuju/render/_format/writer.py +54 -0
  14. cuju/render/_guide/__init__.py +3 -0
  15. cuju/render/_guide/doctor.py +523 -0
  16. cuju/render/_guide/help.py +62 -0
  17. cuju/render/_guide/tutorial.py +254 -0
  18. cuju/render/_http/__init__.py +3 -0
  19. cuju/render/_http/commands.py +57 -0
  20. cuju/render/_http/headers.py +103 -0
  21. cuju/render/_http/launch.py +500 -0
  22. cuju/render/_http/launchers.py +408 -0
  23. cuju/render/_http/pwa.py +128 -0
  24. cuju/render/_http/server.py +2105 -0
  25. cuju/render/_http/window.py +360 -0
  26. cuju/render/_moments/__init__.py +3 -0
  27. cuju/render/_moments/captions.py +284 -0
  28. cuju/render/_moments/events.py +1123 -0
  29. cuju/render/_moments/search.py +694 -0
  30. cuju/render/_packages/__init__.py +3 -0
  31. cuju/render/_packages/glsl.py +746 -0
  32. cuju/render/_packages/loudness.py +334 -0
  33. cuju/render/_packages/pack.py +1959 -0
  34. cuju/render/_packages/presentation.py +1376 -0
  35. cuju/render/_packages/vocabulary.py +609 -0
  36. cuju/render/_playing/__init__.py +3 -0
  37. cuju/render/_playing/achievements.py +463 -0
  38. cuju/render/_playing/bench.py +609 -0
  39. cuju/render/_playing/challenges.py +1813 -0
  40. cuju/render/_playing/demo.py +323 -0
  41. cuju/render/_playing/draw.py +211 -0
  42. cuju/render/_playing/errors.py +20 -0
  43. cuju/render/_playing/game.py +645 -0
  44. cuju/render/_playing/limits.py +339 -0
  45. cuju/render/_playing/play.py +926 -0
  46. cuju/render/_playing/policy_worker.py +250 -0
  47. cuju/render/_playing/strict.py +810 -0
  48. cuju/render/_registry/__init__.py +3 -0
  49. cuju/render/_registry/clips.py +394 -0
  50. cuju/render/_registry/joints.py +108 -0
  51. cuju/render/_registry/teams.py +2058 -0
  52. cuju/render/_store/__init__.py +3 -0
  53. cuju/render/_store/home.py +70 -0
  54. cuju/render/_store/library.py +604 -0
  55. cuju/render/_store/samples.py +163 -0
  56. cuju/render/_text/__init__.py +3 -0
  57. cuju/render/_text/languages.py +637 -0
  58. cuju/render/_text/messages.py +1396 -0
  59. cuju/render/_tournaments/__init__.py +3 -0
  60. cuju/render/_tournaments/results.py +547 -0
  61. cuju/render/_tournaments/tournament.py +2742 -0
  62. cuju/render/_tournaments/tournament_cli.py +587 -0
  63. cuju/render/_tournaments/tournament_runner.py +1975 -0
  64. cuju/render/_version.py +6 -0
  65. cuju/render/_watch/__init__.py +3 -0
  66. cuju/render/_watch/grid.py +265 -0
  67. cuju/render/_watch/live.py +664 -0
  68. cuju/render/_watch/notebook.py +79 -0
  69. cuju/render/_watch/show.py +171 -0
  70. cuju/render/samples/sample-11v11.cjr +0 -0
  71. cuju/render/samples/sample-5v5.cjr +0 -0
  72. cuju/render/samples/teams/starter/main.py +33 -0
  73. cuju/render/scenarios/benchmark_full_game_11_vs_11_easy.py +46 -0
  74. cuju/render/scenarios/benchmark_full_game_11_vs_11_hard.py +46 -0
  75. cuju/render/scenarios/benchmark_full_game_11_vs_11_medium.py +46 -0
  76. cuju/render/scenarios/benchmark_full_game_5_vs_5_easy.py +34 -0
  77. cuju/render/scenarios/benchmark_full_game_5_vs_5_hard.py +34 -0
  78. cuju/render/scenarios/benchmark_full_game_5_vs_5_medium.py +34 -0
  79. cuju/render/web/assets/adboard_polygon.webp +0 -0
  80. cuju/render/web/assets/adboard_your_ad_here.webp +0 -0
  81. cuju/render/web/assets/animations/kaykit-rig-medium-combatmelee.glb +0 -0
  82. cuju/render/web/assets/animations/kaykit-rig-medium-general.glb +0 -0
  83. cuju/render/web/assets/animations/kaykit-rig-medium-movementadvanced.glb +0 -0
  84. cuju/render/web/assets/animations/kaykit-rig-medium-movementbasic.glb +0 -0
  85. cuju/render/web/assets/animations/kaykit-rig-medium-simulation.glb +0 -0
  86. cuju/render/web/assets/animations/kaykit-rig-medium-special.glb +0 -0
  87. cuju/render/web/assets/ball.glb +0 -0
  88. cuju/render/web/assets/challenges/3_vs_1_with_keeper.mp4 +0 -0
  89. cuju/render/web/assets/challenges/3_vs_1_with_keeper.webp +0 -0
  90. cuju/render/web/assets/challenges/corner.mp4 +0 -0
  91. cuju/render/web/assets/challenges/corner.webp +0 -0
  92. cuju/render/web/assets/challenges/counterattack_easy.mp4 +0 -0
  93. cuju/render/web/assets/challenges/counterattack_easy.webp +0 -0
  94. cuju/render/web/assets/challenges/counterattack_hard.mp4 +0 -0
  95. cuju/render/web/assets/challenges/counterattack_hard.webp +0 -0
  96. cuju/render/web/assets/challenges/empty_goal.mp4 +0 -0
  97. cuju/render/web/assets/challenges/empty_goal.webp +0 -0
  98. cuju/render/web/assets/challenges/empty_goal_close.mp4 +0 -0
  99. cuju/render/web/assets/challenges/empty_goal_close.webp +0 -0
  100. cuju/render/web/assets/challenges/manifest.json +375 -0
  101. cuju/render/web/assets/challenges/one_on_one.mp4 +0 -0
  102. cuju/render/web/assets/challenges/one_on_one.webp +0 -0
  103. cuju/render/web/assets/challenges/one_on_one_hard.mp4 +0 -0
  104. cuju/render/web/assets/challenges/one_on_one_hard.webp +0 -0
  105. cuju/render/web/assets/challenges/pass_and_shoot_with_keeper.mp4 +0 -0
  106. cuju/render/web/assets/challenges/pass_and_shoot_with_keeper.webp +0 -0
  107. cuju/render/web/assets/challenges/run_pass_and_shoot_with_keeper.mp4 +0 -0
  108. cuju/render/web/assets/challenges/run_pass_and_shoot_with_keeper.webp +0 -0
  109. cuju/render/web/assets/challenges/run_to_score.mp4 +0 -0
  110. cuju/render/web/assets/challenges/run_to_score.webp +0 -0
  111. cuju/render/web/assets/challenges/run_to_score_with_keeper.mp4 +0 -0
  112. cuju/render/web/assets/challenges/run_to_score_with_keeper.webp +0 -0
  113. cuju/render/web/assets/challenges/single_goal_versus_lazy.mp4 +0 -0
  114. cuju/render/web/assets/challenges/single_goal_versus_lazy.webp +0 -0
  115. cuju/render/web/assets/crowd.webp +0 -0
  116. cuju/render/web/assets/crowd_normal.webp +0 -0
  117. cuju/render/web/assets/cuju-logo-384.png +0 -0
  118. cuju/render/web/assets/cuju-logo.png +0 -0
  119. cuju/render/web/assets/cuju-logo.svg +46 -0
  120. cuju/render/web/assets/cuju-mark-light.svg +33 -0
  121. cuju/render/web/assets/cuju-mark.svg +33 -0
  122. cuju/render/web/assets/goal.glb +0 -0
  123. cuju/render/web/assets/grass.webp +0 -0
  124. cuju/render/web/assets/hair_black.png +0 -0
  125. cuju/render/web/assets/hair_blonde.png +0 -0
  126. cuju/render/web/assets/hair_brown.png +0 -0
  127. cuju/render/web/assets/hair_darkblonde.png +0 -0
  128. cuju/render/web/assets/hair_long01.glb +0 -0
  129. cuju/render/web/assets/hair_long02.glb +0 -0
  130. cuju/render/web/assets/hair_medium01.glb +0 -0
  131. cuju/render/web/assets/hair_red.png +0 -0
  132. cuju/render/web/assets/hair_short01.glb +0 -0
  133. cuju/render/web/assets/hair_short02.glb +0 -0
  134. cuju/render/web/assets/icons/cuju-192.png +0 -0
  135. cuju/render/web/assets/icons/cuju-512.png +0 -0
  136. cuju/render/web/assets/icons/cuju-maskable-512.png +0 -0
  137. cuju/render/web/assets/kit_goalkeeper.webp +0 -0
  138. cuju/render/web/assets/kit_mask.png +0 -0
  139. cuju/render/web/assets/kit_normal.webp +0 -0
  140. cuju/render/web/assets/manifest.json +601 -0
  141. cuju/render/web/assets/models/kaykit-barbarian.glb +0 -0
  142. cuju/render/web/assets/models/kaykit-barbarian.json +23 -0
  143. cuju/render/web/assets/models/kaykit-knight.glb +0 -0
  144. cuju/render/web/assets/models/kaykit-knight.json +23 -0
  145. cuju/render/web/assets/models/kaykit-mage.glb +0 -0
  146. cuju/render/web/assets/models/kaykit-mage.json +23 -0
  147. cuju/render/web/assets/models/kaykit-mannequin-medium.glb +0 -0
  148. cuju/render/web/assets/models/kaykit-mannequin-medium.json +23 -0
  149. cuju/render/web/assets/models/kaykit-ranger.glb +0 -0
  150. cuju/render/web/assets/models/kaykit-ranger.json +23 -0
  151. cuju/render/web/assets/models/kaykit-rogue-hooded.glb +0 -0
  152. cuju/render/web/assets/models/kaykit-rogue-hooded.json +23 -0
  153. cuju/render/web/assets/models/kaykit-rogue.glb +0 -0
  154. cuju/render/web/assets/models/kaykit-rogue.json +23 -0
  155. cuju/render/web/assets/models/kaykit-skeleton-mage.glb +0 -0
  156. cuju/render/web/assets/models/kaykit-skeleton-mage.json +23 -0
  157. cuju/render/web/assets/models/kaykit-skeleton-minion.glb +0 -0
  158. cuju/render/web/assets/models/kaykit-skeleton-minion.json +23 -0
  159. cuju/render/web/assets/models/kaykit-skeleton-rogue.glb +0 -0
  160. cuju/render/web/assets/models/kaykit-skeleton-rogue.json +23 -0
  161. cuju/render/web/assets/models/kaykit-skeleton-warrior.glb +0 -0
  162. cuju/render/web/assets/models/kaykit-skeleton-warrior.json +23 -0
  163. cuju/render/web/assets/pitch.webp +0 -0
  164. cuju/render/web/assets/pitch_normal.webp +0 -0
  165. cuju/render/web/assets/player.glb +0 -0
  166. cuju/render/web/assets/shoe.webp +0 -0
  167. cuju/render/web/assets/shoe_sole.png +0 -0
  168. cuju/render/web/assets/skin_01.png +0 -0
  169. cuju/render/web/assets/skin_02.png +0 -0
  170. cuju/render/web/assets/skin_03.png +0 -0
  171. cuju/render/web/assets/skin_04.png +0 -0
  172. cuju/render/web/assets/sounds/applause.ogg +0 -0
  173. cuju/render/web/assets/sounds/beach-wave-1.ogg +0 -0
  174. cuju/render/web/assets/sounds/beach-wave-2.ogg +0 -0
  175. cuju/render/web/assets/sounds/beach-wave-3.ogg +0 -0
  176. cuju/render/web/assets/sounds/beach-wave-4.ogg +0 -0
  177. cuju/render/web/assets/sounds/city-horn.ogg +0 -0
  178. cuju/render/web/assets/sounds/city-loop.ogg +0 -0
  179. cuju/render/web/assets/sounds/city-siren.ogg +0 -0
  180. cuju/render/web/assets/sounds/crowd-cheer.ogg +0 -0
  181. cuju/render/web/assets/sounds/crowd-loop.ogg +0 -0
  182. cuju/render/web/assets/sounds/crowd-ooh.ogg +0 -0
  183. cuju/render/web/assets/sounds/gulls.ogg +0 -0
  184. cuju/render/web/assets/sounds/neon-sting.ogg +0 -0
  185. cuju/render/web/assets/sounds/rain-loop.ogg +0 -0
  186. cuju/render/web/assets/sounds/sounds.json +46 -0
  187. cuju/render/web/assets/sounds/space-beep.ogg +0 -0
  188. cuju/render/web/assets/sounds/space-hum.ogg +0 -0
  189. cuju/render/web/assets/sounds/space-radio.ogg +0 -0
  190. cuju/render/web/assets/sounds/whistle-long.ogg +0 -0
  191. cuju/render/web/assets/sounds/whistle-short.ogg +0 -0
  192. cuju/render/web/assets/sounds/wind-loop.ogg +0 -0
  193. cuju/render/web/easy.css +357 -0
  194. cuju/render/web/export.html +23 -0
  195. cuju/render/web/feed.css +262 -0
  196. cuju/render/web/feed.html +28 -0
  197. cuju/render/web/flat.css +120 -0
  198. cuju/render/web/home.css +837 -0
  199. cuju/render/web/index.html +373 -0
  200. cuju/render/web/js/boot.js +50 -0
  201. cuju/render/web/js/broadcast/audio.js +2141 -0
  202. cuju/render/web/js/broadcast/celebrate.js +1238 -0
  203. cuju/render/web/js/broadcast/decisions.js +609 -0
  204. cuju/render/web/js/broadcast/hud.js +352 -0
  205. cuju/render/web/js/broadcast/show.js +3614 -0
  206. cuju/render/web/js/broadcast/transition.js +2231 -0
  207. cuju/render/web/js/broadcast/voices.js +153 -0
  208. cuju/render/web/js/capture.js +101 -0
  209. cuju/render/web/js/core/accessibility.js +90 -0
  210. cuju/render/web/js/core/api.js +429 -0
  211. cuju/render/web/js/core/comfort.js +135 -0
  212. cuju/render/web/js/core/i18n.js +705 -0
  213. cuju/render/web/js/core/icons.js +167 -0
  214. cuju/render/web/js/core/input-settings.js +156 -0
  215. cuju/render/web/js/core/keys.js +277 -0
  216. cuju/render/web/js/core/language-ui.js +125 -0
  217. cuju/render/web/js/core/menu.js +853 -0
  218. cuju/render/web/js/core/names.js +113 -0
  219. cuju/render/web/js/core/page-structure.js +110 -0
  220. cuju/render/web/js/core/scenarios.js +109 -0
  221. cuju/render/web/js/core/spoilers.js +236 -0
  222. cuju/render/web/js/core/typeahead.js +38 -0
  223. cuju/render/web/js/export/dom-picture.js +330 -0
  224. cuju/render/web/js/export/export-host.js +97 -0
  225. cuju/render/web/js/export/feed-dialog.js +191 -0
  226. cuju/render/web/js/export/feed-params.js +266 -0
  227. cuju/render/web/js/export/feed.js +363 -0
  228. cuju/render/web/js/export/mp4-mux.js +295 -0
  229. cuju/render/web/js/export/photo-core.js +313 -0
  230. cuju/render/web/js/export/photo.js +1314 -0
  231. cuju/render/web/js/export/safe-frame.js +59 -0
  232. cuju/render/web/js/export/size-fields.js +103 -0
  233. cuju/render/web/js/export/sizes.js +178 -0
  234. cuju/render/web/js/export/video-boot.js +55 -0
  235. cuju/render/web/js/export/video-browser.js +325 -0
  236. cuju/render/web/js/export/video-export.js +417 -0
  237. cuju/render/web/js/export/video-plan.js +207 -0
  238. cuju/render/web/js/export/video-range.js +185 -0
  239. cuju/render/web/js/export/webm-mux.js +198 -0
  240. cuju/render/web/js/feed-boot.js +151 -0
  241. cuju/render/web/js/feed-frame.js +101 -0
  242. cuju/render/web/js/help/doctor.js +488 -0
  243. cuju/render/web/js/help/firstrun.js +379 -0
  244. cuju/render/web/js/help/help-center.js +438 -0
  245. cuju/render/web/js/help/install-offer.js +164 -0
  246. cuju/render/web/js/help/install-state.js +104 -0
  247. cuju/render/web/js/help/lessons-core.js +207 -0
  248. cuju/render/web/js/help/lessons.js +463 -0
  249. cuju/render/web/js/help/palette.js +584 -0
  250. cuju/render/web/js/help/pwa.js +257 -0
  251. cuju/render/web/js/help/tour-core.js +241 -0
  252. cuju/render/web/js/help/tour.js +461 -0
  253. cuju/render/web/js/main.js +2513 -0
  254. cuju/render/web/js/pages/draw.js +188 -0
  255. cuju/render/web/js/pages/fieldpage.js +530 -0
  256. cuju/render/web/js/pages/home.js +521 -0
  257. cuju/render/web/js/pages/matches.js +779 -0
  258. cuju/render/web/js/pages/moments-ui.js +359 -0
  259. cuju/render/web/js/pages/queue-filters.js +63 -0
  260. cuju/render/web/js/pages/recording-groups.js +80 -0
  261. cuju/render/web/js/pages/recordings.js +1069 -0
  262. cuju/render/web/js/play/bench.js +347 -0
  263. cuju/render/web/js/play/challenges.js +1302 -0
  264. cuju/render/web/js/play/medals.js +127 -0
  265. cuju/render/web/js/play/play.js +1953 -0
  266. cuju/render/web/js/play/teasers.js +196 -0
  267. cuju/render/web/js/play/touch.js +350 -0
  268. cuju/render/web/js/play/tournament-layout.js +487 -0
  269. cuju/render/web/js/play/tournament-results.js +441 -0
  270. cuju/render/web/js/play/tournament-strict.js +560 -0
  271. cuju/render/web/js/play/tournament.js +2585 -0
  272. cuju/render/web/js/players/animate.js +972 -0
  273. cuju/render/web/js/players/clips.js +224 -0
  274. cuju/render/web/js/players/kaykit.js +162 -0
  275. cuju/render/web/js/players/kits.js +676 -0
  276. cuju/render/web/js/players/number-patch.js +82 -0
  277. cuju/render/web/js/players/players.js +2694 -0
  278. cuju/render/web/js/players/recolor.js +893 -0
  279. cuju/render/web/js/players/retarget.js +325 -0
  280. cuju/render/web/js/players/rig-numbers.js +174 -0
  281. cuju/render/web/js/presentation/animator.js +231 -0
  282. cuju/render/web/js/presentation/assign.js +85 -0
  283. cuju/render/web/js/presentation/behaviors.js +440 -0
  284. cuju/render/web/js/presentation/budget.js +209 -0
  285. cuju/render/web/js/presentation/catalog.js +1674 -0
  286. cuju/render/web/js/presentation/clocks.js +72 -0
  287. cuju/render/web/js/presentation/commands.js +301 -0
  288. cuju/render/web/js/presentation/contract.js +240 -0
  289. cuju/render/web/js/presentation/effects.js +904 -0
  290. cuju/render/web/js/presentation/flash.js +605 -0
  291. cuju/render/web/js/presentation/freeze-worklet.js +22 -0
  292. cuju/render/web/js/presentation/glsl.js +464 -0
  293. cuju/render/web/js/presentation/host.js +323 -0
  294. cuju/render/web/js/presentation/index.js +2066 -0
  295. cuju/render/web/js/presentation/loudness-worklet.js +235 -0
  296. cuju/render/web/js/presentation/loudness.js +740 -0
  297. cuju/render/web/js/presentation/moments.js +536 -0
  298. cuju/render/web/js/presentation/post.js +327 -0
  299. cuju/render/web/js/presentation/preview.js +180 -0
  300. cuju/render/web/js/presentation/protocol.js +174 -0
  301. cuju/render/web/js/presentation/reach.js +158 -0
  302. cuju/render/web/js/presentation/rigging.js +130 -0
  303. cuju/render/web/js/presentation/sandbox.js +157 -0
  304. cuju/render/web/js/presentation/shaders.js +235 -0
  305. cuju/render/web/js/presentation/stage.js +402 -0
  306. cuju/render/web/js/presentation/teamaudio.js +722 -0
  307. cuju/render/web/js/presentation/tracks.js +197 -0
  308. cuju/render/web/js/presentation/values.js +81 -0
  309. cuju/render/web/js/recording/annotation-data.js +203 -0
  310. cuju/render/web/js/recording/captions.js +491 -0
  311. cuju/render/web/js/recording/codec.js +185 -0
  312. cuju/render/web/js/recording/decode-worker.js +70 -0
  313. cuju/render/web/js/recording/decode.js +94 -0
  314. cuju/render/web/js/recording/episodes.js +46 -0
  315. cuju/render/web/js/recording/format.js +461 -0
  316. cuju/render/web/js/recording/live.js +348 -0
  317. cuju/render/web/js/recording/moments-query.js +59 -0
  318. cuju/render/web/js/recording/moments.js +149 -0
  319. cuju/render/web/js/recording/pose.js +86 -0
  320. cuju/render/web/js/recording/timeline.js +275 -0
  321. cuju/render/web/js/teams/art.js +50 -0
  322. cuju/render/web/js/teams/clip-editor.js +293 -0
  323. cuju/render/web/js/teams/editor.js +1979 -0
  324. cuju/render/web/js/teams/library.js +344 -0
  325. cuju/render/web/js/teams/painter.js +633 -0
  326. cuju/render/web/js/teams/surprise-ui.js +195 -0
  327. cuju/render/web/js/teams/surprise.js +497 -0
  328. cuju/render/web/js/teams/team-check.js +127 -0
  329. cuju/render/web/js/watch/annotations.js +270 -0
  330. cuju/render/web/js/watch/flat.js +366 -0
  331. cuju/render/web/js/watch/grid.js +436 -0
  332. cuju/render/web/js/watch/pitch2d.js +289 -0
  333. cuju/render/web/js/watch/player-tools.js +192 -0
  334. cuju/render/web/js/watch/presets.js +201 -0
  335. cuju/render/web/js/world/arenas.js +997 -0
  336. cuju/render/web/js/world/ball.js +204 -0
  337. cuju/render/web/js/world/cameras.js +982 -0
  338. cuju/render/web/js/world/crowd.js +376 -0
  339. cuju/render/web/js/world/field.js +227 -0
  340. cuju/render/web/js/world/framing.js +145 -0
  341. cuju/render/web/js/world/occlusion.js +48 -0
  342. cuju/render/web/js/world/pitch.js +703 -0
  343. cuju/render/web/js/world/scene.js +395 -0
  344. cuju/render/web/js/world/sky.js +325 -0
  345. cuju/render/web/js/world/stadium.js +1262 -0
  346. cuju/render/web/js/world/vendor-sky.js +367 -0
  347. cuju/render/web/js/world/weather.js +264 -0
  348. cuju/render/web/languages/en.json +4750 -0
  349. cuju/render/web/lessons.json +137 -0
  350. cuju/render/web/manifest.webmanifest +23 -0
  351. cuju/render/web/style.css +8399 -0
  352. cuju/render/web/sw.js +235 -0
  353. cuju/render/web/vendor/fabric/LICENSE +16 -0
  354. cuju/render/web/vendor/fabric/fabric.min.mjs +1 -0
  355. cuju/render/web/vendor/lucide/LICENSE +43 -0
  356. cuju/render/web/vendor/lucide/icons.js +141 -0
  357. cuju/render/web/vendor/three/LICENSE +21 -0
  358. cuju/render/web/vendor/three/build/three.core.js +60586 -0
  359. cuju/render/web/vendor/three/build/three.module.js +19719 -0
  360. cuju/render/web/vendor/three/examples/jsm/loaders/GLTFLoader.js +4925 -0
  361. cuju/render/web/vendor/three/examples/jsm/postprocessing/EffectComposer.js +365 -0
  362. cuju/render/web/vendor/three/examples/jsm/postprocessing/MaskPass.js +195 -0
  363. cuju/render/web/vendor/three/examples/jsm/postprocessing/OutputPass.js +148 -0
  364. cuju/render/web/vendor/three/examples/jsm/postprocessing/Pass.js +191 -0
  365. cuju/render/web/vendor/three/examples/jsm/postprocessing/RenderPass.js +193 -0
  366. cuju/render/web/vendor/three/examples/jsm/postprocessing/ShaderPass.js +135 -0
  367. cuju/render/web/vendor/three/examples/jsm/postprocessing/UnrealBloomPass.js +541 -0
  368. cuju/render/web/vendor/three/examples/jsm/shaders/CopyShader.js +52 -0
  369. cuju/render/web/vendor/three/examples/jsm/shaders/LuminosityHighPassShader.js +68 -0
  370. cuju/render/web/vendor/three/examples/jsm/shaders/OutputShader.js +103 -0
  371. cuju/render/web/vendor/three/examples/jsm/utils/BufferGeometryUtils.js +1501 -0
  372. cuju/render/web/vendor/three/examples/jsm/utils/SkeletonUtils.js +496 -0
  373. cuju_render-0.1.0.dist-info/METADATA +116 -0
  374. cuju_render-0.1.0.dist-info/RECORD +382 -0
  375. cuju_render-0.1.0.dist-info/WHEEL +4 -0
  376. cuju_render-0.1.0.dist-info/licenses/LICENSE +202 -0
  377. cuju_render-0.1.0.dist-info/licenses/LICENSES/CC-BY-4.0.txt +396 -0
  378. cuju_render-0.1.0.dist-info/licenses/LICENSES/CC0-1.0.txt +127 -0
  379. cuju_render-0.1.0.dist-info/licenses/LICENSES/ISC.txt +16 -0
  380. cuju_render-0.1.0.dist-info/licenses/LICENSES/MIT.txt +24 -0
  381. cuju_render-0.1.0.dist-info/licenses/LICENSES/Unlicense.txt +13 -0
  382. cuju_render-0.1.0.dist-info/licenses/NOTICE +35 -0
@@ -0,0 +1,541 @@
1
+ import {
2
+ AdditiveBlending,
3
+ Color,
4
+ HalfFloatType,
5
+ MeshBasicMaterial,
6
+ ShaderMaterial,
7
+ UniformsUtils,
8
+ Vector2,
9
+ Vector3,
10
+ WebGLRenderTarget
11
+ } from 'three';
12
+ import { Pass, FullScreenQuad } from './Pass.js';
13
+ import { CopyShader } from '../shaders/CopyShader.js';
14
+ import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
15
+
16
+ /**
17
+ * This pass is inspired by the bloom pass of Unreal Engine. It creates a
18
+ * mip map chain of bloom textures and blurs them with different radii. Because
19
+ * of the weighted combination of mips, and because larger blurs are done on
20
+ * higher mips, this effect provides good quality and performance.
21
+ *
22
+ * When using this pass, tone mapping must be enabled in the renderer settings.
23
+ *
24
+ * Reference:
25
+ * - [Bloom in Unreal Engine](https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/)
26
+ *
27
+ * ```js
28
+ * const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
29
+ * const bloomPass = new UnrealBloomPass( resolution, 1.5, 0.4, 0.85 );
30
+ * composer.addPass( bloomPass );
31
+ * ```
32
+ *
33
+ * @augments Pass
34
+ * @three_import import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
35
+ */
36
+ class UnrealBloomPass extends Pass {
37
+
38
+ /**
39
+ * Constructs a new Unreal Bloom pass.
40
+ *
41
+ * @param {Vector2} [resolution] - The effect's resolution.
42
+ * @param {number} [strength=1] - The Bloom strength.
43
+ * @param {number} radius - The Bloom radius.
44
+ * @param {number} threshold - The luminance threshold limits which bright areas contribute to the Bloom effect.
45
+ */
46
+ constructor( resolution, strength = 1, radius, threshold ) {
47
+
48
+ super();
49
+
50
+ /**
51
+ * The Bloom strength.
52
+ *
53
+ * @type {number}
54
+ * @default 1
55
+ */
56
+ this.strength = strength;
57
+
58
+ /**
59
+ * The Bloom radius. Must be in the range `[0,1]`.
60
+ *
61
+ * @type {number}
62
+ */
63
+ this.radius = radius;
64
+
65
+ /**
66
+ * The luminance threshold limits which bright areas contribute to the Bloom effect.
67
+ *
68
+ * @type {number}
69
+ */
70
+ this.threshold = threshold;
71
+
72
+ /**
73
+ * The effect's resolution.
74
+ *
75
+ * @type {Vector2}
76
+ * @default (256,256)
77
+ */
78
+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
79
+
80
+ /**
81
+ * The effect's clear color
82
+ *
83
+ * @type {Color}
84
+ * @default (0,0,0)
85
+ */
86
+ this.clearColor = new Color( 0, 0, 0 );
87
+
88
+ /**
89
+ * Overwritten to disable the swap.
90
+ *
91
+ * @type {boolean}
92
+ * @default false
93
+ */
94
+ this.needsSwap = false;
95
+
96
+ // internals
97
+
98
+ // render targets
99
+ this.renderTargetsHorizontal = [];
100
+ this.renderTargetsVertical = [];
101
+ this.nMips = 5;
102
+ let resx = Math.round( this.resolution.x / 2 );
103
+ let resy = Math.round( this.resolution.y / 2 );
104
+
105
+ this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
106
+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
107
+ this.renderTargetBright.texture.generateMipmaps = false;
108
+
109
+ for ( let i = 0; i < this.nMips; i ++ ) {
110
+
111
+ const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
112
+
113
+ renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
114
+ renderTargetHorizontal.texture.generateMipmaps = false;
115
+
116
+ this.renderTargetsHorizontal.push( renderTargetHorizontal );
117
+
118
+ const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
119
+
120
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
121
+ renderTargetVertical.texture.generateMipmaps = false;
122
+
123
+ this.renderTargetsVertical.push( renderTargetVertical );
124
+
125
+ resx = Math.round( resx / 2 );
126
+
127
+ resy = Math.round( resy / 2 );
128
+
129
+ }
130
+
131
+ // luminosity high pass material
132
+
133
+ const highPassShader = LuminosityHighPassShader;
134
+ this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
135
+
136
+ this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
137
+ this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
138
+
139
+ this.materialHighPassFilter = new ShaderMaterial( {
140
+ uniforms: this.highPassUniforms,
141
+ vertexShader: highPassShader.vertexShader,
142
+ fragmentShader: highPassShader.fragmentShader
143
+ } );
144
+
145
+ // gaussian blur materials
146
+
147
+ this.separableBlurMaterials = [];
148
+ // These sizes have been changed to account for the altered coefficients-calculation to avoid blockiness,
149
+ // while retaining the same blur-strength. For details see https://github.com/mrdoob/three.js/pull/31528
150
+ const kernelSizeArray = [ 6, 10, 14, 18, 22 ];
151
+ resx = Math.round( this.resolution.x / 2 );
152
+ resy = Math.round( this.resolution.y / 2 );
153
+
154
+ for ( let i = 0; i < this.nMips; i ++ ) {
155
+
156
+ this.separableBlurMaterials.push( this._getSeparableBlurMaterial( kernelSizeArray[ i ] ) );
157
+
158
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
159
+
160
+ resx = Math.round( resx / 2 );
161
+
162
+ resy = Math.round( resy / 2 );
163
+
164
+ }
165
+
166
+ // composite material
167
+
168
+ this.compositeMaterial = this._getCompositeMaterial( this.nMips );
169
+ this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
170
+ this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
171
+ this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
172
+ this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
173
+ this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
174
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
175
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
176
+
177
+ const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
178
+ this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
179
+ 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 ) ];
180
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
181
+
182
+ // blend material
183
+
184
+ this.copyUniforms = UniformsUtils.clone( CopyShader.uniforms );
185
+
186
+ this.blendMaterial = new ShaderMaterial( {
187
+ uniforms: this.copyUniforms,
188
+ vertexShader: CopyShader.vertexShader,
189
+ fragmentShader: CopyShader.fragmentShader,
190
+ premultipliedAlpha: true,
191
+ blending: AdditiveBlending,
192
+ depthTest: false,
193
+ depthWrite: false,
194
+ transparent: true
195
+ } );
196
+
197
+ this._oldClearColor = new Color();
198
+ this._oldClearAlpha = 1;
199
+
200
+ this._basic = new MeshBasicMaterial();
201
+
202
+ this._fsQuad = new FullScreenQuad( null );
203
+
204
+ }
205
+
206
+ /**
207
+ * Frees the GPU-related resources allocated by this instance. Call this
208
+ * method whenever the pass is no longer used in your app.
209
+ */
210
+ dispose() {
211
+
212
+ for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
213
+
214
+ this.renderTargetsHorizontal[ i ].dispose();
215
+
216
+ }
217
+
218
+ for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
219
+
220
+ this.renderTargetsVertical[ i ].dispose();
221
+
222
+ }
223
+
224
+ this.renderTargetBright.dispose();
225
+
226
+ //
227
+
228
+ for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
229
+
230
+ this.separableBlurMaterials[ i ].dispose();
231
+
232
+ }
233
+
234
+ this.compositeMaterial.dispose();
235
+ this.blendMaterial.dispose();
236
+ this._basic.dispose();
237
+
238
+ //
239
+
240
+ this._fsQuad.dispose();
241
+
242
+ }
243
+
244
+ /**
245
+ * Sets the size of the pass.
246
+ *
247
+ * @param {number} width - The width to set.
248
+ * @param {number} height - The height to set.
249
+ */
250
+ setSize( width, height ) {
251
+
252
+ let resx = Math.round( width / 2 );
253
+ let resy = Math.round( height / 2 );
254
+
255
+ this.renderTargetBright.setSize( resx, resy );
256
+
257
+ for ( let i = 0; i < this.nMips; i ++ ) {
258
+
259
+ this.renderTargetsHorizontal[ i ].setSize( resx, resy );
260
+ this.renderTargetsVertical[ i ].setSize( resx, resy );
261
+
262
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
263
+
264
+ resx = Math.round( resx / 2 );
265
+ resy = Math.round( resy / 2 );
266
+
267
+ }
268
+
269
+ }
270
+
271
+ /**
272
+ * Performs the Bloom pass.
273
+ *
274
+ * @param {WebGLRenderer} renderer - The renderer.
275
+ * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
276
+ * destination for the pass.
277
+ * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
278
+ * previous pass from this buffer.
279
+ * @param {number} deltaTime - The delta time in seconds.
280
+ * @param {boolean} maskActive - Whether masking is active or not.
281
+ */
282
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
283
+
284
+ renderer.getClearColor( this._oldClearColor );
285
+ this._oldClearAlpha = renderer.getClearAlpha();
286
+ const oldAutoClear = renderer.autoClear;
287
+ renderer.autoClear = false;
288
+
289
+ renderer.setClearColor( this.clearColor, 0 );
290
+
291
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
292
+
293
+ // Render input to screen
294
+
295
+ if ( this.renderToScreen ) {
296
+
297
+ this._fsQuad.material = this._basic;
298
+ this._basic.map = readBuffer.texture;
299
+
300
+ renderer.setRenderTarget( null );
301
+ renderer.clear();
302
+ this._fsQuad.render( renderer );
303
+
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;
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+
489
+ void main() {
490
+
491
+ vUv = uv;
492
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
493
+
494
+ }`,
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+
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+ 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
+
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+ void main() {
518
+
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+ // 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
+ }
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+
536
+ }
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+
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 };