Initial project import
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291
node_modules/three-stdlib/objects/Lensflare.cjs
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291
node_modules/three-stdlib/objects/Lensflare.cjs
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"use strict";
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const THREE = require("three");
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const Lensflare = /* @__PURE__ */ (() => {
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class Lensflare2 extends THREE.Mesh {
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constructor() {
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super(Lensflare2.Geometry, new THREE.MeshBasicMaterial({ opacity: 0, transparent: true }));
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this.isLensflare = true;
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this.type = "Lensflare";
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this.frustumCulled = false;
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this.renderOrder = Infinity;
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const positionScreen = new THREE.Vector3();
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const positionView = new THREE.Vector3();
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const tempMap = new THREE.Texture({ width: 16, height: 16 });
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tempMap.isFramebufferTexture = true;
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tempMap.magFilter = THREE.NearestFilter;
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tempMap.minFilter = THREE.NearestFilter;
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tempMap.generateMipmaps = false;
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tempMap.needsUpdate = true;
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const occlusionMap = new THREE.Texture({ width: 16, height: 16 });
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occlusionMap.isFramebufferTexture = true;
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occlusionMap.magFilter = THREE.NearestFilter;
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occlusionMap.minFilter = THREE.NearestFilter;
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occlusionMap.generateMipmaps = false;
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occlusionMap.needsUpdate = true;
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const geometry = Lensflare2.Geometry;
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const material1a = new THREE.RawShaderMaterial({
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uniforms: {
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scale: { value: null },
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screenPosition: { value: null }
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},
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vertexShader: (
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/* glsl */
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`
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precision highp float;
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uniform vec3 screenPosition;
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uniform vec2 scale;
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attribute vec3 position;
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void main() {
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gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
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}`
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),
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fragmentShader: (
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/* glsl */
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`
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precision highp float;
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void main() {
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gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
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}`
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),
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depthTest: true,
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depthWrite: false,
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transparent: false
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});
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const material1b = new THREE.RawShaderMaterial({
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uniforms: {
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map: { value: tempMap },
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scale: { value: null },
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screenPosition: { value: null }
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},
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vertexShader: (
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/* glsl */
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`
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precision highp float;
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uniform vec3 screenPosition;
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uniform vec2 scale;
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attribute vec3 position;
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attribute vec2 uv;
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varying vec2 vUV;
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void main() {
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vUV = uv;
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gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
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}`
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),
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fragmentShader: (
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/* glsl */
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`
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precision highp float;
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uniform sampler2D map;
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varying vec2 vUV;
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void main() {
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gl_FragColor = texture2D( map, vUV );
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}`
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),
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depthTest: false,
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depthWrite: false,
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transparent: false
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});
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const mesh1 = new THREE.Mesh(geometry, material1a);
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const elements = [];
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const shader = LensflareElement.Shader;
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const material2 = new THREE.RawShaderMaterial({
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uniforms: {
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map: { value: null },
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occlusionMap: { value: occlusionMap },
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color: { value: new THREE.Color(16777215) },
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scale: { value: new THREE.Vector2() },
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screenPosition: { value: new THREE.Vector3() }
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},
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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blending: THREE.AdditiveBlending,
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transparent: true,
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depthWrite: false
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});
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const mesh2 = new THREE.Mesh(geometry, material2);
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this.addElement = function(element) {
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elements.push(element);
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};
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const scale = new THREE.Vector2();
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const screenPositionPixels = new THREE.Vector2();
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const validArea = new THREE.Box2();
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const viewport = new THREE.Vector4();
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this.onBeforeRender = function(renderer, scene, camera) {
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renderer.getCurrentViewport(viewport);
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const invAspect = viewport.w / viewport.z;
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const halfViewportWidth = viewport.z / 2;
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const halfViewportHeight = viewport.w / 2;
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let size = 16 / viewport.w;
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scale.set(size * invAspect, size);
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validArea.min.set(viewport.x, viewport.y);
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validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16));
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positionView.setFromMatrixPosition(this.matrixWorld);
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positionView.applyMatrix4(camera.matrixWorldInverse);
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if (positionView.z > 0)
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return;
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positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix);
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screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
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screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8;
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if (validArea.containsPoint(screenPositionPixels)) {
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renderer.copyFramebufferToTexture(screenPositionPixels, tempMap);
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let uniforms = material1a.uniforms;
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uniforms["scale"].value = scale;
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uniforms["screenPosition"].value = positionScreen;
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renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null);
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renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
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uniforms = material1b.uniforms;
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uniforms["scale"].value = scale;
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uniforms["screenPosition"].value = positionScreen;
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renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null);
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const vecX = -positionScreen.x * 2;
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const vecY = -positionScreen.y * 2;
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for (let i = 0, l = elements.length; i < l; i++) {
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const element = elements[i];
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const uniforms2 = material2.uniforms;
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uniforms2["color"].value.copy(element.color);
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uniforms2["map"].value = element.texture;
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uniforms2["screenPosition"].value.x = positionScreen.x + vecX * element.distance;
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uniforms2["screenPosition"].value.y = positionScreen.y + vecY * element.distance;
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size = element.size / viewport.w;
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const invAspect2 = viewport.w / viewport.z;
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uniforms2["scale"].value.set(size * invAspect2, size);
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material2.uniformsNeedUpdate = true;
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renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null);
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}
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}
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};
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this.dispose = function() {
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material1a.dispose();
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material1b.dispose();
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material2.dispose();
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tempMap.dispose();
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occlusionMap.dispose();
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for (let i = 0, l = elements.length; i < l; i++) {
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elements[i].texture.dispose();
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}
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};
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}
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}
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const _geometry = new THREE.BufferGeometry();
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const interleavedBuffer = new THREE.InterleavedBuffer(
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new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]),
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5
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);
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_geometry.setIndex([0, 1, 2, 0, 2, 3]);
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_geometry.setAttribute("position", new THREE.InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
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_geometry.setAttribute("uv", new THREE.InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
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Lensflare2.Geometry = _geometry;
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return Lensflare2;
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})();
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const LensflareElement = /* @__PURE__ */ (() => {
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class LensflareElement2 {
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constructor(texture, size = 1, distance = 0, color = new THREE.Color(16777215)) {
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this.texture = texture;
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this.size = size;
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this.distance = distance;
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this.color = color;
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}
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}
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LensflareElement2.Shader = {
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uniforms: {
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map: { value: null },
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occlusionMap: { value: null },
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color: { value: null },
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scale: { value: null },
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screenPosition: { value: null }
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},
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vertexShader: (
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/* glsl */
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`
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precision highp float;
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uniform vec3 screenPosition;
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uniform vec2 scale;
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uniform sampler2D occlusionMap;
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attribute vec3 position;
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attribute vec2 uv;
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varying vec2 vUV;
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varying float vVisibility;
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void main() {
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vUV = uv;
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vec2 pos = position.xy;
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vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
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visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
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visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
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vVisibility = visibility.r / 9.0;
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vVisibility *= 1.0 - visibility.g / 9.0;
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vVisibility *= visibility.b / 9.0;
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gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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precision highp float;
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uniform sampler2D map;
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uniform vec3 color;
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varying vec2 vUV;
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varying float vVisibility;
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void main() {
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vec4 texture = texture2D( map, vUV );
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texture.a *= vVisibility;
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gl_FragColor = texture;
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gl_FragColor.rgb *= color;
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}
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`
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)
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};
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return LensflareElement2;
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})();
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exports.Lensflare = Lensflare;
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exports.LensflareElement = LensflareElement;
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//# sourceMappingURL=Lensflare.cjs.map
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