Initial project import
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node_modules/three-stdlib/postprocessing/RenderPixelatedPass.cjs
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node_modules/three-stdlib/postprocessing/RenderPixelatedPass.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 Pass = require("./Pass.cjs");
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class RenderPixelatedPass extends Pass.Pass {
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constructor(resolution, pixelSize, scene, camera, options = {}) {
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var _a, _b;
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super();
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this.pixelSize = pixelSize;
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this.resolution = new THREE.Vector2();
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this.renderResolution = new THREE.Vector2();
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this.setSize(resolution.x, resolution.y);
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this.fsQuad = new Pass.FullScreenQuad(this.material());
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this.scene = scene;
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this.camera = camera;
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this.normalEdgeStrength = (_a = options.normalEdgeStrength) != null ? _a : 0.3;
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this.depthEdgeStrength = (_b = options.depthEdgeStrength) != null ? _b : 0.4;
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this.rgbRenderTarget = pixelRenderTarget(this.renderResolution, THREE.RGBAFormat, true);
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this.normalRenderTarget = pixelRenderTarget(this.renderResolution, THREE.RGBAFormat, false);
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this.normalMaterial = new THREE.MeshNormalMaterial();
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}
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dispose() {
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this.rgbRenderTarget.dispose();
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this.normalRenderTarget.dispose();
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this.fsQuad.dispose();
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}
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setSize(width, height) {
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var _a, _b, _c;
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this.resolution.set(width, height);
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this.renderResolution.set(width / this.pixelSize | 0, height / this.pixelSize | 0);
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const { x, y } = this.renderResolution;
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(_a = this.rgbRenderTarget) == null ? void 0 : _a.setSize(x, y);
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(_b = this.normalRenderTarget) == null ? void 0 : _b.setSize(x, y);
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(_c = this.fsQuad) == null ? void 0 : _c.material.uniforms.resolution.value.set(x, y, 1 / x, 1 / y);
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}
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setPixelSize(pixelSize) {
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this.pixelSize = pixelSize;
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this.setSize(this.resolution.x, this.resolution.y);
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}
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render(renderer, writeBuffer) {
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const uniforms = this.fsQuad.material.uniforms;
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uniforms.normalEdgeStrength.value = this.normalEdgeStrength;
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uniforms.depthEdgeStrength.value = this.depthEdgeStrength;
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renderer.setRenderTarget(this.rgbRenderTarget);
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renderer.render(this.scene, this.camera);
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const overrideMaterial_old = this.scene.overrideMaterial;
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renderer.setRenderTarget(this.normalRenderTarget);
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this.scene.overrideMaterial = this.normalMaterial;
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renderer.render(this.scene, this.camera);
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this.scene.overrideMaterial = overrideMaterial_old;
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uniforms.tDiffuse.value = this.rgbRenderTarget.texture;
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uniforms.tDepth.value = this.rgbRenderTarget.depthTexture;
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uniforms.tNormal.value = this.normalRenderTarget.texture;
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if (this.renderToScreen) {
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renderer.setRenderTarget(null);
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} else {
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renderer.setRenderTarget(writeBuffer);
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if (this.clear)
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renderer.clear();
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}
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this.fsQuad.render(renderer);
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}
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material() {
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return new THREE.ShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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tDepth: { value: null },
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tNormal: { value: null },
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resolution: {
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value: new THREE.Vector4(
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this.renderResolution.x,
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this.renderResolution.y,
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1 / this.renderResolution.x,
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1 / this.renderResolution.y
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)
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},
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normalEdgeStrength: { value: 0 },
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depthEdgeStrength: { value: 0 }
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},
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vertexShader: `
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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 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform sampler2D tDepth;
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uniform sampler2D tNormal;
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uniform vec4 resolution;
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uniform float normalEdgeStrength;
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uniform float depthEdgeStrength;
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varying vec2 vUv;
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float getDepth(int x, int y) {
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return texture2D( tDepth, vUv + vec2(x, y) * resolution.zw ).r;
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}
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vec3 getNormal(int x, int y) {
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return texture2D( tNormal, vUv + vec2(x, y) * resolution.zw ).rgb * 2.0 - 1.0;
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}
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float depthEdgeIndicator(float depth, vec3 normal) {
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float diff = 0.0;
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diff += clamp(getDepth(1, 0) - depth, 0.0, 1.0);
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diff += clamp(getDepth(-1, 0) - depth, 0.0, 1.0);
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diff += clamp(getDepth(0, 1) - depth, 0.0, 1.0);
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diff += clamp(getDepth(0, -1) - depth, 0.0, 1.0);
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return floor(smoothstep(0.01, 0.02, diff) * 2.) / 2.;
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}
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float neighborNormalEdgeIndicator(int x, int y, float depth, vec3 normal) {
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float depthDiff = getDepth(x, y) - depth;
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vec3 neighborNormal = getNormal(x, y);
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// Edge pixels should yield to faces who's normals are closer to the bias normal.
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vec3 normalEdgeBias = vec3(1., 1., 1.); // This should probably be a parameter.
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float normalDiff = dot(normal - neighborNormal, normalEdgeBias);
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float normalIndicator = clamp(smoothstep(-.01, .01, normalDiff), 0.0, 1.0);
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// Only the shallower pixel should detect the normal edge.
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float depthIndicator = clamp(sign(depthDiff * .25 + .0025), 0.0, 1.0);
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return (1.0 - dot(normal, neighborNormal)) * depthIndicator * normalIndicator;
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}
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float normalEdgeIndicator(float depth, vec3 normal) {
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float indicator = 0.0;
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indicator += neighborNormalEdgeIndicator(0, -1, depth, normal);
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indicator += neighborNormalEdgeIndicator(0, 1, depth, normal);
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indicator += neighborNormalEdgeIndicator(-1, 0, depth, normal);
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indicator += neighborNormalEdgeIndicator(1, 0, depth, normal);
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return step(0.1, indicator);
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}
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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float depth = 0.0;
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vec3 normal = vec3(0.0);
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if (depthEdgeStrength > 0.0 || normalEdgeStrength > 0.0) {
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depth = getDepth(0, 0);
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normal = getNormal(0, 0);
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}
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float dei = 0.0;
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if (depthEdgeStrength > 0.0)
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dei = depthEdgeIndicator(depth, normal);
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float nei = 0.0;
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if (normalEdgeStrength > 0.0)
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nei = normalEdgeIndicator(depth, normal);
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float Strength = dei > 0.0 ? (1.0 - depthEdgeStrength * dei) : (1.0 + normalEdgeStrength * nei);
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gl_FragColor = texel * Strength;
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}
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`
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});
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}
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}
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function pixelRenderTarget(resolution, pixelFormat, useDepthTexture) {
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const renderTarget = new THREE.WebGLRenderTarget(
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resolution.x,
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resolution.y,
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!useDepthTexture ? void 0 : {
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depthTexture: new THREE.DepthTexture(resolution.x, resolution.y),
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depthBuffer: true
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}
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);
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renderTarget.texture.format = pixelFormat;
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renderTarget.texture.minFilter = THREE.NearestFilter;
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renderTarget.texture.magFilter = THREE.NearestFilter;
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renderTarget.texture.generateMipmaps = false;
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renderTarget.stencilBuffer = false;
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return renderTarget;
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}
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exports.RenderPixelatedPass = RenderPixelatedPass;
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//# sourceMappingURL=RenderPixelatedPass.cjs.map
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