Initial project import
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144
node_modules/three-stdlib/shaders/DepthLimitedBlurShader.cjs
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144
node_modules/three-stdlib/shaders/DepthLimitedBlurShader.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 DepthLimitedBlurShader = {
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defines: {
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KERNEL_RADIUS: 4,
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DEPTH_PACKING: 1,
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PERSPECTIVE_CAMERA: 1
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},
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uniforms: {
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tDiffuse: { value: null },
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size: { value: /* @__PURE__ */ new THREE.Vector2(512, 512) },
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sampleUvOffsets: { value: [/* @__PURE__ */ new THREE.Vector2(0, 0)] },
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sampleWeights: { value: [1] },
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tDepth: { value: null },
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cameraNear: { value: 10 },
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cameraFar: { value: 1e3 },
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depthCutoff: { value: 10 }
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},
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vertexShader: (
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/* glsl */
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`
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#include <common>
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uniform vec2 size;
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varying vec2 vUv;
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varying vec2 vInvSize;
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void main() {
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vUv = uv;
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vInvSize = 1.0 / size;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 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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#include <common>
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#include <packing>
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uniform sampler2D tDiffuse;
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uniform sampler2D tDepth;
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uniform float cameraNear;
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uniform float cameraFar;
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uniform float depthCutoff;
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uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
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uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
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varying vec2 vUv;
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varying vec2 vInvSize;
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float getDepth( const in vec2 screenPosition ) {
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#if DEPTH_PACKING == 1
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return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
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#else
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return texture2D( tDepth, screenPosition ).x;
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#endif
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}
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float getViewZ( const in float depth ) {
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#if PERSPECTIVE_CAMERA == 1
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return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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#else
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return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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#endif
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}
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void main() {
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float depth = getDepth( vUv );
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if( depth >= ( 1.0 - EPSILON ) ) {
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discard;
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}
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float centerViewZ = -getViewZ( depth );
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bool rBreak = false, lBreak = false;
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float weightSum = sampleWeights[0];
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vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
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for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
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float sampleWeight = sampleWeights[i];
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vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
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vec2 sampleUv = vUv + sampleUvOffset;
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float viewZ = -getViewZ( getDepth( sampleUv ) );
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if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
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if( ! rBreak ) {
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diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
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weightSum += sampleWeight;
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}
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sampleUv = vUv - sampleUvOffset;
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viewZ = -getViewZ( getDepth( sampleUv ) );
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if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
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if( ! lBreak ) {
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diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
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weightSum += sampleWeight;
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}
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}
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gl_FragColor = diffuseSum / weightSum;
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}
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`
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)
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};
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const BlurShaderUtils = {
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createSampleWeights: (kernelRadius, stdDev) => {
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const gaussian = (x, stdDev2) => {
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return Math.exp(-(x * x) / (2 * (stdDev2 * stdDev2))) / (Math.sqrt(2 * Math.PI) * stdDev2);
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};
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const weights = [];
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for (let i = 0; i <= kernelRadius; i++) {
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weights.push(gaussian(i, stdDev));
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}
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return weights;
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},
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createSampleOffsets: (kernelRadius, uvIncrement) => {
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const offsets = [];
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for (let i = 0; i <= kernelRadius; i++) {
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offsets.push(uvIncrement.clone().multiplyScalar(i));
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}
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return offsets;
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},
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configure: (shader, kernelRadius, stdDev, uvIncrement) => {
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shader.defines["KERNEL_RADIUS"] = kernelRadius;
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shader.uniforms["sampleUvOffsets"].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement);
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shader.uniforms["sampleWeights"].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev);
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shader.needsUpdate = true;
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}
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};
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exports.BlurShaderUtils = BlurShaderUtils;
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exports.DepthLimitedBlurShader = DepthLimitedBlurShader;
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//# sourceMappingURL=DepthLimitedBlurShader.cjs.map
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