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