diff --git a/plugins/highway_3d/screen.js b/plugins/highway_3d/screen.js
index 0e35e2f..114d3fa 100644
--- a/plugins/highway_3d/screen.js
+++ b/plugins/highway_3d/screen.js
@@ -1768,7 +1768,7 @@
return _bgBandsCache;
}
- const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true, hitFx: 0.7, cinematic: true, verdictMarks: true, timingFx: true, streakFx: true };
+ const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true, hitFx: 0.7, cinematic: true, verdictMarks: true, timingFx: true, streakFx: true, bloom: true };
// User-selectable, persistable bg styles — must mirror settings.html's
// VALID_STYLES. 'venue' is deliberately NOT here: it is an internal effective
// style reached only via _venueSceneOverride (the viz-picker Venue flow), so
@@ -2115,7 +2115,7 @@
// means (fall back to default rather than silently flipping to
// false). Add new boolean keys to BG_DEFAULTS and they pick this
// up via the dispatch below.
- const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible', 'cinematic', 'verdictMarks', 'timingFx', 'streakFx']);
+ const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible', 'cinematic', 'verdictMarks', 'timingFx', 'streakFx', 'bloom']);
function _bgCoerceBool(val, fallback) {
if (val === 'true' || val === '1') return true;
if (val === 'false' || val === '0') return false;
@@ -2264,6 +2264,7 @@
window.h3dBgSetVerdictMarks = (v) => _bgWriteGlobal('verdictMarks', !!v);
window.h3dBgSetTimingFx = (v) => _bgWriteGlobal('timingFx', !!v);
window.h3dBgSetStreakFx = (v) => _bgWriteGlobal('streakFx', !!v);
+ window.h3dBgSetBloom = (v) => _bgWriteGlobal('bloom', !!v);
window.h3dBgSetToneHudVisible = (v) => _bgWriteGlobal('toneHudVisible', !!v);
window.h3dBgSetToneHudPosition = (v) => _bgWriteGlobal('toneHudPosition', v);
window.h3dBgSetToneHudSize = (v) => _bgWriteGlobal('toneHudSize', v);
@@ -3562,6 +3563,8 @@
let _verdictMarks = BG_DEFAULTS.verdictMarks;
let _timingFx = BG_DEFAULTS.timingFx;
let _streakFx = BG_DEFAULTS.streakFx;
+ let _bloom = BG_DEFAULTS.bloom;
+ let _composer = null, _bloomPass = null, _bloomLoad = null, _bloomW = 0, _bloomH = 0;
let _strikeLine = null; // #1 glowing bar at the hit line
let _ndHitFlash = 0; // eased hit pulse for the strike line
let _ndMissFlash = 0; // eased miss pulse for the strike line
@@ -7383,6 +7386,7 @@
_verdictMarks = _bgReadSetting(panelKey, 'verdictMarks');
_timingFx = _bgReadSetting(panelKey, 'timingFx');
_streakFx = _bgReadSetting(panelKey, 'streakFx');
+ _bloom = _bgReadSetting(panelKey, 'bloom');
_applyCinematic();
fpsVisible = _bgReadSetting(panelKey, 'fpsVisible');
fretDividersVisible = _bgReadSetting(panelKey, 'fretDividersVisible');
@@ -7861,6 +7865,33 @@
_sparkPts.geometry.attributes.color.needsUpdate = true;
_sparkPts.visible = any;
}
+ // #4 Bloom: lazy-load the vendored postprocessing addons and build an
+ // EffectComposer (RenderPass -> UnrealBloomPass -> OutputPass/ACES). Returns
+ // the composer once ready, or null (caller falls back to a direct render).
+ function _bloomEnsure() {
+ if (_composer) return _composer;
+ if (_bloomLoad || !ren || !scene || !cam) return null;
+ const A = '/static/vendor/three/addons/';
+ _bloomLoad = Promise.all([
+ import(A + 'postprocessing/EffectComposer.js'),
+ import(A + 'postprocessing/RenderPass.js'),
+ import(A + 'postprocessing/UnrealBloomPass.js'),
+ import(A + 'postprocessing/OutputPass.js'),
+ ]).then(([EC, RP, UB, OP]) => {
+ try {
+ const sz = canvasSize(highwayCanvas) || { w: 1280, h: 720 };
+ const w = Math.max(2, sz.w | 0), h = Math.max(2, sz.h | 0);
+ const comp = new EC.EffectComposer(ren);
+ comp.addPass(new RP.RenderPass(scene, cam));
+ _bloomPass = new UB.UnrealBloomPass(new T.Vector2(w, h), 0.65, 0.5, 0.82); // strength, radius, threshold (high → only emissive blooms)
+ comp.addPass(_bloomPass);
+ comp.addPass(new OP.OutputPass());
+ comp.setSize(w, h);
+ _bloomW = w; _bloomH = h; _composer = comp;
+ } catch (e) { console.warn('[3D-Hwy] bloom init failed', e); _composer = null; }
+ }).catch((e) => console.warn('[3D-Hwy] bloom modules failed', e));
+ return null;
+ }
function buildBoard() {
// Dispose before clearing (traverse: nut/headstock may live in a Group).
while (fretG.children.length) {
@@ -14119,6 +14150,7 @@
_ownedSharedGeos.length = 0;
txtCache = {};
if (_sparkPts) { try { _sparkPts.geometry.dispose(); _sparkPts.material.dispose(); } catch (e) {} _sparkPts = null; }
+ if (_composer) { try { _composer.dispose(); if (_bloomPass && _bloomPass.dispose) _bloomPass.dispose(); } catch (e) {} _composer = null; _bloomPass = null; }
if (ren) { ren.dispose(); ren = null; }
scene = cam = noteG = beatG = lblG = fretG = tuningLblG = null;
ambLight = dirLight = null;
@@ -14460,7 +14492,20 @@
_ndHitFlash *= 0.82; _ndMissFlash *= 0.82;
}
}
- pbBeg(6); ren.render(scene, cam); pbEnd(6);
+ {
+ const comp = (_bloom && !_ssActive()) ? _bloomEnsure() : null;
+ if (comp) {
+ const bsz = canvasSize(highwayCanvas);
+ if (bsz && bsz.w > 0 && bsz.h > 0 && (bsz.w !== _bloomW || bsz.h !== _bloomH)) {
+ comp.setSize(bsz.w | 0, bsz.h | 0); _bloomW = bsz.w | 0; _bloomH = bsz.h | 0;
+ }
+ if (ren.toneMapping !== T.ACESFilmicToneMapping) ren.toneMapping = T.ACESFilmicToneMapping;
+ pbBeg(6); comp.render(); pbEnd(6);
+ } else {
+ if (ren.toneMapping !== T.NoToneMapping) ren.toneMapping = T.NoToneMapping;
+ pbBeg(6); ren.render(scene, cam); pbEnd(6);
+ }
+ }
if (lyricsCtx && lyricsCanvas) {
lyricsCtx.clearRect(0, 0, lyricsCanvas.width, lyricsCanvas.height);
// Capture the actual lyrics-banner bottom so overlay cards
diff --git a/plugins/highway_3d/settings.html b/plugins/highway_3d/settings.html
index 86bb370..bbed3ad 100644
--- a/plugins/highway_3d/settings.html
+++ b/plugins/highway_3d/settings.html
@@ -621,6 +621,16 @@
onchange="window.h3dBgSetVerdictMarks && window.h3dBgSetVerdictMarks(this.checked)"
class="accent-accent mt-0.5">
+
+
+
+
+
diff --git a/static/vendor/three/addons/postprocessing/EffectComposer.js b/static/vendor/three/addons/postprocessing/EffectComposer.js
new file mode 100644
index 0000000..8953c56
--- /dev/null
+++ b/static/vendor/three/addons/postprocessing/EffectComposer.js
@@ -0,0 +1,231 @@
+import {
+ Clock,
+ HalfFloatType,
+ NoBlending,
+ Vector2,
+ WebGLRenderTarget
+} from '../../three.module.min.js';
+import { CopyShader } from '../shaders/CopyShader.js';
+import { ShaderPass } from './ShaderPass.js';
+import { MaskPass } from './MaskPass.js';
+import { ClearMaskPass } from './MaskPass.js';
+
+class EffectComposer {
+
+ constructor( renderer, renderTarget ) {
+
+ this.renderer = renderer;
+
+ this._pixelRatio = renderer.getPixelRatio();
+
+ if ( renderTarget === undefined ) {
+
+ const size = renderer.getSize( new Vector2() );
+ this._width = size.width;
+ this._height = size.height;
+
+ renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
+ renderTarget.texture.name = 'EffectComposer.rt1';
+
+ } else {
+
+ this._width = renderTarget.width;
+ this._height = renderTarget.height;
+
+ }
+
+ this.renderTarget1 = renderTarget;
+ this.renderTarget2 = renderTarget.clone();
+ this.renderTarget2.texture.name = 'EffectComposer.rt2';
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ this.renderToScreen = true;
+
+ this.passes = [];
+
+ this.copyPass = new ShaderPass( CopyShader );
+ this.copyPass.material.blending = NoBlending;
+
+ this.clock = new Clock();
+
+ }
+
+ swapBuffers() {
+
+ const tmp = this.readBuffer;
+ this.readBuffer = this.writeBuffer;
+ this.writeBuffer = tmp;
+
+ }
+
+ addPass( pass ) {
+
+ this.passes.push( pass );
+ pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ insertPass( pass, index ) {
+
+ this.passes.splice( index, 0, pass );
+ pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ removePass( pass ) {
+
+ const index = this.passes.indexOf( pass );
+
+ if ( index !== - 1 ) {
+
+ this.passes.splice( index, 1 );
+
+ }
+
+ }
+
+ isLastEnabledPass( passIndex ) {
+
+ for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
+
+ if ( this.passes[ i ].enabled ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ }
+
+ render( deltaTime ) {
+
+ // deltaTime value is in seconds
+
+ if ( deltaTime === undefined ) {
+
+ deltaTime = this.clock.getDelta();
+
+ }
+
+ const currentRenderTarget = this.renderer.getRenderTarget();
+
+ let maskActive = false;
+
+ for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
+
+ const pass = this.passes[ i ];
+
+ if ( pass.enabled === false ) continue;
+
+ pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
+ pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
+
+ if ( pass.needsSwap ) {
+
+ if ( maskActive ) {
+
+ const context = this.renderer.getContext();
+ const stencil = this.renderer.state.buffers.stencil;
+
+ //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
+ stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
+
+ this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
+
+ //context.stencilFunc( context.EQUAL, 1, 0xffffffff );
+ stencil.setFunc( context.EQUAL, 1, 0xffffffff );
+
+ }
+
+ this.swapBuffers();
+
+ }
+
+ if ( MaskPass !== undefined ) {
+
+ if ( pass instanceof MaskPass ) {
+
+ maskActive = true;
+
+ } else if ( pass instanceof ClearMaskPass ) {
+
+ maskActive = false;
+
+ }
+
+ }
+
+ }
+
+ this.renderer.setRenderTarget( currentRenderTarget );
+
+ }
+
+ reset( renderTarget ) {
+
+ if ( renderTarget === undefined ) {
+
+ const size = this.renderer.getSize( new Vector2() );
+ this._pixelRatio = this.renderer.getPixelRatio();
+ this._width = size.width;
+ this._height = size.height;
+
+ renderTarget = this.renderTarget1.clone();
+ renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
+
+ }
+
+ this.renderTarget1.dispose();
+ this.renderTarget2.dispose();
+ this.renderTarget1 = renderTarget;
+ this.renderTarget2 = renderTarget.clone();
+
+ this.writeBuffer = this.renderTarget1;
+ this.readBuffer = this.renderTarget2;
+
+ }
+
+ setSize( width, height ) {
+
+ this._width = width;
+ this._height = height;
+
+ const effectiveWidth = this._width * this._pixelRatio;
+ const effectiveHeight = this._height * this._pixelRatio;
+
+ this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
+ this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
+
+ for ( let i = 0; i < this.passes.length; i ++ ) {
+
+ this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
+
+ }
+
+ }
+
+ setPixelRatio( pixelRatio ) {
+
+ this._pixelRatio = pixelRatio;
+
+ this.setSize( this._width, this._height );
+
+ }
+
+ dispose() {
+
+ this.renderTarget1.dispose();
+ this.renderTarget2.dispose();
+
+ this.copyPass.dispose();
+
+ }
+
+}
+
+export { EffectComposer };
diff --git a/static/vendor/three/addons/postprocessing/MaskPass.js b/static/vendor/three/addons/postprocessing/MaskPass.js
new file mode 100644
index 0000000..b30811c
--- /dev/null
+++ b/static/vendor/three/addons/postprocessing/MaskPass.js
@@ -0,0 +1,104 @@
+import { Pass } from './Pass.js';
+
+class MaskPass extends Pass {
+
+ constructor( scene, camera ) {
+
+ super();
+
+ this.scene = scene;
+ this.camera = camera;
+
+ this.clear = true;
+ this.needsSwap = false;
+
+ this.inverse = false;
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ const context = renderer.getContext();
+ const state = renderer.state;
+
+ // don't update color or depth
+
+ state.buffers.color.setMask( false );
+ state.buffers.depth.setMask( false );
+
+ // lock buffers
+
+ state.buffers.color.setLocked( true );
+ state.buffers.depth.setLocked( true );
+
+ // set up stencil
+
+ let writeValue, clearValue;
+
+ if ( this.inverse ) {
+
+ writeValue = 0;
+ clearValue = 1;
+
+ } else {
+
+ writeValue = 1;
+ clearValue = 0;
+
+ }
+
+ state.buffers.stencil.setTest( true );
+ state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
+ state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
+ state.buffers.stencil.setClear( clearValue );
+ state.buffers.stencil.setLocked( true );
+
+ // draw into the stencil buffer
+
+ renderer.setRenderTarget( readBuffer );
+ if ( this.clear ) renderer.clear();
+ renderer.render( this.scene, this.camera );
+
+ renderer.setRenderTarget( writeBuffer );
+ if ( this.clear ) renderer.clear();
+ renderer.render( this.scene, this.camera );
+
+ // unlock color and depth buffer and make them writable for subsequent rendering/clearing
+
+ state.buffers.color.setLocked( false );
+ state.buffers.depth.setLocked( false );
+
+ state.buffers.color.setMask( true );
+ state.buffers.depth.setMask( true );
+
+ // only render where stencil is set to 1
+
+ state.buffers.stencil.setLocked( false );
+ state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
+ state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
+ state.buffers.stencil.setLocked( true );
+
+ }
+
+}
+
+class ClearMaskPass extends Pass {
+
+ constructor() {
+
+ super();
+
+ this.needsSwap = false;
+
+ }
+
+ render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
+
+ renderer.state.buffers.stencil.setLocked( false );
+ renderer.state.buffers.stencil.setTest( false );
+
+ }
+
+}
+
+export { MaskPass, ClearMaskPass };
diff --git a/static/vendor/three/addons/postprocessing/OutputPass.js b/static/vendor/three/addons/postprocessing/OutputPass.js
new file mode 100644
index 0000000..313d745
--- /dev/null
+++ b/static/vendor/three/addons/postprocessing/OutputPass.js
@@ -0,0 +1,97 @@
+import {
+ ColorManagement,
+ RawShaderMaterial,
+ UniformsUtils,
+ LinearToneMapping,
+ ReinhardToneMapping,
+ CineonToneMapping,
+ AgXToneMapping,
+ ACESFilmicToneMapping,
+ NeutralToneMapping,
+ SRGBTransfer
+} from '../../three.module.min.js';
+import { Pass, FullScreenQuad } from './Pass.js';
+import { OutputShader } from '../shaders/OutputShader.js';
+
+class OutputPass extends Pass {
+
+ constructor() {
+
+ super();
+
+ //
+
+ const shader = OutputShader;
+
+ this.uniforms = UniformsUtils.clone( shader.uniforms );
+
+ this.material = new RawShaderMaterial( {
+ name: shader.name,
+ uniforms: this.uniforms,
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+ } );
+
+ this.fsQuad = new FullScreenQuad( this.material );
+
+ // internal cache
+
+ this._outputColorSpace = null;
+ this._toneMapping = null;
+
+ }
+
+ render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
+
+ this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
+ this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure;
+
+ // rebuild defines if required
+
+ if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) {
+
+ this._outputColorSpace = renderer.outputColorSpace;
+ this._toneMapping = renderer.toneMapping;
+
+ this.material.defines = {};
+
+ if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = '';
+
+ if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
+ else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
+ else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
+ else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
+ else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = '';
+ else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = '';
+
+ this.material.needsUpdate = true;
+
+ }
+
+ //
+
+ if ( this.renderToScreen === true ) {
+
+ renderer.setRenderTarget( null );
+ this.fsQuad.render( renderer );
+
+ } else {
+
+ renderer.setRenderTarget( writeBuffer );
+ if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+ this.fsQuad.render( renderer );
+
+ }
+
+ }
+
+ dispose() {
+
+ this.material.dispose();
+ this.fsQuad.dispose();
+
+ }
+
+}
+
+export { OutputPass };
diff --git a/static/vendor/three/addons/postprocessing/Pass.js b/static/vendor/three/addons/postprocessing/Pass.js
new file mode 100644
index 0000000..fc1db1f
--- /dev/null
+++ b/static/vendor/three/addons/postprocessing/Pass.js
@@ -0,0 +1,95 @@
+import {
+ BufferGeometry,
+ Float32BufferAttribute,
+ OrthographicCamera,
+ Mesh
+} from '../../three.module.min.js';
+
+class Pass {
+
+ constructor() {
+
+ this.isPass = true;
+
+ // if set to true, the pass is processed by the composer
+ this.enabled = true;
+
+ // if set to true, the pass indicates to swap read and write buffer after rendering
+ this.needsSwap = true;
+
+ // if set to true, the pass clears its buffer before rendering
+ this.clear = false;
+
+ // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
+ this.renderToScreen = false;
+
+ }
+
+ setSize( /* width, height */ ) {}
+
+ render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
+
+ console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
+
+ }
+
+ dispose() {}
+
+}
+
+// Helper for passes that need to fill the viewport with a single quad.
+
+const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
+
+// https://github.com/mrdoob/three.js/pull/21358
+
+class FullscreenTriangleGeometry extends BufferGeometry {
+
+ constructor() {
+
+ super();
+
+ this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
+ this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
+
+ }
+
+}
+
+const _geometry = new FullscreenTriangleGeometry();
+
+class FullScreenQuad {
+
+ constructor( material ) {
+
+ this._mesh = new Mesh( _geometry, material );
+
+ }
+
+ dispose() {
+
+ this._mesh.geometry.dispose();
+
+ }
+
+ render( renderer ) {
+
+ renderer.render( this._mesh, _camera );
+
+ }
+
+ get material() {
+
+ return this._mesh.material;
+
+ }
+
+ set material( value ) {
+
+ this._mesh.material = value;
+
+ }
+
+}
+
+export { Pass, FullScreenQuad };
diff --git a/static/vendor/three/addons/postprocessing/RenderPass.js b/static/vendor/three/addons/postprocessing/RenderPass.js
new file mode 100644
index 0000000..29ec553
--- /dev/null
+++ b/static/vendor/three/addons/postprocessing/RenderPass.js
@@ -0,0 +1,99 @@
+import {
+ Color
+} from '../../three.module.min.js';
+import { Pass } from './Pass.js';
+
+class RenderPass extends Pass {
+
+ constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
+
+ super();
+
+ this.scene = scene;
+ this.camera = camera;
+
+ this.overrideMaterial = overrideMaterial;
+
+ this.clearColor = clearColor;
+ this.clearAlpha = clearAlpha;
+
+ this.clear = true;
+ this.clearDepth = false;
+ this.needsSwap = false;
+ this._oldClearColor = new Color();
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ const oldAutoClear = renderer.autoClear;
+ renderer.autoClear = false;
+
+ let oldClearAlpha, oldOverrideMaterial;
+
+ if ( this.overrideMaterial !== null ) {
+
+ oldOverrideMaterial = this.scene.overrideMaterial;
+
+ this.scene.overrideMaterial = this.overrideMaterial;
+
+ }
+
+ if ( this.clearColor !== null ) {
+
+ renderer.getClearColor( this._oldClearColor );
+ renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
+
+ }
+
+ if ( this.clearAlpha !== null ) {
+
+ oldClearAlpha = renderer.getClearAlpha();
+ renderer.setClearAlpha( this.clearAlpha );
+
+ }
+
+ if ( this.clearDepth == true ) {
+
+ renderer.clearDepth();
+
+ }
+
+ renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
+
+ if ( this.clear === true ) {
+
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
+ renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+
+ }
+
+ renderer.render( this.scene, this.camera );
+
+ // restore
+
+ if ( this.clearColor !== null ) {
+
+ renderer.setClearColor( this._oldClearColor );
+
+ }
+
+ if ( this.clearAlpha !== null ) {
+
+ renderer.setClearAlpha( oldClearAlpha );
+
+ }
+
+ if ( this.overrideMaterial !== null ) {
+
+ this.scene.overrideMaterial = oldOverrideMaterial;
+
+ }
+
+ renderer.autoClear = oldAutoClear;
+
+ }
+
+}
+
+export { RenderPass };
diff --git a/static/vendor/three/addons/postprocessing/ShaderPass.js b/static/vendor/three/addons/postprocessing/ShaderPass.js
new file mode 100644
index 0000000..8c49b7e
--- /dev/null
+++ b/static/vendor/three/addons/postprocessing/ShaderPass.js
@@ -0,0 +1,77 @@
+import {
+ ShaderMaterial,
+ UniformsUtils
+} from '../../three.module.min.js';
+import { Pass, FullScreenQuad } from './Pass.js';
+
+class ShaderPass extends Pass {
+
+ constructor( shader, textureID ) {
+
+ super();
+
+ this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
+
+ if ( shader instanceof ShaderMaterial ) {
+
+ this.uniforms = shader.uniforms;
+
+ this.material = shader;
+
+ } else if ( shader ) {
+
+ this.uniforms = UniformsUtils.clone( shader.uniforms );
+
+ this.material = new ShaderMaterial( {
+
+ name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
+ defines: Object.assign( {}, shader.defines ),
+ uniforms: this.uniforms,
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+
+ } );
+
+ }
+
+ this.fsQuad = new FullScreenQuad( this.material );
+
+ }
+
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
+
+ if ( this.uniforms[ this.textureID ] ) {
+
+ this.uniforms[ this.textureID ].value = readBuffer.texture;
+
+ }
+
+ this.fsQuad.material = this.material;
+
+ if ( this.renderToScreen ) {
+
+ renderer.setRenderTarget( null );
+ this.fsQuad.render( renderer );
+
+ } else {
+
+ renderer.setRenderTarget( writeBuffer );
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
+ if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+ this.fsQuad.render( renderer );
+
+ }
+
+ }
+
+ dispose() {
+
+ this.material.dispose();
+
+ this.fsQuad.dispose();
+
+ }
+
+}
+
+export { ShaderPass };
diff --git a/static/vendor/three/addons/postprocessing/UnrealBloomPass.js b/static/vendor/three/addons/postprocessing/UnrealBloomPass.js
new file mode 100644
index 0000000..111c661
--- /dev/null
+++ b/static/vendor/three/addons/postprocessing/UnrealBloomPass.js
@@ -0,0 +1,415 @@
+import {
+ AdditiveBlending,
+ Color,
+ HalfFloatType,
+ MeshBasicMaterial,
+ ShaderMaterial,
+ UniformsUtils,
+ Vector2,
+ Vector3,
+ WebGLRenderTarget
+} from '../../three.module.min.js';
+import { Pass, FullScreenQuad } from './Pass.js';
+import { CopyShader } from '../shaders/CopyShader.js';
+import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
+
+/**
+ * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
+ * mip map chain of bloom textures and blurs them with different radii. Because
+ * of the weighted combination of mips, and because larger blurs are done on
+ * higher mips, this effect provides good quality and performance.
+ *
+ * Reference:
+ * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
+ */
+class UnrealBloomPass extends Pass {
+
+ constructor( resolution, strength, radius, threshold ) {
+
+ super();
+
+ this.strength = ( strength !== undefined ) ? strength : 1;
+ this.radius = radius;
+ this.threshold = threshold;
+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
+
+ // create color only once here, reuse it later inside the render function
+ this.clearColor = new Color( 0, 0, 0 );
+
+ // render targets
+ this.renderTargetsHorizontal = [];
+ this.renderTargetsVertical = [];
+ this.nMips = 5;
+ let resx = Math.round( this.resolution.x / 2 );
+ let resy = Math.round( this.resolution.y / 2 );
+
+ this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
+ this.renderTargetBright.texture.generateMipmaps = false;
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
+
+ renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
+ renderTargetHorizontal.texture.generateMipmaps = false;
+
+ this.renderTargetsHorizontal.push( renderTargetHorizontal );
+
+ const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
+
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
+ renderTargetVertical.texture.generateMipmaps = false;
+
+ this.renderTargetsVertical.push( renderTargetVertical );
+
+ resx = Math.round( resx / 2 );
+
+ resy = Math.round( resy / 2 );
+
+ }
+
+ // luminosity high pass material
+
+ const highPassShader = LuminosityHighPassShader;
+ this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
+
+ this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
+ this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
+
+ this.materialHighPassFilter = new ShaderMaterial( {
+ uniforms: this.highPassUniforms,
+ vertexShader: highPassShader.vertexShader,
+ fragmentShader: highPassShader.fragmentShader
+ } );
+
+ // gaussian blur materials
+
+ this.separableBlurMaterials = [];
+ const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
+ resx = Math.round( this.resolution.x / 2 );
+ resy = Math.round( this.resolution.y / 2 );
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
+
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
+
+ resx = Math.round( resx / 2 );
+
+ resy = Math.round( resy / 2 );
+
+ }
+
+ // composite material
+
+ this.compositeMaterial = this.getCompositeMaterial( this.nMips );
+ this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
+
+ const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
+ this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
+ 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 ) ];
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
+
+ // blend material
+
+ const copyShader = CopyShader;
+
+ this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
+
+ this.blendMaterial = new ShaderMaterial( {
+ uniforms: this.copyUniforms,
+ vertexShader: copyShader.vertexShader,
+ fragmentShader: copyShader.fragmentShader,
+ blending: AdditiveBlending,
+ depthTest: false,
+ depthWrite: false,
+ transparent: true
+ } );
+
+ this.enabled = true;
+ this.needsSwap = false;
+
+ this._oldClearColor = new Color();
+ this.oldClearAlpha = 1;
+
+ this.basic = new MeshBasicMaterial();
+
+ this.fsQuad = new FullScreenQuad( null );
+
+ }
+
+ dispose() {
+
+ for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
+
+ this.renderTargetsHorizontal[ i ].dispose();
+
+ }
+
+ for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
+
+ this.renderTargetsVertical[ i ].dispose();
+
+ }
+
+ this.renderTargetBright.dispose();
+
+ //
+
+ for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
+
+ this.separableBlurMaterials[ i ].dispose();
+
+ }
+
+ this.compositeMaterial.dispose();
+ this.blendMaterial.dispose();
+ this.basic.dispose();
+
+ //
+
+ this.fsQuad.dispose();
+
+ }
+
+ setSize( width, height ) {
+
+ let resx = Math.round( width / 2 );
+ let resy = Math.round( height / 2 );
+
+ this.renderTargetBright.setSize( resx, resy );
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.renderTargetsHorizontal[ i ].setSize( resx, resy );
+ this.renderTargetsVertical[ i ].setSize( resx, resy );
+
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
+
+ resx = Math.round( resx / 2 );
+ resy = Math.round( resy / 2 );
+
+ }
+
+ }
+
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
+
+ renderer.getClearColor( this._oldClearColor );
+ this.oldClearAlpha = renderer.getClearAlpha();
+ const oldAutoClear = renderer.autoClear;
+ renderer.autoClear = false;
+
+ renderer.setClearColor( this.clearColor, 0 );
+
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
+
+ // Render input to screen
+
+ if ( this.renderToScreen ) {
+
+ this.fsQuad.material = this.basic;
+ this.basic.map = readBuffer.texture;
+
+ renderer.setRenderTarget( null );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ }
+
+ // 1. Extract Bright Areas
+
+ this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
+ this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
+ this.fsQuad.material = this.materialHighPassFilter;
+
+ renderer.setRenderTarget( this.renderTargetBright );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ // 2. Blur All the mips progressively
+
+ let inputRenderTarget = this.renderTargetBright;
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.fsQuad.material = this.separableBlurMaterials[ i ];
+
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
+ renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ inputRenderTarget = this.renderTargetsVertical[ i ];
+
+ }
+
+ // Composite All the mips
+
+ this.fsQuad.material = this.compositeMaterial;
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
+
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ // Blend it additively over the input texture
+
+ this.fsQuad.material = this.blendMaterial;
+ this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
+
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
+
+ if ( this.renderToScreen ) {
+
+ renderer.setRenderTarget( null );
+ this.fsQuad.render( renderer );
+
+ } else {
+
+ renderer.setRenderTarget( readBuffer );
+ this.fsQuad.render( renderer );
+
+ }
+
+ // Restore renderer settings
+
+ renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
+ renderer.autoClear = oldAutoClear;
+
+ }
+
+ getSeperableBlurMaterial( kernelRadius ) {
+
+ const coefficients = [];
+
+ for ( let i = 0; i < kernelRadius; i ++ ) {
+
+ coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
+
+ }
+
+ return new ShaderMaterial( {
+
+ defines: {
+ 'KERNEL_RADIUS': kernelRadius
+ },
+
+ uniforms: {
+ 'colorTexture': { value: null },
+ 'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
+ 'direction': { value: new Vector2( 0.5, 0.5 ) },
+ 'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
+ },
+
+ vertexShader:
+ `varying vec2 vUv;
+ void main() {
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+ }`,
+
+ fragmentShader:
+ `#include
+ varying vec2 vUv;
+ uniform sampler2D colorTexture;
+ uniform vec2 invSize;
+ uniform vec2 direction;
+ uniform float gaussianCoefficients[KERNEL_RADIUS];
+
+ void main() {
+ float weightSum = gaussianCoefficients[0];
+ vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
+ float x = float(i);
+ float w = gaussianCoefficients[i];
+ vec2 uvOffset = direction * invSize * x;
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
+ diffuseSum += (sample1 + sample2) * w;
+ weightSum += 2.0 * w;
+ }
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
+ }`
+ } );
+
+ }
+
+ getCompositeMaterial( nMips ) {
+
+ return new ShaderMaterial( {
+
+ defines: {
+ 'NUM_MIPS': nMips
+ },
+
+ uniforms: {
+ 'blurTexture1': { value: null },
+ 'blurTexture2': { value: null },
+ 'blurTexture3': { value: null },
+ 'blurTexture4': { value: null },
+ 'blurTexture5': { value: null },
+ 'bloomStrength': { value: 1.0 },
+ 'bloomFactors': { value: null },
+ 'bloomTintColors': { value: null },
+ 'bloomRadius': { value: 0.0 }
+ },
+
+ vertexShader:
+ `varying vec2 vUv;
+ void main() {
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+ }`,
+
+ fragmentShader:
+ `varying vec2 vUv;
+ uniform sampler2D blurTexture1;
+ uniform sampler2D blurTexture2;
+ uniform sampler2D blurTexture3;
+ uniform sampler2D blurTexture4;
+ uniform sampler2D blurTexture5;
+ uniform float bloomStrength;
+ uniform float bloomRadius;
+ uniform float bloomFactors[NUM_MIPS];
+ uniform vec3 bloomTintColors[NUM_MIPS];
+
+ float lerpBloomFactor(const in float factor) {
+ float mirrorFactor = 1.2 - factor;
+ return mix(factor, mirrorFactor, bloomRadius);
+ }
+
+ void main() {
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
+ }`
+ } );
+
+ }
+
+}
+
+UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
+UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
+
+export { UnrealBloomPass };
diff --git a/static/vendor/three/addons/shaders/CopyShader.js b/static/vendor/three/addons/shaders/CopyShader.js
new file mode 100644
index 0000000..8c3f2cd
--- /dev/null
+++ b/static/vendor/three/addons/shaders/CopyShader.js
@@ -0,0 +1,45 @@
+/**
+ * Full-screen textured quad shader
+ */
+
+const CopyShader = {
+
+ name: 'CopyShader',
+
+ uniforms: {
+
+ 'tDiffuse': { value: null },
+ 'opacity': { value: 1.0 }
+
+ },
+
+ vertexShader: /* glsl */`
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+ }`,
+
+ fragmentShader: /* glsl */`
+
+ uniform float opacity;
+
+ uniform sampler2D tDiffuse;
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vec4 texel = texture2D( tDiffuse, vUv );
+ gl_FragColor = opacity * texel;
+
+
+ }`
+
+};
+
+export { CopyShader };
diff --git a/static/vendor/three/addons/shaders/LuminosityHighPassShader.js b/static/vendor/three/addons/shaders/LuminosityHighPassShader.js
new file mode 100644
index 0000000..3e542e0
--- /dev/null
+++ b/static/vendor/three/addons/shaders/LuminosityHighPassShader.js
@@ -0,0 +1,64 @@
+import {
+ Color
+} from '../../three.module.min.js';
+
+/**
+ * Luminosity
+ * http://en.wikipedia.org/wiki/Luminosity
+ */
+
+const LuminosityHighPassShader = {
+
+ name: 'LuminosityHighPassShader',
+
+ shaderID: 'luminosityHighPass',
+
+ uniforms: {
+
+ 'tDiffuse': { value: null },
+ 'luminosityThreshold': { value: 1.0 },
+ 'smoothWidth': { value: 1.0 },
+ 'defaultColor': { value: new Color( 0x000000 ) },
+ 'defaultOpacity': { value: 0.0 }
+
+ },
+
+ vertexShader: /* glsl */`
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vUv = uv;
+
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+ }`,
+
+ fragmentShader: /* glsl */`
+
+ uniform sampler2D tDiffuse;
+ uniform vec3 defaultColor;
+ uniform float defaultOpacity;
+ uniform float luminosityThreshold;
+ uniform float smoothWidth;
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vec4 texel = texture2D( tDiffuse, vUv );
+
+ float v = luminance( texel.xyz );
+
+ vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
+
+ float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
+
+ gl_FragColor = mix( outputColor, texel, alpha );
+
+ }`
+
+};
+
+export { LuminosityHighPassShader };
diff --git a/static/vendor/three/addons/shaders/OutputShader.js b/static/vendor/three/addons/shaders/OutputShader.js
new file mode 100644
index 0000000..289ac10
--- /dev/null
+++ b/static/vendor/three/addons/shaders/OutputShader.js
@@ -0,0 +1,85 @@
+const OutputShader = {
+
+ name: 'OutputShader',
+
+ uniforms: {
+
+ 'tDiffuse': { value: null },
+ 'toneMappingExposure': { value: 1 }
+
+ },
+
+ vertexShader: /* glsl */`
+ precision highp float;
+
+ uniform mat4 modelViewMatrix;
+ uniform mat4 projectionMatrix;
+
+ attribute vec3 position;
+ attribute vec2 uv;
+
+ varying vec2 vUv;
+
+ void main() {
+
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+ }`,
+
+ fragmentShader: /* glsl */`
+
+ precision highp float;
+
+ uniform sampler2D tDiffuse;
+
+ #include
+ #include
+
+ varying vec2 vUv;
+
+ void main() {
+
+ gl_FragColor = texture2D( tDiffuse, vUv );
+
+ // tone mapping
+
+ #ifdef LINEAR_TONE_MAPPING
+
+ gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
+
+ #elif defined( REINHARD_TONE_MAPPING )
+
+ gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
+
+ #elif defined( CINEON_TONE_MAPPING )
+
+ gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
+
+ #elif defined( ACES_FILMIC_TONE_MAPPING )
+
+ gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
+
+ #elif defined( AGX_TONE_MAPPING )
+
+ gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
+
+ #elif defined( NEUTRAL_TONE_MAPPING )
+
+ gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
+
+ #endif
+
+ // color space
+
+ #ifdef SRGB_TRANSFER
+
+ gl_FragColor = sRGBTransferOETF( gl_FragColor );
+
+ #endif
+
+ }`
+
+};
+
+export { OutputShader };