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@luma.gl/shadertools

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@luma.gl/shadertools - npm Package Compare versions

Comparing version 9.0.20 to 9.0.21

4

dist/index.d.ts

@@ -32,5 +32,5 @@ /**

export { dirlight } from "./modules/lighting/no-material/dirlight.js";
export type { PhongMaterialUniforms as GouraudMaterialUniforms } from "./modules/lighting/phong-material/phong-material.js";
export type { GouraudMaterialProps } from "./modules/lighting/gouraud-material/gouraud-material.js";
export { gouraudMaterial } from "./modules/lighting/gouraud-material/gouraud-material.js";
export type { PhongMaterialUniforms } from "./modules/lighting/phong-material/phong-material.js";
export type { PhongMaterialProps } from "./modules/lighting/phong-material/phong-material.js";
export { phongMaterial } from "./modules/lighting/phong-material/phong-material.js";

@@ -37,0 +37,0 @@ export { pbrMaterial } from "./modules/lighting/pbr-material/pbr-material.js";

import { ShaderModule } from "../../../lib/shader-module/shader-module.js";
export type GouraudMaterialProps = GouraudMaterialUniforms;
export type GouraudMaterialUniforms = {
export type GouraudMaterialProps = {
ambient?: number;

@@ -11,3 +10,3 @@ diffuse?: number;

/** In Gouraud shading, color is calculated for each triangle vertex normal, and then color is interpolated colors across the triangle */
export declare const gouraudMaterial: ShaderModule<GouraudMaterialProps, GouraudMaterialUniforms>;
export declare const gouraudMaterial: ShaderModule<GouraudMaterialProps>;
//# sourceMappingURL=gouraud-material.d.ts.map

@@ -29,4 +29,8 @@ // luma.gl

getUniforms(props) {
const uniforms = { ...props };
if (uniforms.specularColor) {
uniforms.specularColor = uniforms.specularColor.map(x => x / 255);
}
return { ...gouraudMaterial.defaultUniforms, ...props };
}
};

@@ -15,3 +15,3 @@ import { ShaderModule } from "../../../lib/shader-module/shader-module.js";

intensity?: number;
attenuation?: number;
attenuation?: Readonly<NumberArray3>;
};

@@ -18,0 +18,0 @@ export type DirectionalLight = {

@@ -58,11 +58,11 @@ // luma.gl

lightDirection0: [1, 1, 1],
lightAttenuation0: [1, 1, 1],
lightAttenuation0: [1, 0, 0],
lightColor1: [1, 1, 1],
lightPosition1: [1, 1, 2],
lightDirection1: [1, 1, 1],
lightAttenuation1: [1, 1, 1],
lightAttenuation1: [1, 0, 0],
lightColor2: [1, 1, 1],
lightPosition2: [1, 1, 2],
lightDirection2: [1, 1, 1],
lightAttenuation2: [1, 1, 1]
lightAttenuation2: [1, 0, 0]
}

@@ -109,3 +109,3 @@ };

lightSourceUniforms[`lightPosition${i}`] = pointLight.position;
lightSourceUniforms[`lightAttenuation${i}`] = [pointLight.attenuation || 1, 0, 0];
lightSourceUniforms[`lightAttenuation${i}`] = pointLight.attenuation || [1, 0, 0];
currentLight++;

@@ -112,0 +112,0 @@ }

import { ShaderModule } from "../../../lib/shader-module/shader-module.js";
export type PhongMaterialProps = PhongMaterialUniforms;
export type PhongMaterialUniforms = {
import type { NumberArray3 } from "../../../lib/utils/uniform-types.js";
export type PhongMaterialProps = {
ambient?: number;

@@ -8,6 +8,6 @@ diffuse?: number;

shininess?: number;
specularColor?: [number, number, number];
specularColor?: NumberArray3;
};
/** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */
export declare const phongMaterial: ShaderModule<PhongMaterialProps, PhongMaterialUniforms>;
export declare const phongMaterial: ShaderModule<PhongMaterialProps>;
//# sourceMappingURL=phong-material.d.ts.map

@@ -29,4 +29,8 @@ // luma.gl

getUniforms(props) {
const uniforms = { ...props };
if (uniforms.specularColor) {
uniforms.specularColor = uniforms.specularColor.map(x => x / 255);
}
return { ...phongMaterial.defaultUniforms, ...props };
}
};
{
"name": "@luma.gl/shadertools",
"version": "9.0.20",
"version": "9.0.21",
"description": "Shader module system for luma.gl",

@@ -56,3 +56,3 @@ "type": "module",

},
"gitHead": "fa850b5d4b398f7168529543a24662bf9df4c68e"
"gitHead": "9d7d29778581c2408fc3f37723f6868983d0dab2"
}

@@ -74,5 +74,5 @@ // luma.gl

export {dirlight} from './modules/lighting/no-material/dirlight';
export type {PhongMaterialUniforms as GouraudMaterialUniforms} from './modules/lighting/phong-material/phong-material';
export type {GouraudMaterialProps} from './modules/lighting/gouraud-material/gouraud-material';
export {gouraudMaterial} from './modules/lighting/gouraud-material/gouraud-material';
export type {PhongMaterialUniforms} from './modules/lighting/phong-material/phong-material';
export type {PhongMaterialProps} from './modules/lighting/phong-material/phong-material';
export {phongMaterial} from './modules/lighting/phong-material/phong-material';

@@ -79,0 +79,0 @@ // export type {PBRMaterialSettings, PBRMaterialUniforms} from './modules/lighting/pbr-material/pbr';

@@ -8,6 +8,5 @@ // luma.gl

import {PHONG_VS, PHONG_FS} from '../phong-material/phong-shaders-glsl';
import type {NumberArray3} from '../../../lib/utils/uniform-types';
export type GouraudMaterialProps = GouraudMaterialUniforms;
export type GouraudMaterialUniforms = {
export type GouraudMaterialProps = {
ambient?: number;

@@ -21,3 +20,3 @@ diffuse?: number;

/** In Gouraud shading, color is calculated for each triangle vertex normal, and then color is interpolated colors across the triangle */
export const gouraudMaterial: ShaderModule<GouraudMaterialProps, GouraudMaterialUniforms> = {
export const gouraudMaterial: ShaderModule<GouraudMaterialProps> = {
name: 'gouraudMaterial',

@@ -43,5 +42,9 @@ // Note these are switched between phong and gouraud

},
getUniforms(props: GouraudMaterialProps): GouraudMaterialUniforms {
getUniforms(props: GouraudMaterialProps) {
const uniforms = {...props};
if (uniforms.specularColor) {
uniforms.specularColor = uniforms.specularColor.map(x => x / 255) as NumberArray3;
}
return {...gouraudMaterial.defaultUniforms, ...props};
}
};

@@ -37,3 +37,3 @@ // luma.gl

intensity?: number;
attenuation?: number;
attenuation?: Readonly<NumberArray3>;
};

@@ -131,3 +131,3 @@

lightDirection0: [1, 1, 1],
lightAttenuation0: [1, 1, 1],
lightAttenuation0: [1, 0, 0],

@@ -137,7 +137,7 @@ lightColor1: [1, 1, 1],

lightDirection1: [1, 1, 1],
lightAttenuation1: [1, 1, 1],
lightAttenuation1: [1, 0, 0],
lightColor2: [1, 1, 1],
lightPosition2: [1, 1, 2],
lightDirection2: [1, 1, 1],
lightAttenuation2: [1, 1, 1]
lightAttenuation2: [1, 0, 0]
}

@@ -204,3 +204,3 @@ };

lightSourceUniforms[`lightPosition${i}`] = pointLight.position;
lightSourceUniforms[`lightAttenuation${i}`] = [pointLight.attenuation || 1, 0, 0];
lightSourceUniforms[`lightAttenuation${i}`] = pointLight.attenuation || [1, 0, 0];
currentLight++;

@@ -207,0 +207,0 @@ }

@@ -8,6 +8,5 @@ // luma.gl

import {PHONG_VS, PHONG_FS} from './phong-shaders-glsl';
import type {NumberArray3} from '../../../lib/utils/uniform-types';
export type PhongMaterialProps = PhongMaterialUniforms;
export type PhongMaterialUniforms = {
export type PhongMaterialProps = {
ambient?: number;

@@ -17,7 +16,7 @@ diffuse?: number;

shininess?: number;
specularColor?: [number, number, number];
specularColor?: NumberArray3;
};
/** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */
export const phongMaterial: ShaderModule<PhongMaterialProps, PhongMaterialUniforms> = {
export const phongMaterial: ShaderModule<PhongMaterialProps> = {
name: 'phongMaterial',

@@ -43,5 +42,9 @@ // Note these are switched between phong and gouraud

},
getUniforms(props?: PhongMaterialProps): PhongMaterialUniforms {
getUniforms(props?: PhongMaterialProps) {
const uniforms = {...props};
if (uniforms.specularColor) {
uniforms.specularColor = uniforms.specularColor.map(x => x / 255) as NumberArray3;
}
return {...phongMaterial.defaultUniforms, ...props};
}
};

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