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@pmndrs/vanilla - npm Package Compare versions

Comparing version 1.17.0 to 1.18.0

materials/MeshWobbleMaterial.cjs.js

1

index.js

@@ -20,1 +20,2 @@ export { pcss } from './core/pcss.js';

export { MeshDistortMaterial } from './materials/MeshDistortMaterial.js';
export { MeshWobbleMaterial } from './materials/MeshWobbleMaterial.js';

2

materials/index.cjs.js

@@ -1,1 +0,1 @@

"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./MeshDiscardMaterial.cjs.js"),r=require("./MeshTransmissionMaterial.cjs.js"),s=require("./SpotLightMaterial.cjs.js"),a=require("./BlurPass.cjs.js"),t=require("./ConvolutionMaterial.cjs.js"),i=require("./MeshReflectorMaterial.cjs.js"),o=require("./MeshDistortMaterial.cjs.js");require("../core/shaderMaterial.cjs.js"),require("three"),exports.MeshDiscardMaterial=e.MeshDiscardMaterial,exports.MeshTransmissionMaterial=r.MeshTransmissionMaterial,exports.SpotLightMaterial=s.SpotLightMaterial,exports.BlurPass=a.BlurPass,exports.ConvolutionMaterial=t.ConvolutionMaterial,exports.MeshReflectorMaterial=i.MeshReflectorMaterial,exports.MeshDistortMaterial=o.MeshDistortMaterial;
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./MeshDiscardMaterial.cjs.js"),r=require("./MeshTransmissionMaterial.cjs.js"),s=require("./SpotLightMaterial.cjs.js"),a=require("./BlurPass.cjs.js"),t=require("./ConvolutionMaterial.cjs.js"),i=require("./MeshReflectorMaterial.cjs.js"),M=require("./MeshDistortMaterial.cjs.js"),l=require("./MeshWobbleMaterial.cjs.js");require("../core/shaderMaterial.cjs.js"),require("three"),exports.MeshDiscardMaterial=e.MeshDiscardMaterial,exports.MeshTransmissionMaterial=r.MeshTransmissionMaterial,exports.SpotLightMaterial=s.SpotLightMaterial,exports.BlurPass=a.BlurPass,exports.ConvolutionMaterial=t.ConvolutionMaterial,exports.MeshReflectorMaterial=i.MeshReflectorMaterial,exports.MeshDistortMaterial=M.MeshDistortMaterial,exports.MeshWobbleMaterial=l.MeshWobbleMaterial;

@@ -8,1 +8,2 @@ export * from './MeshDiscardMaterial';

export * from './MeshDistortMaterial';
export * from './MeshWobbleMaterial';

@@ -8,3 +8,4 @@ export { MeshDiscardMaterial } from './MeshDiscardMaterial.js';

export { MeshDistortMaterial } from './MeshDistortMaterial.js';
export { MeshWobbleMaterial } from './MeshWobbleMaterial.js';
import '../core/shaderMaterial.js';
import 'three';

@@ -1,1 +0,1 @@

"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class t extends e.MeshPhysicalMaterial{constructor(e={}){super(e),this.setValues(e),this._time={value:0},this._distort={value:.4},this._radius={value:1}}onBeforeCompile(e){e.uniforms.time=this._time,e.uniforms.radius=this._radius,e.uniforms.distort=this._distort,e.vertexShader=`\n uniform float time;\n uniform float radius;\n uniform float distort;\n #define GLSLIFY 1\nvec3 mod289(vec3 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 mod289(vec4 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 permute(vec4 x){return mod289(((x*34.0)+1.0)*x);}vec4 taylorInvSqrt(vec4 r){return 1.79284291400159-0.85373472095314*r;}float snoise(vec3 v){const vec2 C=vec2(1.0/6.0,1.0/3.0);const vec4 D=vec4(0.0,0.5,1.0,2.0);vec3 i=floor(v+dot(v,C.yyy));vec3 x0=v-i+dot(i,C.xxx);vec3 g=step(x0.yzx,x0.xyz);vec3 l=1.0-g;vec3 i1=min(g.xyz,l.zxy);vec3 i2=max(g.xyz,l.zxy);vec3 x1=x0-i1+C.xxx;vec3 x2=x0-i2+C.yyy;vec3 x3=x0-D.yyy;i=mod289(i);vec4 p=permute(permute(permute(i.z+vec4(0.0,i1.z,i2.z,1.0))+i.y+vec4(0.0,i1.y,i2.y,1.0))+i.x+vec4(0.0,i1.x,i2.x,1.0));float n_=0.142857142857;vec3 ns=n_*D.wyz-D.xzx;vec4 j=p-49.0*floor(p*ns.z*ns.z);vec4 x_=floor(j*ns.z);vec4 y_=floor(j-7.0*x_);vec4 x=x_*ns.x+ns.yyyy;vec4 y=y_*ns.x+ns.yyyy;vec4 h=1.0-abs(x)-abs(y);vec4 b0=vec4(x.xy,y.xy);vec4 b1=vec4(x.zw,y.zw);vec4 s0=floor(b0)*2.0+1.0;vec4 s1=floor(b1)*2.0+1.0;vec4 sh=-step(h,vec4(0.0));vec4 a0=b0.xzyw+s0.xzyw*sh.xxyy;vec4 a1=b1.xzyw+s1.xzyw*sh.zzww;vec3 p0=vec3(a0.xy,h.x);vec3 p1=vec3(a0.zw,h.y);vec3 p2=vec3(a1.xy,h.z);vec3 p3=vec3(a1.zw,h.w);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;vec4 m=max(0.6-vec4(dot(x0,x0),dot(x1,x1),dot(x2,x2),dot(x3,x3)),0.0);m=m*m;return 42.0*dot(m*m,vec4(dot(p0,x0),dot(p1,x1),dot(p2,x2),dot(p3,x3)));}\n ${e.vertexShader}\n `,e.vertexShader=e.vertexShader.replace("#include <begin_vertex>","\n float updateTime = time / 50.0;\n float noise = snoise(vec3(position / 2.0 + updateTime * 5.0));\n vec3 transformed = vec3(position * (noise * pow(distort, 2.0) + radius));\n ")}get time(){return this._time.value}set time(e){this._time.value=e}get distort(){return this._distort.value}set distort(e){this._distort.value=e}get radius(){return this._radius.value}set radius(e){this._radius.value=e}}exports.MeshDistortMaterial=t;
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class t extends e.MeshPhysicalMaterial{constructor({time:e=0,distort:t=.4,radius:r=1,...i}={}){super(i),this.setValues(i),this._time={value:e},this._distort={value:t},this._radius={value:r}}onBeforeCompile(e){e.uniforms.time=this._time,e.uniforms.radius=this._radius,e.uniforms.distort=this._distort,e.vertexShader=`\n uniform float time;\n uniform float radius;\n uniform float distort;\n #define GLSLIFY 1\nvec3 mod289(vec3 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 mod289(vec4 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 permute(vec4 x){return mod289(((x*34.0)+1.0)*x);}vec4 taylorInvSqrt(vec4 r){return 1.79284291400159-0.85373472095314*r;}float snoise(vec3 v){const vec2 C=vec2(1.0/6.0,1.0/3.0);const vec4 D=vec4(0.0,0.5,1.0,2.0);vec3 i=floor(v+dot(v,C.yyy));vec3 x0=v-i+dot(i,C.xxx);vec3 g=step(x0.yzx,x0.xyz);vec3 l=1.0-g;vec3 i1=min(g.xyz,l.zxy);vec3 i2=max(g.xyz,l.zxy);vec3 x1=x0-i1+C.xxx;vec3 x2=x0-i2+C.yyy;vec3 x3=x0-D.yyy;i=mod289(i);vec4 p=permute(permute(permute(i.z+vec4(0.0,i1.z,i2.z,1.0))+i.y+vec4(0.0,i1.y,i2.y,1.0))+i.x+vec4(0.0,i1.x,i2.x,1.0));float n_=0.142857142857;vec3 ns=n_*D.wyz-D.xzx;vec4 j=p-49.0*floor(p*ns.z*ns.z);vec4 x_=floor(j*ns.z);vec4 y_=floor(j-7.0*x_);vec4 x=x_*ns.x+ns.yyyy;vec4 y=y_*ns.x+ns.yyyy;vec4 h=1.0-abs(x)-abs(y);vec4 b0=vec4(x.xy,y.xy);vec4 b1=vec4(x.zw,y.zw);vec4 s0=floor(b0)*2.0+1.0;vec4 s1=floor(b1)*2.0+1.0;vec4 sh=-step(h,vec4(0.0));vec4 a0=b0.xzyw+s0.xzyw*sh.xxyy;vec4 a1=b1.xzyw+s1.xzyw*sh.zzww;vec3 p0=vec3(a0.xy,h.x);vec3 p1=vec3(a0.zw,h.y);vec3 p2=vec3(a1.xy,h.z);vec3 p3=vec3(a1.zw,h.w);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;vec4 m=max(0.6-vec4(dot(x0,x0),dot(x1,x1),dot(x2,x2),dot(x3,x3)),0.0);m=m*m;return 42.0*dot(m*m,vec4(dot(p0,x0),dot(p1,x1),dot(p2,x2),dot(p3,x3)));}\n ${e.vertexShader}\n `,e.vertexShader=e.vertexShader.replace("#include <begin_vertex>","\n float updateTime = time / 50.0;\n float noise = snoise(vec3(position / 2.0 + updateTime * 5.0));\n vec3 transformed = vec3(position * (noise * pow(distort, 2.0) + radius));\n ")}get time(){return this._time.value}set time(e){this._time.value=e}get distort(){return this._distort.value}set distort(e){this._distort.value=e}get radius(){return this._radius.value}set radius(e){this._radius.value=e}}exports.MeshDistortMaterial=t;
import { IUniform, MeshPhysicalMaterial, MeshPhysicalMaterialParameters } from 'three';
export interface MeshDistortMaterialParameters {
time?: number;
distort?: number;
radius?: number;
}
export declare class MeshDistortMaterial extends MeshPhysicalMaterial {

@@ -6,3 +11,3 @@ _time: IUniform<number>;

_radius: IUniform<number>;
constructor(parameters?: MeshPhysicalMaterialParameters);
constructor({ time, distort, radius, ...parameters }?: MeshDistortMaterialParameters & MeshPhysicalMaterialParameters);
onBeforeCompile(shader: {

@@ -9,0 +14,0 @@ vertexShader: string;

@@ -5,13 +5,18 @@ import { MeshPhysicalMaterial } from 'three';

class MeshDistortMaterial extends MeshPhysicalMaterial {
constructor(parameters = {}) {
constructor({
time = 0,
distort = 0.4,
radius = 1,
...parameters
} = {}) {
super(parameters);
this.setValues(parameters);
this._time = {
value: 0
value: time
};
this._distort = {
value: 0.4
value: distort
};
this._radius = {
value: 1
value: radius
};

@@ -18,0 +23,0 @@ }

{
"name": "@pmndrs/vanilla",
"version": "1.17.0",
"version": "1.18.0",
"private": false,

@@ -5,0 +5,0 @@ "publishConfig": {

@@ -46,2 +46,3 @@ ![logo](logo.jpg)

<li><a href="#meshdistortmaterial">MeshDistortMaterial</a></li>
<li><a href="#meshwobblematerial">MeshWobbleMaterial</a></li>
<li><a href="#meshtransmissionmaterial">MeshTransmissionMaterial</a></li>

@@ -189,3 +190,3 @@ <li><a href="#spotlight">SpotLight</a></li>

[![storybook](https://img.shields.io/badge/-storybook-%23ff69b4)](https://pmndrs.github.io/drei-vanilla/?path=/story/shaders-meshtransmissionmaterial--mdm-story)
[![storybook](https://img.shields.io/badge/-storybook-%23ff69b4)](https://pmndrs.github.io/drei-vanilla/?path=/story/shaders-meshdistortmaterial--mdm-story)

@@ -198,2 +199,8 @@ <p>

#### MeshWobbleMaterial
[![storybook](https://img.shields.io/badge/-storybook-%23ff69b4)](https://pmndrs.github.io/drei-vanilla/?path=/story/shaders-meshwobblematerial--mwm-story)
This material makes your geometry wobble and wave around. It was taken from the [threejs-examples](https://threejs.org/examples/#webgl_materials_modified) and adapted into a self-contained material.
#### MeshTransmissionMaterial

@@ -200,0 +207,0 @@

Sorry, the diff of this file is too big to display

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