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@pmndrs/vanilla - npm Package Compare versions

Comparing version 1.20.1 to 1.20.2

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"),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;
"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"),require("../helpers/constants.cjs.js"),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;

@@ -11,1 +11,2 @@ export { MeshDiscardMaterial } from './MeshDiscardMaterial.js';

import 'three';
import '../helpers/constants.js';

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

"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var n=require("three");const o=require("../core/shaderMaterial.cjs.js").shaderMaterial({depth:null,opacity:1,attenuation:2.5,anglePower:12,spotPosition:new n.Vector3(0,0,0),lightColor:new n.Color("white"),cameraNear:0,cameraFar:1,resolution:new n.Vector2(0,0),transparent:!0,depthWrite:!1},"\n varying vec3 vNormal;\n varying vec3 vWorldPosition;\n varying float vViewZ;\n varying float vIntensity;\n uniform vec3 spotPosition;\n uniform float attenuation;\n\n void main() {\n // compute intensity\n vNormal = normalize( normalMatrix * normal );\n vec4 worldPosition\t= modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n vec4 viewPosition = viewMatrix * worldPosition;\n vViewZ = viewPosition.z;\n float intensity\t= distance(worldPosition.xyz, spotPosition) / attenuation;\n intensity\t= 1.0 - clamp(intensity, 0.0, 1.0);\n vIntensity = intensity;\n // set gl_Position\n gl_Position\t= projectionMatrix * viewPosition;\n\n }",`\n #include <packing>\n\n varying vec3 vNormal;\n varying vec3 vWorldPosition;\n uniform vec3 lightColor;\n uniform vec3 spotPosition;\n uniform float attenuation;\n uniform float anglePower;\n uniform sampler2D depth;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n varying float vViewZ;\n varying float vIntensity;\n uniform float opacity;\n\n float readDepth( sampler2D depthSampler, vec2 coord ) {\n float fragCoordZ = texture2D( depthSampler, coord ).x;\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n return viewZ;\n }\n\n void main() {\n float d = 1.0;\n bool isSoft = resolution[0] > 0.0 && resolution[1] > 0.0;\n if (isSoft) {\n vec2 sUv = gl_FragCoord.xy / resolution;\n d = readDepth(depth, sUv);\n }\n float intensity = vIntensity;\n vec3 normal\t= vec3(vNormal.x, vNormal.y, abs(vNormal.z));\n float angleIntensity\t= pow( dot(normal, vec3(0.0, 0.0, 1.0)), anglePower );\n intensity\t*= angleIntensity;\n // fades when z is close to sampled depth, meaning the cone is intersecting existing geometry\n if (isSoft) {\n intensity\t*= smoothstep(0., 1., vViewZ - d);\n }\n gl_FragColor = vec4(lightColor, intensity * opacity);\n\n #include <tonemapping_fragment>\n #include <${parseInt(n.REVISION.replace(/\D+/g,""))>=154?"colorspace_fragment":"encodings_fragment"}>\n }`);exports.SpotLightMaterial=o;
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var n=require("three"),e=require("../core/shaderMaterial.cjs.js"),o=require("../helpers/constants.cjs.js");const t=e.shaderMaterial({depth:null,opacity:1,attenuation:2.5,anglePower:12,spotPosition:new n.Vector3(0,0,0),lightColor:new n.Color("white"),cameraNear:0,cameraFar:1,resolution:new n.Vector2(0,0),transparent:!0,depthWrite:!1},"\n varying vec3 vNormal;\n varying float vViewZ;\n varying float vIntensity;\n uniform vec3 spotPosition;\n uniform float attenuation;\n\n #include <common>\n #include <logdepthbuf_pars_vertex>\n\n void main() {\n // compute intensity\n vNormal = normalize(normalMatrix * normal);\n vec4 worldPosition = modelMatrix * vec4(position, 1);\n vec4 viewPosition = viewMatrix * worldPosition;\n vViewZ = viewPosition.z;\n\n vIntensity = 1.0 - saturate(distance(worldPosition.xyz, spotPosition) / attenuation);\n\n gl_Position = projectionMatrix * viewPosition;\n\n #include <logdepthbuf_vertex>\n }",`\n varying vec3 vNormal;\n varying float vViewZ;\n varying float vIntensity;\n\n uniform vec3 lightColor;\n uniform float anglePower;\n uniform sampler2D depth;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform float opacity;\n\n #include <packing>\n #include <logdepthbuf_pars_fragment>\n\n float readDepth(sampler2D depthSampler, vec2 uv) {\n float fragCoordZ = texture(depthSampler, uv).r;\n\n // https://github.com/mrdoob/three.js/issues/23072\n #ifdef USE_LOGDEPTHBUF\n float viewZ = 1.0 - exp2(fragCoordZ * log(cameraFar + 1.0) / log(2.0));\n #else\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n #endif\n\n return viewZ;\n }\n\n void main() {\n #include <logdepthbuf_fragment>\n\n vec3 normal = vec3(vNormal.x, vNormal.y, abs(vNormal.z));\n float angleIntensity = pow(dot(normal, vec3(0, 0, 1)), anglePower);\n float intensity = vIntensity * angleIntensity;\n\n // fades when z is close to sampled depth, meaning the cone is intersecting existing geometry\n bool isSoft = resolution[0] > 0.0 && resolution[1] > 0.0;\n if (isSoft) {\n vec2 uv = gl_FragCoord.xy / resolution;\n intensity *= smoothstep(0.0, 1.0, vViewZ - readDepth(depth, uv));\n }\n\n gl_FragColor = vec4(lightColor, intensity * opacity);\n\n #include <tonemapping_fragment>\n #include <${o.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }`);exports.SpotLightMaterial=t;

@@ -1,3 +0,4 @@

import { REVISION, Vector3, Color, Vector2 } from 'three';
import { Vector3, Color, Vector2 } from 'three';
import { shaderMaterial } from '../core/shaderMaterial.js';
import { version } from '../helpers/constants.js';

@@ -18,3 +19,2 @@ const SpotLightMaterial = shaderMaterial({

varying vec3 vNormal;
varying vec3 vWorldPosition;
varying float vViewZ;

@@ -25,23 +25,23 @@ varying float vIntensity;

#include <common>
#include <logdepthbuf_pars_vertex>
void main() {
// compute intensity
vNormal = normalize( normalMatrix * normal );
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
vWorldPosition = worldPosition.xyz;
vNormal = normalize(normalMatrix * normal);
vec4 worldPosition = modelMatrix * vec4(position, 1);
vec4 viewPosition = viewMatrix * worldPosition;
vViewZ = viewPosition.z;
float intensity = distance(worldPosition.xyz, spotPosition) / attenuation;
intensity = 1.0 - clamp(intensity, 0.0, 1.0);
vIntensity = intensity;
// set gl_Position
gl_Position = projectionMatrix * viewPosition;
vIntensity = 1.0 - saturate(distance(worldPosition.xyz, spotPosition) / attenuation);
gl_Position = projectionMatrix * viewPosition;
#include <logdepthbuf_vertex>
}`, /* glsl */`
#include <packing>
varying vec3 vNormal;
varying float vViewZ;
varying float vIntensity;
varying vec3 vNormal;
varying vec3 vWorldPosition;
uniform vec3 lightColor;
uniform vec3 spotPosition;
uniform float attenuation;
uniform float anglePower;

@@ -52,33 +52,40 @@ uniform sampler2D depth;

uniform float cameraFar;
varying float vViewZ;
varying float vIntensity;
uniform float opacity;
float readDepth( sampler2D depthSampler, vec2 coord ) {
float fragCoordZ = texture2D( depthSampler, coord ).x;
float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);
#include <packing>
#include <logdepthbuf_pars_fragment>
float readDepth(sampler2D depthSampler, vec2 uv) {
float fragCoordZ = texture(depthSampler, uv).r;
// https://github.com/mrdoob/three.js/issues/23072
#ifdef USE_LOGDEPTHBUF
float viewZ = 1.0 - exp2(fragCoordZ * log(cameraFar + 1.0) / log(2.0));
#else
float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);
#endif
return viewZ;
}
void main() {
float d = 1.0;
void main() {
#include <logdepthbuf_fragment>
vec3 normal = vec3(vNormal.x, vNormal.y, abs(vNormal.z));
float angleIntensity = pow(dot(normal, vec3(0, 0, 1)), anglePower);
float intensity = vIntensity * angleIntensity;
// fades when z is close to sampled depth, meaning the cone is intersecting existing geometry
bool isSoft = resolution[0] > 0.0 && resolution[1] > 0.0;
if (isSoft) {
vec2 sUv = gl_FragCoord.xy / resolution;
d = readDepth(depth, sUv);
vec2 uv = gl_FragCoord.xy / resolution;
intensity *= smoothstep(0.0, 1.0, vViewZ - readDepth(depth, uv));
}
float intensity = vIntensity;
vec3 normal = vec3(vNormal.x, vNormal.y, abs(vNormal.z));
float angleIntensity = pow( dot(normal, vec3(0.0, 0.0, 1.0)), anglePower );
intensity *= angleIntensity;
// fades when z is close to sampled depth, meaning the cone is intersecting existing geometry
if (isSoft) {
intensity *= smoothstep(0., 1., vViewZ - d);
}
gl_FragColor = vec4(lightColor, intensity * opacity);
#include <tonemapping_fragment>
#include <${parseInt(REVISION.replace(/\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
}`);
export { SpotLightMaterial };
{
"name": "@pmndrs/vanilla",
"version": "1.20.1",
"version": "1.20.2",
"private": false,

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

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

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