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lore-engine

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lore-engine - npm Package Compare versions

Comparing version 1.0.7 to 1.0.8

2

example/flybrain1.js

@@ -20,3 +20,3 @@ (function() {

pointHelper.setPointScale(1.0);
pointHelper.setFogDistance(600, 900);
pointHelper.setFog([0.05, 0.05, 0.05, 1.0], 6.0);
pointHelper.addFilter('hueRange', new Lore.Filters.InRangeFilter('color', 0, 0.22, 0.25));

@@ -23,0 +23,0 @@

@@ -19,3 +19,3 @@ (function() {

pointHelper.setPointScale(1.0);
pointHelper.setFogDistance(600, 900);
pointHelper.setFog([0.05, 0.05, 0.05, 1.0], 6.0);
pointHelper.addFilter('hueRange', new Lore.Filters.InRangeFilter('color', 0, 0.22, 0.25));

@@ -22,0 +22,0 @@

@@ -20,2 +20,3 @@ (function() {

pointHelper.setPointScale(1.0);
pointHelper.setFog([0.05, 0.05, 0.05, 1.0], 6.0);
pointHelper.addFilter('hueRange', new Lore.Filters.InRangeFilter('color', 0, 0.22, 0.25));

@@ -22,0 +23,0 @@

@@ -16,3 +16,4 @@ (function() {

pointHelper.setPointScale(5.0);
pointHelper.setFog([1.0, 1.0, 1.0, 1.0], 6.0);
lore.controls.setLookAt(pointHelper.getCenter());

@@ -19,0 +20,0 @@ lore.controls.setRadius(pointHelper.getMaxRadius());

{
"name": "lore-engine",
"version": "1.0.7",
"version": "1.0.8",
"description": "A WebGL based 3D data visualization engine.",

@@ -5,0 +5,0 @@ "main": "./dist/lore.js",

@@ -6,3 +6,3 @@ ![Lore](https://github.com/reymond-group/lore/blob/master/logo.png?raw=true)

# Lore
Current Version: 1.0.0 ([Starbreaker](https://www.youtube.com/watch?v=nr8pgN195Zw))
Current Version: 1.0.8 ([Godzilla](https://youtu.be/RTzb-sduiWc))

@@ -23,3 +23,5 @@ ### Teasers

See the examples folder for more details.
### Example
A basic [fiddle](https://jsfiddle.net/bmkxpg7g/2/)
**See the examples folder for more details.**

@@ -26,0 +28,0 @@

@@ -366,13 +366,17 @@ //@ts-check

/**
* Sets the fog start and end distances, as seen from the camera.
* Sets the fog colour and it's density, as seen from the camera.
*
* @param {Number} fogStart The start distance of the fog.
* @param {Number} fogEnd The end distance of the fog.
* @param {Array} color An array defining the rgba values of the fog colour.
* @param {Number} fogDensity The density of the fog.
* @returns {PointHelper} Itself.
*/
setFogDistance(fogStart, fogEnd) {
console.warn('This function is deprecated.');
// this.geometry.shader.uniforms.fogStart.value = fogStart;
// this.geometry.shader.uniforms.fogEnd.value = fogEnd;
setFog(color, fogDensity = 6.0) {
if (!this.geometry.shader.uniforms.clearColor || !this.geometry.shader.uniforms.fogDensity) {
console.warn('Shader "' + this.geometry.shader.name + '" does not support fog.');
return this;
}
this.geometry.shader.uniforms.clearColor.value = color;
this.geometry.shader.uniforms.fogDensity.value = fogDensity;
return this;

@@ -379,0 +383,0 @@ }

@@ -6,3 +6,4 @@ const Shader = require('../Core/Shader')

cutoff: new Uniform('cutoff', 0.0, 'float'),
clearColor: new Uniform('clearColor', [0.0, 0.0, 0.0, 1.0], 'float_vec4') }, [
clearColor: new Uniform('clearColor', [0.0, 0.0, 0.0, 1.0], 'float_vec4'),
fogDensity: new Uniform('fogDensity', 6.0, 'float') }, [
'uniform float size;',

@@ -44,2 +45,3 @@ 'uniform float cutoff;',

'uniform vec4 clearColor;',
'uniform float fogDensity;',
'varying vec3 vColor;',

@@ -56,6 +58,6 @@ 'varying float vDiscard;',

'if (mag > 1.0) discard; // discard fragments outside circle',
'float fogIntensity = (gl_FragCoord.z / gl_FragCoord.w) * 2.0;',
'fogIntensity *= clearColor.w;',
'gl_FragColor = mix(vec4(vColor, 1.0), clearColor, fogIntensity);',
'float z = gl_FragCoord.z / gl_FragCoord.w;',
'float fog_factor = clamp(exp2(-fogDensity * fogDensity * z * z * 1.442695), 0.025, 1.0);',
'gl_FragColor = mix(clearColor, vec4(vColor, 1.0), fog_factor);',
'}'
]);

@@ -7,3 +7,4 @@ const Shader = require('../Core/Shader')

cutoff: new Uniform('cutoff', 0.0, 'float'),
clearColor: new Uniform('clearColor', [0.0, 0.0, 0.0, 1.0], 'float_vec4') }, [
clearColor: new Uniform('clearColor', [0.0, 0.0, 0.0, 1.0], 'float_vec4'),
fogDensity: new Uniform('fogDensity', 6.0, 'float') }, [
'uniform float size;',

@@ -48,2 +49,3 @@ 'uniform float cutoff;',

'uniform vec4 clearColor;',
'uniform float fogDensity;',
'varying vec3 vColor;',

@@ -53,7 +55,6 @@ 'varying float vDiscard;',

'if(vDiscard > 0.5) discard;',
'float fogIntensity = (gl_FragCoord.z / gl_FragCoord.w);',
'fogIntensity = fogIntensity + fogIntensity * 2.0;',
'fogIntensity *= clearColor.w;',
'gl_FragColor = mix(vec4(vColor, 1.0), clearColor, fogIntensity);',
'float z = gl_FragCoord.z / gl_FragCoord.w;',
'float fog_factor = clamp(exp2(-fogDensity * fogDensity * z * z * 1.442695), 0.025, 1.0);',
'gl_FragColor = mix(clearColor, vec4(vColor, 1.0), fog_factor);',
'}'
]);

@@ -7,3 +7,4 @@ const Shader = require('../Core/Shader')

time: new Uniform('time', 0.0, 'float'),
clearColor: new Uniform('clearColor', [0.0, 0.0, 0.0, 1.0], 'float_vec4') }, [
clearColor: new Uniform('clearColor', [0.0, 0.0, 0.0, 1.0], 'float_vec4'),
fogDensity: new Uniform('fogDensity', 6.0, 'float') }, [
'uniform float size;',

@@ -47,2 +48,3 @@ 'uniform float cutoff;',

'uniform vec4 clearColor;',
'uniform float fogDensity;',
'varying vec3 vColor;',

@@ -52,7 +54,6 @@ 'varying float vDiscard;',

'if(vDiscard > 0.5) discard;',
'float fogIntensity = (gl_FragCoord.z / gl_FragCoord.w);',
'fogIntensity = fogIntensity + fogIntensity * 2.0;',
'fogIntensity *= clearColor.w;',
'gl_FragColor = mix(vec4(vColor, 1.0), clearColor, fogIntensity);',
'float z = gl_FragCoord.z / gl_FragCoord.w;',
'float fog_factor = clamp(exp2(-fogDensity * fogDensity * z * z * 1.442695), 0.025, 1.0);',
'gl_FragColor = mix(clearColor, vec4(vColor, 1.0), fog_factor);',
'}'
]);

@@ -6,3 +6,4 @@ const Shader = require('../Core/Shader')

cutoff: new Uniform('cutoff', 0.0, 'float'),
clearColor: new Uniform('clearColor', [0.0, 0.0, 0.0, 1.0], 'float_vec4') }, [
clearColor: new Uniform('clearColor', [0.0, 0.0, 0.0, 1.0], 'float_vec4'),
fogDensity: new Uniform('fogDensity', 6.0, 'float') }, [
'uniform float size;',

@@ -44,2 +45,3 @@ 'uniform float cutoff;',

'uniform vec4 clearColor;',
'uniform float fogDensity;',
'varying vec3 vColor;',

@@ -59,8 +61,7 @@ 'varying float vDiscard;',

'float diffuse = max(0.25, dot(light_dir, N));',
'float fogIntensity = (gl_FragCoord.z / gl_FragCoord.w);',
'fogIntensity = fogIntensity + fogIntensity * 2.0;',
'fogIntensity *= clearColor.w;',
'float z = gl_FragCoord.z / gl_FragCoord.w;',
'float fog_factor = clamp(exp2(-fogDensity * fogDensity * z * z * 1.442695), 0.025, 1.0);',
'vec3 color = vColor * diffuse;',
'gl_FragColor = mix(vec4(color, 1.0), clearColor, fogIntensity);',
'gl_FragColor = mix(clearColor, vec4(color, 1.0), fog_factor);',
'}'
]);

@@ -6,3 +6,4 @@ const Shader = require('../Core/Shader')

cutoff: new Uniform('cutoff', 0.0, 'float'),
clearColor: new Uniform('clearColor', [1.0, 1.0, 1.0, 1.0], 'float_vec4') }, [
clearColor: new Uniform('clearColor', [1.0, 1.0, 1.0, 1.0], 'float_vec4'),
fogDensity: new Uniform('fogDensity', 6.0, 'float') }, [
'uniform float size;',

@@ -44,2 +45,3 @@ 'uniform float cutoff;',

'uniform vec4 clearColor;',
'uniform float fogDensity;',
'in vec3 vColor;',

@@ -58,8 +60,7 @@ 'in float vDiscard;',

'alpha = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);',
'float fogIntensity = (gl_FragCoord.z / gl_FragCoord.w);',
'fogIntensity = fogIntensity + fogIntensity * 2.0;',
'fogIntensity *= clearColor.w;',
'float z = gl_FragCoord.z / gl_FragCoord.w;',
'float fog_factor = clamp(exp2(-fogDensity * fogDensity * z * z * 1.442695), 0.025, 1.0);',,
'// fragColor = vec4(vec3(gl_FragDepth) * fog, 1.0);',
'fragColor = mix(vec4(vColor, 1.0), clearColor, fogIntensity) * alpha;',
'fragColor = mix(clearColor, vec4(vColor, 1.0), fog_factor);',
'}'
]);

@@ -6,3 +6,4 @@ const Shader = require('../Core/Shader')

cutoff: new Uniform('cutoff', 0.0, 'float'),
clearColor: new Uniform('clearColor', [1.0, 1.0, 1.0, 1.0], 'float_vec4') }, [
clearColor: new Uniform('clearColor', [1.0, 1.0, 1.0, 1.0], 'float_vec4'),
fogDensity: new Uniform('fogDensity', 6.0, 'float') }, [
'uniform float size;',

@@ -44,2 +45,3 @@ 'uniform float cutoff;',

'uniform vec4 clearColor;',
'uniform float fogDensity;',
'varying vec3 vColor;',

@@ -63,8 +65,7 @@ 'varying float vDiscard;',

'// specular += 0.1 * rand(gl_PointCoord);',
'float fogIntensity = (gl_FragCoord.z / gl_FragCoord.w);',
'fogIntensity = fogIntensity + fogIntensity * 2.0;',
'fogIntensity *= clearColor.w;',
'float z = gl_FragCoord.z / gl_FragCoord.w;',
'float fog_factor = clamp(exp2(-fogDensity * fogDensity * z * z * 1.442695), 0.025, 1.0);',
'vec3 color = vColor * diffuse + specular * 0.5;',
'gl_FragColor = mix(vec4(color, 1.0), clearColor, fogIntensity);',
'gl_FragColor = mix(clearColor, vec4(color, 1.0), fog_factor);',
'}'
]);

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