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screen-space-reflections

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screen-space-reflections - npm Package Compare versions

Comparing version 2.0.8 to 2.0.9

22

dist/index.js
import { Pass, RenderPass, DepthPass, Effect, Selection } from 'postprocessing';
import { Vector2, WebGLRenderTarget, LinearFilter, HalfFloatType, ShaderMaterial, Uniform, FramebufferTexture, RGBAFormat, Matrix3, TangentSpaceNormalMap, GLSL3, Matrix4, ShaderChunk, NearestFilter, UniformsUtils, FrontSide, VideoTexture, WebGLMultipleRenderTargets, Vector3, Quaternion } from 'three';
import { Vector2, WebGLRenderTarget, LinearFilter, HalfFloatType, ShaderMaterial, Uniform, FramebufferTexture, RGBAFormat, Matrix3, TangentSpaceNormalMap, GLSL3, Matrix4, ShaderChunk, UniformsUtils, FrontSide, VideoTexture, WebGLMultipleRenderTargets, Vector3, Quaternion } from 'three';

@@ -446,4 +446,4 @@ function _extends() {

this.renderTarget = new WebGLRenderTarget(typeof window !== "undefined" ? window.innerWidth : 2000, typeof window !== "undefined" ? window.innerHeight : 1000, {
minFilter: NearestFilter,
magFilter: NearestFilter,
minFilter: LinearFilter,
magFilter: LinearFilter,
type: HalfFloatType

@@ -589,4 +589,4 @@ });

this.gBuffersRenderTarget = new WebGLMultipleRenderTargets(width, height, 2, {
minFilter: NearestFilter,
magFilter: NearestFilter
minFilter: LinearFilter,
magFilter: LinearFilter
});

@@ -598,6 +598,6 @@ this.normalTexture = this.gBuffersRenderTarget.texture[0];

_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass] = new DepthPass(this._scene, this._camera);
_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].renderTarget.minFilter = NearestFilter;
_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].renderTarget.magFilter = NearestFilter;
_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].renderTarget.texture.minFilter = NearestFilter;
_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].renderTarget.texture.magFilter = NearestFilter;
_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].renderTarget.minFilter = LinearFilter;
_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].renderTarget.magFilter = LinearFilter;
_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].renderTarget.texture.minFilter = LinearFilter;
_classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].renderTarget.texture.magFilter = LinearFilter;

@@ -608,4 +608,4 @@ _classPrivateFieldLooseBase(this, _webgl1DepthPass)[_webgl1DepthPass].setSize(typeof window !== "undefined" ? window.innerWidth : 2000, typeof window !== "undefined" ? window.innerHeight : 1000); // render normals (in the rgb channel) and roughness (in the alpha channel) in gBuffersRenderTarget

this.gBuffersRenderTarget = new WebGLRenderTarget(width, height, {
minFilter: NearestFilter,
magFilter: NearestFilter
minFilter: LinearFilter,
magFilter: LinearFilter
});

@@ -612,0 +612,0 @@ this.normalTexture = this.gBuffersRenderTarget.texture;

@@ -68,3 +68,3 @@ {

},
"version": "2.0.8",
"version": "2.0.9",
"lint-staged": {

@@ -71,0 +71,0 @@ "*.{js,css,md}": "prettier --write"

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