Huge News!Announcing our $40M Series B led by Abstract Ventures.Learn More
Socket
Sign inDemoInstall
Socket

three-globe

Package Overview
Dependencies
Maintainers
1
Versions
226
Alerts
File Explorer

Advanced tools

Socket logo

Install Socket

Detect and block malicious and high-risk dependencies

Install

three-globe - npm Package Compare versions

Comparing version 1.6.0 to 1.6.1

38

dist/three-globe.common.js

@@ -413,12 +413,33 @@ 'use strict';

const shaders = {
vertex: ['varying vec3 vNormal;', 'void main() {', 'vNormal = normalize( normalMatrix * normal );', 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
fragment: ['varying vec3 vNormal;', 'void main() {', 'float intensity = pow( 0.8 - dot( vNormal, vec3( 0, 0, 1.0 ) ), 12.0 );', 'gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * intensity;', '}'].join('\n')
uniforms: {
coeficient: {
value: 0.8
},
power: {
value: 12
}
},
vertexShader: `
varying vec3 vNormal;
void main() {
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float coeficient;
uniform float power;
varying vec3 vNormal;
void main() {
float intensity = pow(coeficient - dot(vNormal, vec3(0, 0, 1.0)), power);
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * intensity;
}
`
};
const material = new THREE$1.ShaderMaterial({
uniforms: {},
vertexShader: shaders.vertex,
fragmentShader: shaders.fragment,
const material = new THREE$1.ShaderMaterial({ ...shaders,
side: THREE$1.BackSide,
blending: THREE$1.AdditiveBlending,
transparent: true
transparent: true,
depthWrite: false
});

@@ -919,4 +940,3 @@ atmosphereObj = new THREE$1.Mesh(globeGeometry, material);

transparent: true,
blending: THREE$3.AdditiveBlending //depthTest: false,
blending: THREE$3.AdditiveBlending
});

@@ -923,0 +943,0 @@ threeDigest(state.arcsData, state.scene, {

@@ -409,12 +409,33 @@ import { Geometry, Line, LineBasicMaterial, ParticleSystem, ParticleSystemMaterial, Vector3, AdditiveBlending, BackSide, Color, Mesh, MeshPhongMaterial, Object3D, ShaderMaterial, SphereGeometry, TextureLoader, CylinderGeometry, CylinderBufferGeometry, FaceColors, Matrix4, MeshBasicMaterial, MeshLambertMaterial, BufferGeometry, CubicBezierCurve3, Float32BufferAttribute, QuadraticBezierCurve3, TubeBufferGeometry, Group } from 'three';

const shaders = {
vertex: ['varying vec3 vNormal;', 'void main() {', 'vNormal = normalize( normalMatrix * normal );', 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
fragment: ['varying vec3 vNormal;', 'void main() {', 'float intensity = pow( 0.8 - dot( vNormal, vec3( 0, 0, 1.0 ) ), 12.0 );', 'gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * intensity;', '}'].join('\n')
uniforms: {
coeficient: {
value: 0.8
},
power: {
value: 12
}
},
vertexShader: `
varying vec3 vNormal;
void main() {
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float coeficient;
uniform float power;
varying vec3 vNormal;
void main() {
float intensity = pow(coeficient - dot(vNormal, vec3(0, 0, 1.0)), power);
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * intensity;
}
`
};
const material = new THREE$1.ShaderMaterial({
uniforms: {},
vertexShader: shaders.vertex,
fragmentShader: shaders.fragment,
const material = new THREE$1.ShaderMaterial({ ...shaders,
side: THREE$1.BackSide,
blending: THREE$1.AdditiveBlending,
transparent: true
transparent: true,
depthWrite: false
});

@@ -915,4 +936,3 @@ atmosphereObj = new THREE$1.Mesh(globeGeometry, material);

transparent: true,
blending: THREE$3.AdditiveBlending //depthTest: false,
blending: THREE$3.AdditiveBlending
});

@@ -919,0 +939,0 @@ threeDigest(state.arcsData, state.scene, {

{
"name": "three-globe",
"version": "1.6.0",
"version": "1.6.1",
"description": "Globe data visualization as a ThreeJS reusable 3D object",

@@ -5,0 +5,0 @@ "unpkg": "dist/three-globe.min.js",

@@ -145,3 +145,2 @@ import {

blending: THREE.AdditiveBlending
//depthTest: false,
});

@@ -148,0 +147,0 @@

@@ -55,24 +55,30 @@ import {

const shaders = {
vertex: [
'varying vec3 vNormal;',
'void main() {',
'vNormal = normalize( normalMatrix * normal );',
'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join('\n'),
fragment: [
'varying vec3 vNormal;',
'void main() {',
'float intensity = pow( 0.8 - dot( vNormal, vec3( 0, 0, 1.0 ) ), 12.0 );',
'gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * intensity;',
'}'
].join('\n')
uniforms: {
coeficient: { value: 0.8 },
power: { value: 12 }
},
vertexShader: `
varying vec3 vNormal;
void main() {
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float coeficient;
uniform float power;
varying vec3 vNormal;
void main() {
float intensity = pow(coeficient - dot(vNormal, vec3(0, 0, 1.0)), power);
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * intensity;
}
`
};
const material = new THREE.ShaderMaterial({
uniforms: {},
vertexShader: shaders.vertex,
fragmentShader: shaders.fragment,
...shaders,
side: THREE.BackSide,
blending: THREE.AdditiveBlending,
transparent: true
transparent: true,
depthWrite: false
});

@@ -79,0 +85,0 @@

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

Sorry, the diff of this file is not supported yet

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

SocketSocket SOC 2 Logo

Product

  • Package Alerts
  • Integrations
  • Docs
  • Pricing
  • FAQ
  • Roadmap
  • Changelog

Packages

npm

Stay in touch

Get open source security insights delivered straight into your inbox.


  • Terms
  • Privacy
  • Security

Made with ⚡️ by Socket Inc