Error:
const version = '1.64.4';
const revision = '7fc5c5c22';
const config = {};
const common = {};
const apps = {};
const data = {};
const _typeLookup = function () {
const result = {};
const names = ['Array', 'Object', 'Function', 'Date', 'RegExp', 'Float32Array'];
for (let i = 0; i < names.length; i++) result['[object ' + names[i] + ']'] = names[i].toLowerCase();
return result;
}();
function type(obj) {
if (obj === null) {
return 'null';
}
const type = typeof obj;
if (type === 'undefined' || type === 'number' || type === 'string' || type === 'boolean') {
return type;
}
return _typeLookup[Object.prototype.toString.call(obj)];
}
function extend(target, ex) {
for (const prop in ex) {
const copy = ex[prop];
if (type(copy) === 'object') {
target[prop] = extend({}, copy);
} else if (type(copy) === 'array') {
target[prop] = extend([], copy);
} else {
target[prop] = copy; --> Error (!!!)
}
}
return target;
}
export { apps, common, config, data, extend, revision, type, version };
Fxaa.js
//--------------- POST EFFECT DEFINITION------------------------//
pc.extend(pc, function () {
/**
* @name pc.FxaaEffect
* @class Implements the FXAA post effect by NVIDIA
* @constructor Creates new instance of the post effect.
* @extends pc.PostEffect
* @param {pc.GraphicsDevice} graphicsDevice The graphics device of the application
*/
var FxaaEffect = function (graphicsDevice) {
// Shaders
var attributes = {
aPosition: pc.SEMANTIC_POSITION
};
var passThroughVert = [
"attribute vec2 aPosition;",
"",
"void main(void)",
"{",
" gl_Position = vec4(aPosition, 0.0, 1.0);",
"}"
].join("\n");
var fxaaFrag = [
"precision " + graphicsDevice.precision + " float;",
"",
"uniform sampler2D uColorBuffer;",
"uniform vec2 uResolution;",
"",
"#define FXAA_REDUCE_MIN (1.0/128.0)",
"#define FXAA_REDUCE_MUL (1.0/8.0)",
"#define FXAA_SPAN_MAX 8.0",
"",
"void main()",
"{",
" vec3 rgbNW = texture2D( uColorBuffer, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * uResolution ).xyz;",
" vec3 rgbNE = texture2D( uColorBuffer, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * uResolution ).xyz;",
" vec3 rgbSW = texture2D( uColorBuffer, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * uResolution ).xyz;",
" vec3 rgbSE = texture2D( uColorBuffer, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * uResolution ).xyz;",
" vec4 rgbaM = texture2D( uColorBuffer, gl_FragCoord.xy * uResolution );",
" vec3 rgbM = rgbaM.xyz;",
" float opacity = rgbaM.w;",
"",
" vec3 luma = vec3( 0.299, 0.587, 0.114 );",
"",
" float lumaNW = dot( rgbNW, luma );",
" float lumaNE = dot( rgbNE, luma );",
" float lumaSW = dot( rgbSW, luma );",
" float lumaSE = dot( rgbSE, luma );",
" float lumaM = dot( rgbM, luma );",
" float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
" float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
"",
" vec2 dir;",
" dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
" dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
"",
" float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
"",
" float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
" dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * uResolution;",
"",
" vec3 rgbA = 0.5 * (",
" texture2D( uColorBuffer, gl_FragCoord.xy * uResolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
" texture2D( uColorBuffer, gl_FragCoord.xy * uResolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
"",
" vec3 rgbB = rgbA * 0.5 + 0.25 * (",
" texture2D( uColorBuffer, gl_FragCoord.xy * uResolution + dir * -0.5 ).xyz +",
" texture2D( uColorBuffer, gl_FragCoord.xy * uResolution + dir * 0.5 ).xyz );",
"",
" float lumaB = dot( rgbB, luma );",
"",
" if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) )",
" {",
" gl_FragColor = vec4( rgbA, opacity );",
" }",
" else",
" {",
" gl_FragColor = vec4( rgbB, opacity );",
" }",
"}"
].join("\n");
this.fxaaShader = new pc.Shader(graphicsDevice, {
attributes: attributes,
vshader: passThroughVert,
fshader: fxaaFrag
});
// Uniforms
this.resolution = new Float32Array(2);
};
FxaaEffect = pc.inherits(FxaaEffect, pc.PostEffect);
FxaaEffect.prototype = pc.extend(FxaaEffect.prototype, {
render: function (inputTarget, outputTarget, rect) {
var device = this.device;
var scope = device.scope;
this.resolution[0] = 1 / inputTarget.width;
this.resolution[1] = 1 / inputTarget.height;
scope.resolve("uResolution").setValue(this.resolution);
scope.resolve("uColorBuffer").setValue(inputTarget.colorBuffer);
pc.drawFullscreenQuad(device, outputTarget, this.vertexBuffer, this.fxaaShader, rect);
}
});
return {
FxaaEffect: FxaaEffect
};
}());
…
var Fxaa = pc.createScript('fxaa');
// initialize code called once per entity
Fxaa.prototype.initialize = function() {
this.effect = new pc.FxaaEffect(this.app.graphicsDevice);
var queue = this.entity.camera.postEffects;
queue.addEffect(this.effect);
this.on('state', function (enabled) {
if (enabled) {
queue.addEffect(this.effect);
} else {
queue.removeEffect(this.effect);
}
});
this.on('destroy', function () {
queue.removeEffect(this.effect);
});
};