"use strict";
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => {
  __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
  return value;
};
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const THREE = require("three");
const constants = require("../_polyfill/constants.cjs");
const Refractor = /* @__PURE__ */ (() => {
  const _Refractor = class extends THREE.Mesh {
    constructor(geometry, options = {}) {
      super(geometry);
      this.isRefractor = true;
      this.type = "Refractor";
      this.camera = new THREE.PerspectiveCamera();
      const scope = this;
      const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(8355711);
      const textureWidth = options.textureWidth || 512;
      const textureHeight = options.textureHeight || 512;
      const clipBias = options.clipBias || 0;
      const shader = options.shader || _Refractor.RefractorShader;
      const multisample = options.multisample !== void 0 ? options.multisample : 4;
      const virtualCamera = this.camera;
      virtualCamera.matrixAutoUpdate = false;
      virtualCamera.userData.refractor = true;
      const refractorPlane = new THREE.Plane();
      const textureMatrix = new THREE.Matrix4();
      const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, {
        samples: multisample,
        type: THREE.HalfFloatType
      });
      this.material = new THREE.ShaderMaterial({
        uniforms: THREE.UniformsUtils.clone(shader.uniforms),
        vertexShader: shader.vertexShader,
        fragmentShader: shader.fragmentShader,
        transparent: true
        // ensures, refractors are drawn from farthest to closest
      });
      this.material.uniforms["color"].value = color;
      this.material.uniforms["tDiffuse"].value = renderTarget.texture;
      this.material.uniforms["textureMatrix"].value = textureMatrix;
      const visible = function() {
        const refractorWorldPosition = new THREE.Vector3();
        const cameraWorldPosition = new THREE.Vector3();
        const rotationMatrix = new THREE.Matrix4();
        const view = new THREE.Vector3();
        const normal = new THREE.Vector3();
        return function visible2(camera) {
          refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
          cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
          view.subVectors(refractorWorldPosition, cameraWorldPosition);
          rotationMatrix.extractRotation(scope.matrixWorld);
          normal.set(0, 0, 1);
          normal.applyMatrix4(rotationMatrix);
          return view.dot(normal) < 0;
        };
      }();
      const updateRefractorPlane = function() {
        const normal = new THREE.Vector3();
        const position = new THREE.Vector3();
        const quaternion = new THREE.Quaternion();
        const scale = new THREE.Vector3();
        return function updateRefractorPlane2() {
          scope.matrixWorld.decompose(position, quaternion, scale);
          normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();
          normal.negate();
          refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
        };
      }();
      const updateVirtualCamera = function() {
        const clipPlane = new THREE.Plane();
        const clipVector = new THREE.Vector4();
        const q = new THREE.Vector4();
        return function updateVirtualCamera2(camera) {
          virtualCamera.matrixWorld.copy(camera.matrixWorld);
          virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
          virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
          virtualCamera.far = camera.far;
          clipPlane.copy(refractorPlane);
          clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
          clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);
          const projectionMatrix = virtualCamera.projectionMatrix;
          q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
          q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
          q.z = -1;
          q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
          clipVector.multiplyScalar(2 / clipVector.dot(q));
          projectionMatrix.elements[2] = clipVector.x;
          projectionMatrix.elements[6] = clipVector.y;
          projectionMatrix.elements[10] = clipVector.z + 1 - clipBias;
          projectionMatrix.elements[14] = clipVector.w;
        };
      }();
      function updateTextureMatrix(camera) {
        textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
        textureMatrix.multiply(camera.projectionMatrix);
        textureMatrix.multiply(camera.matrixWorldInverse);
        textureMatrix.multiply(scope.matrixWorld);
      }
      function render(renderer, scene, camera) {
        scope.visible = false;
        const currentRenderTarget = renderer.getRenderTarget();
        const currentXrEnabled = renderer.xr.enabled;
        const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
        const currentToneMapping = renderer.toneMapping;
        let isSRGB = false;
        if ("outputColorSpace" in renderer)
          isSRGB = renderer.outputColorSpace === "srgb";
        else
          isSRGB = renderer.outputEncoding === 3001;
        renderer.xr.enabled = false;
        renderer.shadowMap.autoUpdate = false;
        if ("outputColorSpace" in renderer)
          renderer.outputColorSpace = "srgb-linear";
        else
          renderer.outputEncoding = 3e3;
        renderer.toneMapping = THREE.NoToneMapping;
        renderer.setRenderTarget(renderTarget);
        if (renderer.autoClear === false)
          renderer.clear();
        renderer.render(scene, virtualCamera);
        renderer.xr.enabled = currentXrEnabled;
        renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
        renderer.toneMapping = currentToneMapping;
        renderer.setRenderTarget(currentRenderTarget);
        if ("outputColorSpace" in renderer)
          renderer.outputColorSpace = isSRGB ? "srgb" : "srgb-linear";
        else
          renderer.outputEncoding = isSRGB ? 3001 : 3e3;
        const viewport = camera.viewport;
        if (viewport !== void 0) {
          renderer.state.viewport(viewport);
        }
        scope.visible = true;
      }
      this.onBeforeRender = function(renderer, scene, camera) {
        if (camera.userData.refractor === true)
          return;
        if (!visible(camera) === true)
          return;
        updateRefractorPlane();
        updateTextureMatrix(camera);
        updateVirtualCamera(camera);
        render(renderer, scene, camera);
      };
      this.getRenderTarget = function() {
        return renderTarget;
      };
      this.dispose = function() {
        renderTarget.dispose();
        scope.material.dispose();
      };
    }
  };
  let Refractor2 = _Refractor;
  __publicField(Refractor2, "RefractorShader", {
    uniforms: {
      color: {
        value: null
      },
      tDiffuse: {
        value: null
      },
      textureMatrix: {
        value: null
      }
    },
    vertexShader: (
      /* glsl */
      `

		uniform mat4 textureMatrix;

		varying vec4 vUv;

		void main() {

			vUv = textureMatrix * vec4( position, 1.0 );
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`
    ),
    fragmentShader: (
      /* glsl */
      `

		uniform vec3 color;
		uniform sampler2D tDiffuse;

		varying vec4 vUv;

		float blendOverlay( float base, float blend ) {

			return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );

		}

		vec3 blendOverlay( vec3 base, vec3 blend ) {

			return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );

		}

		void main() {

			vec4 base = texture2DProj( tDiffuse, vUv );
			gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );

			#include <tonemapping_fragment>
			#include <${constants.version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>

		}`
    )
  });
  return Refractor2;
})();
exports.Refractor = Refractor;
//# sourceMappingURL=Refractor.cjs.map