import{h as e,toRef as t,watch as i,inject as r}from"https://unpkg.com/vue@3.0.5/dist/vue.esm-browser.prod.js";import{Vector2 as n,Vector3 as s,Plane as a,Raycaster as o,WebGLRenderer as h,OrthographicCamera as u,PerspectiveCamera as m,Group as d,Scene as c,Color as l,BoxBufferGeometry as f,CircleBufferGeometry as p,ConeBufferGeometry as v,CylinderBufferGeometry as y,DodecahedronBufferGeometry as g,IcosahedronBufferGeometry as x,LatheBufferGeometry as b,OctahedronBufferGeometry as S,PolyhedronBufferGeometry as w,RingBufferGeometry as N,SphereBufferGeometry as C,TetrahedronBufferGeometry as z,TorusBufferGeometry as _,TorusKnotBufferGeometry as M,Curve as P,TubeBufferGeometry as T,AmbientLight as G,DirectionalLight as I,PointLight as R,SpotLight as j,FrontSide as L,MeshBasicMaterial as k,MeshLambertMaterial as B,TextureLoader as E,MeshMatcapMaterial as A,MeshPhongMaterial as D,MeshStandardMaterial as O,MeshPhysicalMaterial as U,ShaderChunk as F,UniformsUtils as $,ShaderLib as 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y(this.radiusTop,this.radiusBottom,this.height,this.radialSegments,this.heightSegments,this.openEnded,this.thetaStart,this.thetaLength)}}},et={extends:Xe,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},methods:{createGeometry:function(){this.geometry=new g(this.radius,this.detail)}}},tt={extends:Xe,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},methods:{createGeometry:function(){this.geometry=new x(this.radius,this.detail)}}},it={extends:Xe,props:{points:Array,segments:{type:Number,default:12},phiStart:{type:Number,default:0},phiLength:{type:Number,default:2*Math.PI}},methods:{createGeometry:function(){this.geometry=new b(this.points,this.segments,this.phiStart,this.phiLength)}}},rt={extends:Xe,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},methods:{createGeometry:function(){this.geometry=new 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xe(fi),this.passes.push(this.pass1);var t=this.uniforms=this.pass.uniforms,r=this.uniforms1=this.pass1.uniforms;r.blurRadius=t.blurRadius,r.gradientRadius=t.gradientRadius,r.start=t.start,r.end=t.end,r.texSize=t.texSize,pi(this,"blurRadius",t.blurRadius),pi(this,"gradientRadius",t.gradientRadius),this.updateFocusLine(),["start","end"].forEach((function(t){i((function(){return e[t]}),e.updateFocusLine)})),this.pass.setSize=function(e,i){t.texSize.value.set(e,i)}},methods:{updateFocusLine:function(){this.uniforms.start.value.copy(this.start),this.uniforms.end.value.copy(this.end);var e=(new 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scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n "},xi={extends:ai,props:{center:{type:Object,default:{x:.5,y:.5}},strength:{type:Number,default:.5}},mounted:function(){this.pass=new xe(gi),this.passes.push(this.pass);var e=this.uniforms=this.pass.uniforms;We(this,"center",e.center.value),pi(this,"strength",e.strength)},__hmrId:"ZoomBlurPass"},bi="\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n",Si={extends:ei,props:{widthSegments:{type:Number,default:20},heightSegments:{type:Number,default:20},timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:1},zCoef:{type:Number,default:5},dispCoef:{type:Number,default:.05}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.zCoef};i((function(){return e.zCoef}),(function(e){r.value=e}));var n={value:e.dispCoef};return i((function(){return e.dispCoef}),(function(e){n.value=e})),{uTime:{value:0},uNoiseCoef:t,uZCoef:r,uDispCoef:n}},mounted:function(){this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{createGeometry:function(){this.geometry=new Y(1,1,this.widthSegments,this.heightSegments)},createMaterial:function(){var e=this;this.material=new k({side:ne,map:this.loadTexture()}),this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uZCoef=e.uZCoef,t.uniforms.uDispCoef=e.uDispCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n "+bi+"\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include "," \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n "),t.fragmentShader="\n uniform float uDispCoef;\n varying float vNoise;\n "+t.fragmentShader,t.fragmentShader=t.fragmentShader.replace("#include ","\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n "),e.materialShader=t}},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisyImage"},wi={extends:$t,props:{timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:5},deltaCoef:{type:Number,default:1/512},displacementScale:{type:Number,default:5}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:new n(e.deltaCoef,e.deltaCoef)};return i((function(){return e.deltaCoef}),(function(e){r.value.set(e,e)})),{uTime:{value:0},uNoiseCoef:t,uDelta:r}},mounted:function(){var e=this;this.init(),i((function(){return e.displacementScale}),(function(t){e.material.displacementScale=t})),this.startTime=Date.now(),this.three.onBeforeRender(this.update)},unmounted:function(){this.three.offBeforeRender(this.update),this.fsQuad.dispose(),this.dispRT.dispose(),this.dispMat.dispose(),this.normRT.dispose(),this.normMat.dispose()},methods:{init:function(){this.fsQuad=new Ce.FullScreenQuad,this.dispRT=new he(512,512,{depthBuffer:!1,stencilBuffer:!1}),this.dispMat=new Z({uniforms:{uTime:this.uTime,uNoiseCoef:this.uNoiseCoef},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n \n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n "}),this.normRT=new he(512,512,{depthBuffer:!1,stencilBuffer:!1}),this.normMat=new Z({uniforms:{dispMap:{value:this.dispRT.texture},delta:this.uDelta},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n "}),this.material.displacementMap=this.dispRT.texture,this.material.displacementScale=this.displacementScale,this.material.normalMap=this.normRT.texture,this.material.normalMapType=ue},update:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef,this.renderDisp()},renderDisp:function(){this.renderMat(this.dispMat,this.dispRT),this.renderMat(this.normMat,this.normRT)},renderMat:function(e,t){var i=this.three.renderer;this.fsQuad.material=e;var r=i.getRenderTarget();i.setRenderTarget(t),this.fsQuad.render(i),i.setRenderTarget(r)}},__hmrId:"NoisyPlane"},Ni={extends:Ht,props:{radius:{type:Number,default:20},widthSegments:{type:Number,default:128},heightSegments:{type:Number,default:128},timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:.05},dispCoef:{type:Number,default:5}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.dispCoef};return i((function(){return e.dispCoef}),(function(e){r.value=e})),{uTime:{value:0},uNoiseCoef:t,uDispCoef:r}},mounted:function(){this.updateMaterial(),this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{updateMaterial:function(){var e=this;this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uDispCoef=e.uDispCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n \n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nfloat mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nfloat permute(float x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\nfloat taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nvec4 grad4(float j, vec4 ip)\n{\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\n return p;\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat snoise(vec4 v)\n{\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor(v + dot(v, vec4(F4)) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289(i);\n float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include ","\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n "),e.materialShader=t},this.material.needsupdate=!0},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisySphere"},Ci={extends:Xt,props:{timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:.015},zCoef:{type:Number,default:10}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.zCoef};return i((function(){return e.zCoef}),(function(e){r.value=e})),{uTime:{value:0},uNoiseCoef:t,uZCoef:r}},mounted:function(){this.updateMaterial(),this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{updateMaterial:function(){var e=this;this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uZCoef=e.uZCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n "+bi+"\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include "," \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n "),e.materialShader=t},this.material.needsupdate=!0},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisyText"},zi=function(e){var t=this;Object.entries(e).forEach((function(e){var i=e[0],r=e[1];t[i]=r})),this.o3d=new me,this.uProgress={value:0},this.uvScale=new n,this.initMaterial(),this.initPlane()};zi.prototype.initMaterial=function(){var e=this;this.material=new k({side:ne,transparent:!0,map:this.texture,onBeforeCompile:function(t){t.uniforms.progress=e.uProgress,t.uniforms.uvScale={value:e.uvScale},t.vertexShader="\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include ","\n #include \n vUv = vUv * uvScale + uvOffset;\n "),t.vertexShader=t.vertexShader.replace("#include ","\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n ")}})},zi.prototype.initPlane=function(){var e=this.screen,t=e.width,i=e.wWidth,r=e.wHeight;this.wSize=this.size*i/t,this.nx=Math.ceil(i/this.wSize)+1,this.ny=Math.ceil(r/this.wSize)+1,this.icount=this.nx*this.ny,this.initGeometry(),this.initUV(),this.initAnimAttributes(),this.imesh&&this.o3d.remove(this.imesh),this.imesh=new se(this.bGeometry,this.material,this.icount),this.o3d.add(this.imesh);for(var n=new me,s=0,a=-(i-(i-this.nx*this.wSize))/2+this.dx,o=0;ot?this.uvScale.set(1/this.nx,t/e/this.ny):this.uvScale.set(e/t/this.nx,1/this.ny);for(var i=this.uvScale.x*this.nx,r=this.uvScale.y*this.ny,s=new n,a=new Float32Array(2*this.icount),o=0;o0?this.setTargetProgress(this.targetProgress+.05):this.setTargetProgress(this.targetProgress-.05)},onClick:function(e){e.clientY0&&r