feat: initialize project with core dependencies and game entry point
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node_modules/three/examples/jsm/postprocessing/AfterimagePass.js
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185
node_modules/three/examples/jsm/postprocessing/AfterimagePass.js
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import {
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HalfFloatType,
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NearestFilter,
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NoBlending,
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ShaderMaterial,
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UniformsUtils,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { AfterimageShader } from '../shaders/AfterimageShader.js';
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/**
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* Pass for a basic after image effect.
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*
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* ```js
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* const afterimagePass = new AfterimagePass( 0.9 );
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* composer.addPass( afterimagePass );
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* ```
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*
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* @augments Pass
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* @three_import import { AfterimagePass } from 'three/addons/postprocessing/AfterimagePass.js';
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*/
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class AfterimagePass extends Pass {
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/**
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* Constructs a new after image pass.
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*
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* @param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
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*/
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constructor( damp = 0.96 ) {
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super();
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/**
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* The pass uniforms. Use this object if you want to update the
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* `damp` value at runtime.
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* ```js
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* pass.uniforms.damp.value = 0.9;
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* ```
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*
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* @type {Object}
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*/
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this.uniforms = UniformsUtils.clone( AfterimageShader.uniforms );
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this.damp = damp;
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/**
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* The composition material.
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*
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* @type {ShaderMaterial}
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*/
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this.compFsMaterial = new ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: AfterimageShader.vertexShader,
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fragmentShader: AfterimageShader.fragmentShader
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} );
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/**
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* The copy material.
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*
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* @type {ShaderMaterial}
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*/
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this.copyFsMaterial = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( CopyShader.uniforms ),
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vertexShader: CopyShader.vertexShader,
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fragmentShader: CopyShader.fragmentShader,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false
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} );
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// internals
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this._textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
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magFilter: NearestFilter,
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type: HalfFloatType
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} );
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this._textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
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magFilter: NearestFilter,
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type: HalfFloatType
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} );
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this._compFsQuad = new FullScreenQuad( this.compFsMaterial );
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this._copyFsQuad = new FullScreenQuad( this.copyFsMaterial );
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}
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/**
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* The damping intensity, from 0.0 to 1.0. A higher value means a stronger after image effect.
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*
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* @type {number}
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*/
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get damp() {
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return this.uniforms[ 'damp' ].value;
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}
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set damp( value ) {
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this.uniforms[ 'damp' ].value = value;
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}
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/**
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* Performs the after image pass.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
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* destination for the pass.
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* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
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* previous pass from this buffer.
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* @param {number} deltaTime - The delta time in seconds.
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* @param {boolean} maskActive - Whether masking is active or not.
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*/
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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this.uniforms[ 'tOld' ].value = this._textureOld.texture;
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this.uniforms[ 'tNew' ].value = readBuffer.texture;
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renderer.setRenderTarget( this._textureComp );
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this._compFsQuad.render( renderer );
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this._copyFsQuad.material.uniforms.tDiffuse.value = this._textureComp.texture;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this._copyFsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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if ( this.clear ) renderer.clear();
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this._copyFsQuad.render( renderer );
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}
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// Swap buffers.
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const temp = this._textureOld;
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this._textureOld = this._textureComp;
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this._textureComp = temp;
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// Now textureOld contains the latest image, ready for the next frame.
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}
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/**
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* Sets the size of the pass.
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*
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* @param {number} width - The width to set.
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* @param {number} height - The height to set.
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*/
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setSize( width, height ) {
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this._textureComp.setSize( width, height );
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this._textureOld.setSize( width, height );
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the pass is no longer used in your app.
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*/
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dispose() {
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this._textureComp.dispose();
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this._textureOld.dispose();
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this.compFsMaterial.dispose();
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this.copyFsMaterial.dispose();
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this._compFsQuad.dispose();
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this._copyFsQuad.dispose();
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}
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}
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export { AfterimagePass };
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