feat: initialize project with core dependencies and game entry point
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114
node_modules/three/examples/jsm/postprocessing/DotScreenPass.js
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114
node_modules/three/examples/jsm/postprocessing/DotScreenPass.js
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import {
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ShaderMaterial,
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UniformsUtils
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { DotScreenShader } from '../shaders/DotScreenShader.js';
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/**
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* Pass for creating a dot-screen effect.
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*
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* ```js
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* const pass = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
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* composer.addPass( pass );
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* ```
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*
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* @augments Pass
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* @three_import import { DotScreenPass } from 'three/addons/postprocessing/DotScreenPass.js';
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*/
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class DotScreenPass extends Pass {
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/**
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* Constructs a new dot screen pass.
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*
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* @param {Vector2} center - The center point.
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* @param {number} angle - The rotation of the effect in radians.
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* @param {number} scale - The scale of the effect. A higher value means smaller dots.
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*/
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constructor( center, angle, scale ) {
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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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* `center`, `angle` or `scale` values at runtime.
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* ```js
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* pass.uniforms.center.value.copy( center );
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* pass.uniforms.angle.value = 0;
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* pass.uniforms.scale.value = 0.5;
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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( DotScreenShader.uniforms );
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if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
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if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
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if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
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/**
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* The pass material.
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*
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* @type {ShaderMaterial}
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*/
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this.material = new ShaderMaterial( {
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name: DotScreenShader.name,
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uniforms: this.uniforms,
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vertexShader: DotScreenShader.vertexShader,
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fragmentShader: DotScreenShader.fragmentShader
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} );
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// internals
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this._fsQuad = new FullScreenQuad( this.material );
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}
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/**
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* Performs the dot screen 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[ 'tDiffuse' ].value = readBuffer.texture;
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this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this._fsQuad.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._fsQuad.render( renderer );
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}
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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.material.dispose();
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this._fsQuad.dispose();
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}
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}
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export { DotScreenPass };
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