feat: initialize project with core dependencies and game entry point
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363
node_modules/three/examples/jsm/postprocessing/EffectComposer.js
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363
node_modules/three/examples/jsm/postprocessing/EffectComposer.js
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import {
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Clock,
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HalfFloatType,
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NoBlending,
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Vector2,
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WebGLRenderTarget
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} from 'three';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { ShaderPass } from './ShaderPass.js';
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import { ClearMaskPass, MaskPass } from './MaskPass.js';
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/**
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* Used to implement post-processing effects in three.js.
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* The class manages a chain of post-processing passes to produce the final visual result.
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* Post-processing passes are executed in order of their addition/insertion.
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* The last pass is automatically rendered to screen.
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*
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* This module can only be used with {@link WebGLRenderer}.
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*
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* ```js
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* const composer = new EffectComposer( renderer );
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*
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* // adding some passes
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* const renderPass = new RenderPass( scene, camera );
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* composer.addPass( renderPass );
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*
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* const glitchPass = new GlitchPass();
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* composer.addPass( glitchPass );
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*
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* const outputPass = new OutputPass()
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* composer.addPass( outputPass );
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*
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* function animate() {
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*
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* composer.render(); // instead of renderer.render()
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*
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* }
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* ```
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*
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* @three_import import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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*/
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class EffectComposer {
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/**
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* Constructs a new effect composer.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} [renderTarget] - This render target and a clone will
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* be used as the internal read and write buffers. If not given, the composer creates
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* the buffers automatically.
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*/
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constructor( renderer, renderTarget ) {
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/**
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* The renderer.
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*
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* @type {WebGLRenderer}
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*/
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this.renderer = renderer;
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this._pixelRatio = renderer.getPixelRatio();
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if ( renderTarget === undefined ) {
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const size = renderer.getSize( new Vector2() );
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this._width = size.width;
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this._height = size.height;
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renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
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renderTarget.texture.name = 'EffectComposer.rt1';
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} else {
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this._width = renderTarget.width;
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this._height = renderTarget.height;
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}
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this.renderTarget1 = renderTarget;
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this.renderTarget2 = renderTarget.clone();
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this.renderTarget2.texture.name = 'EffectComposer.rt2';
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/**
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* A reference to the internal write buffer. Passes usually write
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* their result into this buffer.
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*
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* @type {WebGLRenderTarget}
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*/
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this.writeBuffer = this.renderTarget1;
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/**
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* A reference to the internal read buffer. Passes usually read
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* the previous render result from this buffer.
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*
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* @type {WebGLRenderTarget}
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*/
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this.readBuffer = this.renderTarget2;
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/**
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* Whether the final pass is rendered to the screen (default framebuffer) or not.
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*
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* @type {boolean}
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* @default true
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*/
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this.renderToScreen = true;
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/**
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* An array representing the (ordered) chain of post-processing passes.
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*
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* @type {Array<Pass>}
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*/
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this.passes = [];
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/**
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* A copy pass used for internal swap operations.
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*
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* @private
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* @type {ShaderPass}
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*/
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this.copyPass = new ShaderPass( CopyShader );
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this.copyPass.material.blending = NoBlending;
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/**
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* The internal clock for managing time data.
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*
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* @private
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* @type {Clock}
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*/
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this.clock = new Clock();
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}
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/**
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* Swaps the internal read/write buffers.
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*/
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swapBuffers() {
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const tmp = this.readBuffer;
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this.readBuffer = this.writeBuffer;
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this.writeBuffer = tmp;
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}
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/**
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* Adds the given pass to the pass chain.
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*
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* @param {Pass} pass - The pass to add.
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*/
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addPass( pass ) {
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this.passes.push( pass );
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pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
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}
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/**
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* Inserts the given pass at a given index.
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*
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* @param {Pass} pass - The pass to insert.
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* @param {number} index - The index into the pass chain.
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*/
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insertPass( pass, index ) {
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this.passes.splice( index, 0, pass );
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pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
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}
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/**
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* Removes the given pass from the pass chain.
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*
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* @param {Pass} pass - The pass to remove.
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*/
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removePass( pass ) {
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const index = this.passes.indexOf( pass );
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if ( index !== - 1 ) {
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this.passes.splice( index, 1 );
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}
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}
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/**
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* Returns `true` if the pass for the given index is the last enabled pass in the pass chain.
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*
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* @param {number} passIndex - The pass index.
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* @return {boolean} Whether the pass for the given index is the last pass in the pass chain.
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*/
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isLastEnabledPass( passIndex ) {
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for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
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if ( this.passes[ i ].enabled ) {
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return false;
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}
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}
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return true;
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}
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/**
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* Executes all enabled post-processing passes in order to produce the final frame.
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*
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* @param {number} deltaTime - The delta time in seconds. If not given, the composer computes
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* its own time delta value.
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*/
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render( deltaTime ) {
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// deltaTime value is in seconds
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if ( deltaTime === undefined ) {
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deltaTime = this.clock.getDelta();
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}
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const currentRenderTarget = this.renderer.getRenderTarget();
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let maskActive = false;
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for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
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const pass = this.passes[ i ];
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if ( pass.enabled === false ) continue;
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pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
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pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
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if ( pass.needsSwap ) {
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if ( maskActive ) {
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const context = this.renderer.getContext();
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const stencil = this.renderer.state.buffers.stencil;
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//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
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stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
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this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
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//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
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stencil.setFunc( context.EQUAL, 1, 0xffffffff );
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}
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this.swapBuffers();
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}
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if ( MaskPass !== undefined ) {
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if ( pass instanceof MaskPass ) {
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maskActive = true;
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} else if ( pass instanceof ClearMaskPass ) {
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maskActive = false;
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}
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}
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}
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this.renderer.setRenderTarget( currentRenderTarget );
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}
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/**
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* Resets the internal state of the EffectComposer.
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*
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* @param {WebGLRenderTarget} [renderTarget] - This render target has the same purpose like
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* the one from the constructor. If set, it is used to setup the read and write buffers.
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*/
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reset( renderTarget ) {
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if ( renderTarget === undefined ) {
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const size = this.renderer.getSize( new Vector2() );
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this._pixelRatio = this.renderer.getPixelRatio();
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this._width = size.width;
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this._height = size.height;
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renderTarget = this.renderTarget1.clone();
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renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
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}
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this.renderTarget1.dispose();
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this.renderTarget2.dispose();
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this.renderTarget1 = renderTarget;
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this.renderTarget2 = renderTarget.clone();
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this.writeBuffer = this.renderTarget1;
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this.readBuffer = this.renderTarget2;
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}
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/**
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* Resizes the internal read and write buffers as well as all passes. Similar to {@link WebGLRenderer#setSize},
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* this method honors the current pixel ration.
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*
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* @param {number} width - The width in logical pixels.
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* @param {number} height - The height in logical pixels.
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*/
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setSize( width, height ) {
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this._width = width;
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this._height = height;
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const effectiveWidth = this._width * this._pixelRatio;
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const effectiveHeight = this._height * this._pixelRatio;
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this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
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this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
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for ( let i = 0; i < this.passes.length; i ++ ) {
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this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
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}
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}
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/**
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* Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output.
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* Setting the pixel ratio will automatically resize the composer.
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*
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* @param {number} pixelRatio - The pixel ratio to set.
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*/
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setPixelRatio( pixelRatio ) {
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this._pixelRatio = pixelRatio;
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this.setSize( this._width, this._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 composer is no longer used in your app.
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*/
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dispose() {
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this.renderTarget1.dispose();
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this.renderTarget2.dispose();
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this.copyPass.dispose();
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}
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}
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export { EffectComposer };
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