feat: initialize project with core dependencies and game entry point
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113
node_modules/three/examples/jsm/postprocessing/FilmPass.js
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113
node_modules/three/examples/jsm/postprocessing/FilmPass.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 { FilmShader } from '../shaders/FilmShader.js';
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/**
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* This pass can be used to create a film grain effect.
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*
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* ```js
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* const filmPass = new FilmPass();
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* composer.addPass( filmPass );
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* ```
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*
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* @augments Pass
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* @three_import import { FilmPass } from 'three/addons/postprocessing/FilmPass.js';
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*/
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class FilmPass extends Pass {
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/**
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* Constructs a new film pass.
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*
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* @param {number} [intensity=0.5] - The grain intensity in the range `[0,1]` (0 = no effect, 1 = full effect).
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* @param {boolean} [grayscale=false] - Whether to apply a grayscale effect or not.
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*/
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constructor( intensity = 0.5, grayscale = false ) {
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super();
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const shader = FilmShader;
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/**
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* The pass uniforms. Use this object if you want to update the
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* `intensity` or `grayscale` values at runtime.
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* ```js
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* pass.uniforms.intensity.value = 1;
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* pass.uniforms.grayscale.value = true;
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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( shader.uniforms );
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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: shader.name,
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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} );
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this.uniforms.intensity.value = intensity;
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this.uniforms.grayscale.value = grayscale;
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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 film 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[ 'time' ].value += deltaTime;
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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 { FilmPass };
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