feat: initialize project with core dependencies and game entry point
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177
node_modules/three/examples/jsm/postprocessing/GlitchPass.js
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177
node_modules/three/examples/jsm/postprocessing/GlitchPass.js
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import {
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DataTexture,
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FloatType,
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MathUtils,
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RedFormat,
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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 { DigitalGlitch } from '../shaders/DigitalGlitch.js';
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/**
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* Pass for creating a glitch effect.
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*
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* ```js
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* const glitchPass = new GlitchPass();
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* composer.addPass( glitchPass );
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* ```
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*
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* @augments Pass
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* @three_import import { GlitchPass } from 'three/addons/postprocessing/GlitchPass.js';
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*/
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class GlitchPass extends Pass {
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/**
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* Constructs a new glitch pass.
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*
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* @param {number} [dt_size=64] - The size of the displacement texture
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* for digital glitch squares.
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*/
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constructor( dt_size = 64 ) {
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super();
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/**
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* The pass uniforms.
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*
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* @type {Object}
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*/
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this.uniforms = UniformsUtils.clone( DigitalGlitch.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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uniforms: this.uniforms,
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vertexShader: DigitalGlitch.vertexShader,
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fragmentShader: DigitalGlitch.fragmentShader
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} );
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/**
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* Whether to noticeably increase the effect intensity or not.
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*
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* @type {boolean}
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* @default false
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*/
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this.goWild = false;
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// internals
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this._heightMap = this._generateHeightmap( dt_size );
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this.uniforms[ 'tDisp' ].value = this._heightMap;
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this._fsQuad = new FullScreenQuad( this.material );
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this._curF = 0;
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this._randX = 0;
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this._generateTrigger();
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}
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/**
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* Performs the glitch 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[ 'seed' ].value = Math.random(); // default seeding
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this.uniforms[ 'byp' ].value = 0;
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if ( this._curF % this._randX == 0 || this.goWild == true ) {
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this.uniforms[ 'amount' ].value = Math.random() / 30;
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this.uniforms[ 'angle' ].value = MathUtils.randFloat( - Math.PI, Math.PI );
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this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
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this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
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this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
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this._curF = 0;
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this._generateTrigger();
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} else if ( this._curF % this._randX < this._randX / 5 ) {
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this.uniforms[ 'amount' ].value = Math.random() / 90;
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this.uniforms[ 'angle' ].value = MathUtils.randFloat( - Math.PI, Math.PI );
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this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
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this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 0.3, 0.3 );
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} else if ( this.goWild == false ) {
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this.uniforms[ 'byp' ].value = 1;
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}
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this._curF ++;
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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._heightMap.dispose();
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this._fsQuad.dispose();
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}
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// internals
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_generateTrigger() {
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this._randX = MathUtils.randInt( 120, 240 );
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}
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_generateHeightmap( dt_size ) {
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const data_arr = new Float32Array( dt_size * dt_size );
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const length = dt_size * dt_size;
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for ( let i = 0; i < length; i ++ ) {
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const val = MathUtils.randFloat( 0, 1 );
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data_arr[ i ] = val;
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}
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const texture = new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType );
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texture.needsUpdate = true;
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return texture;
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}
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}
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export { GlitchPass };
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