feat: initialize project with core dependencies and game entry point
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135
node_modules/three/examples/jsm/postprocessing/ShaderPass.js
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135
node_modules/three/examples/jsm/postprocessing/ShaderPass.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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/**
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* This pass can be used to create a post processing effect
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* with a raw GLSL shader object. Useful for implementing custom
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* effects.
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*
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* ```js
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* const fxaaPass = new ShaderPass( FXAAShader );
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* composer.addPass( fxaaPass );
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* ```
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*
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* @augments Pass
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* @three_import import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
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*/
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class ShaderPass extends Pass {
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/**
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* Constructs a new shader pass.
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*
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* @param {Object|ShaderMaterial} [shader] - A shader object holding vertex and fragment shader as well as
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* defines and uniforms. It's also valid to pass a custom shader material.
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* @param {string} [textureID='tDiffuse'] - The name of the texture uniform that should sample
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* the read buffer.
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*/
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constructor( shader, textureID = 'tDiffuse' ) {
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super();
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/**
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* The name of the texture uniform that should sample the read buffer.
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*
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* @type {string}
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* @default 'tDiffuse'
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*/
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this.textureID = textureID;
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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 = null;
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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 = null;
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if ( shader instanceof ShaderMaterial ) {
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this.uniforms = shader.uniforms;
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this.material = shader;
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} else if ( shader ) {
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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this.material = new ShaderMaterial( {
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name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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defines: Object.assign( {}, shader.defines ),
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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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}
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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 shader 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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if ( this.uniforms[ this.textureID ] ) {
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this.uniforms[ this.textureID ].value = readBuffer.texture;
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}
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this._fsQuad.material = this.material;
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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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// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
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if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
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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 { ShaderPass };
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