feat: initialize project with core dependencies and game entry point
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243
node_modules/three/examples/jsm/postprocessing/TAARenderPass.js
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243
node_modules/three/examples/jsm/postprocessing/TAARenderPass.js
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import {
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HalfFloatType,
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WebGLRenderTarget
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} from 'three';
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import { SSAARenderPass } from './SSAARenderPass.js';
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/**
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*
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* Temporal Anti-Aliasing Render Pass.
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*
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* When there is no motion in the scene, the TAA render pass accumulates jittered camera
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* samples across frames to create a high quality anti-aliased result.
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*
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* Note: This effect uses no reprojection so it is no TRAA implementation.
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*
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* ```js
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* const taaRenderPass = new TAARenderPass( scene, camera );
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* taaRenderPass.unbiased = false;
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* composer.addPass( taaRenderPass );
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* ```
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*
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* @augments SSAARenderPass
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* @three_import import { TAARenderPass } from 'three/addons/postprocessing/TAARenderPass.js';
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*/
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class TAARenderPass extends SSAARenderPass {
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/**
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* Constructs a new TAA render pass.
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*
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* @param {Scene} scene - The scene to render.
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* @param {Camera} camera - The camera.
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* @param {?(number|Color|string)} [clearColor=0x000000] - The clear color of the render pass.
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* @param {?number} [clearAlpha=0] - The clear alpha of the render pass.
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*/
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constructor( scene, camera, clearColor, clearAlpha ) {
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super( scene, camera, clearColor, clearAlpha );
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/**
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* Overwritten and set to 0 by default.
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*
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* @type {number}
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* @default 0
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*/
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this.sampleLevel = 0;
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/**
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* Whether to accumulate frames or not. This enables
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* the TAA.
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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.accumulate = false;
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/**
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* The accumulation index.
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*
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* @type {number}
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* @default -1
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*/
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this.accumulateIndex = - 1;
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// internals
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this._sampleRenderTarget = null;
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this._holdRenderTarget = null;
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}
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/**
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* Performs the TAA render 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.accumulate === false ) {
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super.render( renderer, writeBuffer, readBuffer, deltaTime );
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this.accumulateIndex = - 1;
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return;
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}
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const jitterOffsets = _JitterVectors[ 5 ];
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if ( this._sampleRenderTarget === null ) {
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this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
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this._sampleRenderTarget.texture.name = 'TAARenderPass.sample';
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}
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if ( this._holdRenderTarget === null ) {
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this._holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
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this._holdRenderTarget.texture.name = 'TAARenderPass.hold';
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}
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if ( this.accumulateIndex === - 1 ) {
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super.render( renderer, this._holdRenderTarget, readBuffer, deltaTime );
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this.accumulateIndex = 0;
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}
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const autoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.getClearColor( this._oldClearColor );
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const oldClearAlpha = renderer.getClearAlpha();
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const sampleWeight = 1.0 / ( jitterOffsets.length );
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if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
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this._copyUniforms[ 'opacity' ].value = sampleWeight;
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this._copyUniforms[ 'tDiffuse' ].value = writeBuffer.texture;
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// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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const numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
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for ( let i = 0; i < numSamplesPerFrame; i ++ ) {
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const j = this.accumulateIndex;
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const jitterOffset = jitterOffsets[ j ];
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if ( this.camera.setViewOffset ) {
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this.camera.setViewOffset( readBuffer.width, readBuffer.height,
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jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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readBuffer.width, readBuffer.height );
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}
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renderer.setRenderTarget( writeBuffer );
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renderer.setClearColor( this.clearColor, this.clearAlpha );
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renderer.clear();
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renderer.render( this.scene, this.camera );
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renderer.setRenderTarget( this._sampleRenderTarget );
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if ( this.accumulateIndex === 0 ) {
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renderer.setClearColor( 0x000000, 0.0 );
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renderer.clear();
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}
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this._fsQuad.render( renderer );
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this.accumulateIndex ++;
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if ( this.accumulateIndex >= jitterOffsets.length ) break;
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}
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if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
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}
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renderer.setClearColor( this.clearColor, this.clearAlpha );
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const accumulationWeight = this.accumulateIndex * sampleWeight;
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if ( accumulationWeight > 0 ) {
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this._copyUniforms[ 'opacity' ].value = 1.0;
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this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture;
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renderer.setRenderTarget( writeBuffer );
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renderer.clear();
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this._fsQuad.render( renderer );
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}
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if ( accumulationWeight < 1.0 ) {
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this._copyUniforms[ 'opacity' ].value = 1.0 - accumulationWeight;
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this._copyUniforms[ 'tDiffuse' ].value = this._holdRenderTarget.texture;
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renderer.setRenderTarget( writeBuffer );
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this._fsQuad.render( renderer );
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}
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renderer.autoClear = autoClear;
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renderer.setClearColor( this._oldClearColor, oldClearAlpha );
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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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super.dispose();
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if ( this._holdRenderTarget ) this._holdRenderTarget.dispose();
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}
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}
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const _JitterVectors = [
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[
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[ 0, 0 ]
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],
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[
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[ 4, 4 ], [ - 4, - 4 ]
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],
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[
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[ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
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],
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[
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[ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
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[ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
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],
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[
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[ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
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[ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
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[ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
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[ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
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],
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[
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[ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
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[ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
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[ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
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[ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
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[ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
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[ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
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[ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
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[ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
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]
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];
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export { TAARenderPass };
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