feat: initialize project with core dependencies and game entry point
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68
node_modules/three/examples/jsm/shaders/BleachBypassShader.js
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68
node_modules/three/examples/jsm/shaders/BleachBypassShader.js
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/**
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* @module BleachBypassShader
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* @three_import import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
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*/
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/**
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* Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] based on
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* [Nvidia Shader library](http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass).
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*
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* @constant
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* @type {ShaderMaterial~Shader}
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*/
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const BleachBypassShader = {
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name: 'BleachBypassShader',
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uniforms: {
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'tDiffuse': { value: null },
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'opacity': { value: 1.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform float opacity;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 base = texture2D( tDiffuse, vUv );
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float lum = luminance( base.rgb );
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vec3 blend = vec3( lum );
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float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
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vec3 result1 = 2.0 * base.rgb * blend;
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vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
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vec3 newColor = mix( result1, result2, L );
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float A2 = opacity * base.a;
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vec3 mixRGB = A2 * newColor.rgb;
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mixRGB += ( ( 1.0 - A2 ) * base.rgb );
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gl_FragColor = vec4( mixRGB, base.a );
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}`
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};
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export { BleachBypassShader };
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