feat: initialize project with core dependencies and game entry point
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74
node_modules/three/examples/jsm/shaders/ConvolutionShader.js
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74
node_modules/three/examples/jsm/shaders/ConvolutionShader.js
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import {
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Vector2
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} from 'three';
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/**
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* @module ConvolutionShader
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* @three_import import { ConvolutionShader } from 'three/addons/shaders/ConvolutionShader.js';
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*/
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/**
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* Convolution shader ported from o3d sample to WebGL / GLSL.
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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 ConvolutionShader = {
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name: 'ConvolutionShader',
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defines: {
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'KERNEL_SIZE_FLOAT': '25.0',
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'KERNEL_SIZE_INT': '25'
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},
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uniforms: {
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'tDiffuse': { value: null },
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'uImageIncrement': { value: new Vector2( 0.001953125, 0.0 ) },
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'cKernel': { value: [] }
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},
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vertexShader: /* glsl */`
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uniform vec2 uImageIncrement;
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varying vec2 vUv;
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void main() {
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vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;
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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 cKernel[ KERNEL_SIZE_INT ];
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uniform sampler2D tDiffuse;
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uniform vec2 uImageIncrement;
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varying vec2 vUv;
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void main() {
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vec2 imageCoord = vUv;
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vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
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for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {
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sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];
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imageCoord += uImageIncrement;
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}
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gl_FragColor = sum;
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}`
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};
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export { ConvolutionShader };
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