feat: initialize project with core dependencies and game entry point
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56
node_modules/three/examples/jsm/shaders/VignetteShader.js
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56
node_modules/three/examples/jsm/shaders/VignetteShader.js
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/**
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* @module VignetteShader
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* @three_import import { VignetteShader } from 'three/addons/shaders/VignetteShader.js';
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*/
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/**
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* Based on [PaintEffect postprocess from ro.me](http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js).
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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 VignetteShader = {
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name: 'VignetteShader',
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uniforms: {
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'tDiffuse': { value: null },
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'offset': { value: 1.0 },
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'darkness': { 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 offset;
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uniform float darkness;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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// Eskil's vignette
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vec4 texel = texture2D( tDiffuse, vUv );
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vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
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gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
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}`
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};
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export { VignetteShader };
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