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feat(highway_3d): hit-feedback juice + Hit-sparks toggle (#618)
* feat(highway_3d): hit-feedback juice — cinematic lighting, strike line, sparks, intensity dial Charrette wave 1 (additive, default-tasteful, all behind settings): - #8 Hit-feedback settings: hitFx (0..1), cinematic, verdictMarks, timingFx, streakFx in BG_DEFAULTS + h3dBgSet* setters + settings.html (intensity slider + cinematic toggle). hitFx=0 → colour verdict only. - #2 Cinematic lighting: ambient 0.85→0.35 + stronger key light when cinematic on, so emissive gems have a dark surround to pop against. Live-toggleable. - #1 Strike line: a glowing bar at the hit line (Z=0) that flashes green on a verified hit / red on a miss, eased from the per-frame verdict alpha. - #3 Hit sparks: a pooled additive Points burst at the gem on a verified hit (deduped one burst per note), scaled by hitFx; disposed on teardown. Staged for wave 2 (after dogfooding): bloom+ACES (#4), colorblind verdict glyphs (#6), early/late timing tint (#5), streak heat + clean-bar (#7), gem scale-punch. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): wave 2 — gem scale-punch, streak heat, colorblind verdict marks - #3 (completion) gem scale-punch: the hit gem briefly grows (1 + 0.22·hitFx·alpha), biggest at the strike and easing with the verdict — the per-gem impulse. - #7 streak heat: a renderer-side consecutive-hit counter eases a 0..1 "heat" (plateau at 16) that grows the spark burst + warms the strike-line idle glow; a miss eases it back down. Behind the Streak-feedback toggle. - #6 colorblind verdict marks: a redundant ✓ (hit) / ✗ (miss) glyph on the verdict via the existing 2D label overlay, so the green/red pair isn't the only signal — notably also covers the provider path (where the timing labels don't show). - settings.html: Streak-feedback + Accessible-marks toggles. Deferred: #4 bloom+ACES (needs the Three.js postprocessing addons vendored into core static/vendor/three/ — not present; warrants its own infra change), and #5's timing tint (the early/late ±ms labels already render on the event path; surfacing them on the provider path needs a notedetect verdict field — a cross-plugin item). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): #4 bloom + ACES — vendored Three.js postprocessing, perf-gated The single biggest fidelity lever from the charrette. Core had only three.module.min.js (no postprocessing addons), so this vendors the r170 EffectComposer/RenderPass/UnrealBloomPass/OutputPass + their shader deps into static/vendor/three/addons/, with every `from 'three'` rewritten to the SAME vendored three (../../three.module.min.js) so the addons share the plugin's three instance (a CDN copy would be a second, non-interoperable module). highway_3d wiring: - Lazy-loads the addons only when the new `bloom` setting is on (dynamic import), builds EffectComposer(RenderPass → UnrealBloomPass(strength .65/radius .5/ threshold .82 — high so only emissive gems + the hit flash bloom) → OutputPass). - Render loop uses composer.render() with ACES tone-mapping when bloom is active, else the unchanged direct ren.render() with NoToneMapping (bloom-off = today's look). - Perf-gated: OFF in splitscreen; graceful fallback to direct render if the modules or composer fail; composer.setSize on canvas resize; disposed on teardown. - settings.html: "Glow bloom" toggle (default on). Verified the import chain resolves + renders via a same-origin module-load test (EffectComposer built + a bloom frame rendered, three r170). Charrette status: 7/8 (only #5's early/late timing tint remains — a notedetect verdict-field change, outside the highway). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): #5 early/late timing — colour the hit feedback by timing Surfaces the detector's timing on every hit (the charrette's last item), fully highway-side: notedetect already dispatches the judgment (timingState/timingError) on notedetect:hit/miss, so we carry timingState onto the event mark and tint the hit's spark burst + the ✓ verdict glyph by it — on-time green, early cyan, late amber. Gracefully falls back to green when no timing is known (pure-provider path), so it never invents data. Behind the new "Timing feedback" toggle (default on). Charrette: 8/8 complete. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): add a "Hit sparks" on/off toggle (note-hit particles) The on-hit spark burst (the particle effect that fires the instant note_detect confirms a hit) could previously only be removed by dragging Hit-feedback intensity to 0 — which also kills the strike-line flash and the scale-punch. Add a dedicated "Hit sparks" toggle (default on) under 3D Highway settings, in the hit-feedback group beside the intensity slider, that gates ONLY the spark particles; the strike flash and colour verdict are unaffected. Wired the same way as the sibling juice toggles: a `sparks` boolean in BG_DEFAULTS, in _BG_BOOL_KEYS, a window.h3dBgSetSparks setter, the per-instance _sparks state + settings re-read, and a guard on the _sparkBurst spawn. Reuses existing Tailwind utility classes, so assets/plugin.css is unchanged; plugin.json version bumped to 3.28.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(highway_3d): act on tester charrette — strike line, fog readability, AA Addresses the alpha-tester 3D-highway feedback thread via the design panel's recommendations: - Strike line (panel rec 1a): now a HIT-ONLY faint "now" line — flashes green on a confirmed hit, no red miss branch (misses already show at the gem: red wash + ✗). Moved off the bottom edge to the vertical CENTRE of the string field, which was the "incorrectly placed" complaint (it read as the board's lower border and fused with open-string gems on a miss). Added a "Strike line" on/off toggle (`strikeLine`, default on). - Horizon readability (#2): the note gems + their outlines are now fog-exempt (`material.fog = false` on mStr/mGlow/mStrHitOutline/mHitBright/mWhiteOutline/ mMissOutline), so upcoming notes punch through the distance fog and stay legible as they render in — the board, lane, sustains and scenery keep their atmospheric fog, so depth is preserved. - Cinematic lighting softened: cinematic ambient 0.35 -> 0.45 so the dark stage doesn't crush note/fret legibility. - Anti-aliasing under bloom (perf rec): give the bloom EffectComposer a multisampled (WebGL2 MSAA x4) HalfFloat render target. The default target had no `samples`, so bloom-on bypassed MSAA — the "too HD / jagged on Windows, fine on Mac" report (Mac only won via Retina supersampling). This is the highest-value, smallest fix for the jaggies. plugin.json -> 3.29.0. The renderScale quality-oscillation is core (static/highway.js) and will be a separate feedBack PR. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(highway_3d): remove the strike line; sparks-only hit feedback, subtler Second tester-charrette pass. The strike line (even hit-only/centred from the last pass) was still too distracting/confusing on a hit, so it's removed entirely — strings + fret markers already orient the player, and the hit is fully carried at the gem (bright outline + scale-punch + spark burst) with the timing-coloured ✓/✗ verdict as the knowledge-of-results channel. - Deleted the strike-line mesh, its per-frame update, the `strikeLine` setting (BG_DEFAULTS / _BG_BOOL_KEYS / setter / settings-load), the settings.html toggle, and the now-dead `_strikeLine`/`_ndHitFlash`/`_ndMissFlash` state + their verdict-block feeds. - Made the spark burst subtler now that it's the sole celebration: point size 1.7→1.0·K, opacity 0.95→0.8, burst count (7+13·hitFx)→(4+7·hitFx), radial speed (7+r·20)→(5+r·12)·K, life (0.40+r·0.28)→(0.30+r·0.16)s. - Toggles for Hit sparks and the ✓/✗ verdict marks already exist in settings (kept). Minimal hit-feedback set now: gem bright + subtle spark (celebration) + timing-coloured ✓/✗ (the KR) + ambient streak heat. plugin.json -> 3.30.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * fix(highway_3d): hydrate hit-feedback settings controls from saved state The 7 new juice controls (Hit sparks, Cinematic, Streak, Verdict marks, Bloom, Timing, Hit-feedback intensity) were hard-coded to their default markup and never read back from localStorage when the settings panel reopened — so a saved non-default (e.g. Hit sparks off) showed as the default (checked) even though the renderer correctly honored it. The sibling controls in the same panel were already hydrated; this restores that pattern for the new ones. Reads h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on, hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' coercion. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
byrongamatos
parent
b206633131
commit
290783b80b
@@ -1,7 +1,7 @@
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{
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{
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"id": "highway_3d",
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"id": "highway_3d",
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"name": "3D Highway",
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"name": "3D Highway",
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"version": "3.27.0",
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"version": "3.30.0",
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"type": "visualization",
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"type": "visualization",
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"bundled": true,
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"bundled": true,
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"script": "screen.js",
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"script": "screen.js",
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@@ -1768,7 +1768,7 @@
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return _bgBandsCache;
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return _bgBandsCache;
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}
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}
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const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true };
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const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true, hitFx: 0.7, sparks: true, cinematic: true, verdictMarks: true, timingFx: true, streakFx: true, bloom: true };
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// User-selectable, persistable bg styles — must mirror settings.html's
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// User-selectable, persistable bg styles — must mirror settings.html's
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// VALID_STYLES. 'venue' is deliberately NOT here: it is an internal effective
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// VALID_STYLES. 'venue' is deliberately NOT here: it is an internal effective
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// style reached only via _venueSceneOverride (the viz-picker Venue flow), so
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// style reached only via _venueSceneOverride (the viz-picker Venue flow), so
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@@ -2115,7 +2115,7 @@
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// means (fall back to default rather than silently flipping to
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// means (fall back to default rather than silently flipping to
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// false). Add new boolean keys to BG_DEFAULTS and they pick this
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// false). Add new boolean keys to BG_DEFAULTS and they pick this
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// up via the dispatch below.
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// up via the dispatch below.
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const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible']);
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const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible', 'sparks', 'cinematic', 'verdictMarks', 'timingFx', 'streakFx', 'bloom']);
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function _bgCoerceBool(val, fallback) {
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function _bgCoerceBool(val, fallback) {
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if (val === 'true' || val === '1') return true;
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if (val === 'true' || val === '1') return true;
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if (val === 'false' || val === '0') return false;
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if (val === 'false' || val === '0') return false;
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@@ -2125,7 +2125,7 @@
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// hysteresis; zoomSmoothing the zoom dead zone; tiltSmoothing the
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// hysteresis; zoomSmoothing the zoom dead zone; tiltSmoothing the
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// vertical-tilt deadband + correction strength. All three slider-
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// vertical-tilt deadband + correction strength. All three slider-
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// shaped settings share the same parse + clamp behaviour.
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// shaped settings share the same parse + clamp behaviour.
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const _BG_FLOAT_KEYS = new Set(['intensity', 'cameraSmoothing', 'zoomSmoothing', 'tiltSmoothing', 'cameraLockZoom', 'textSize', 'vibrancy', 'glow', 'chordDiagramSize', 'sectionHudSize', 'toneHudSize']);
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const _BG_FLOAT_KEYS = new Set(['intensity', 'cameraSmoothing', 'zoomSmoothing', 'tiltSmoothing', 'cameraLockZoom', 'textSize', 'vibrancy', 'glow', 'chordDiagramSize', 'sectionHudSize', 'toneHudSize', 'hitFx']);
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function _bgCoerce(key, val) {
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function _bgCoerce(key, val) {
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if (_BG_FLOAT_KEYS.has(key)) {
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if (_BG_FLOAT_KEYS.has(key)) {
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const n = parseFloat(val);
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const n = parseFloat(val);
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@@ -2259,6 +2259,13 @@
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window.h3dBgSetTextSize = (v) => _bgWriteGlobal('textSize', v);
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window.h3dBgSetTextSize = (v) => _bgWriteGlobal('textSize', v);
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window.h3dBgSetVibrancy = (v) => _bgWriteGlobal('vibrancy', v);
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window.h3dBgSetVibrancy = (v) => _bgWriteGlobal('vibrancy', v);
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window.h3dBgSetGlow = (v) => _bgWriteGlobal('glow', v);
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window.h3dBgSetGlow = (v) => _bgWriteGlobal('glow', v);
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window.h3dBgSetHitFx = (v) => _bgWriteGlobal('hitFx', v);
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window.h3dBgSetSparks = (v) => _bgWriteGlobal('sparks', !!v);
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window.h3dBgSetCinematic = (v) => _bgWriteGlobal('cinematic', !!v);
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window.h3dBgSetVerdictMarks = (v) => _bgWriteGlobal('verdictMarks', !!v);
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window.h3dBgSetTimingFx = (v) => _bgWriteGlobal('timingFx', !!v);
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window.h3dBgSetStreakFx = (v) => _bgWriteGlobal('streakFx', !!v);
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window.h3dBgSetBloom = (v) => _bgWriteGlobal('bloom', !!v);
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window.h3dBgSetToneHudVisible = (v) => _bgWriteGlobal('toneHudVisible', !!v);
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window.h3dBgSetToneHudVisible = (v) => _bgWriteGlobal('toneHudVisible', !!v);
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window.h3dBgSetToneHudPosition = (v) => _bgWriteGlobal('toneHudPosition', v);
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window.h3dBgSetToneHudPosition = (v) => _bgWriteGlobal('toneHudPosition', v);
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window.h3dBgSetToneHudSize = (v) => _bgWriteGlobal('toneHudSize', v);
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window.h3dBgSetToneHudSize = (v) => _bgWriteGlobal('toneHudSize', v);
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@@ -3552,6 +3559,19 @@
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// linear blend every frame.
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// linear blend every frame.
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let vibrancy = BG_DEFAULTS.vibrancy;
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let vibrancy = BG_DEFAULTS.vibrancy;
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let glowMul = BG_DEFAULTS.glow;
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let glowMul = BG_DEFAULTS.glow;
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let _hitFx = BG_DEFAULTS.hitFx;
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let _sparks = BG_DEFAULTS.sparks;
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let _cinematic = BG_DEFAULTS.cinematic;
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let _verdictMarks = BG_DEFAULTS.verdictMarks;
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let _timingFx = BG_DEFAULTS.timingFx;
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let _streakFx = BG_DEFAULTS.streakFx;
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let _bloom = BG_DEFAULTS.bloom;
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let _composer = null, _bloomPass = null, _bloomLoad = null, _bloomW = 0, _bloomH = 0;
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let _sparkPts = null, _sparkPos = null, _sparkCol = null, _sparkVel = null, _sparkLife = null;
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const _SPARK_N = 256;
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const _sparkSeen = new Map(); // note-key -> expiry; one burst per hit
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let _juiceLastT = 0; // frame-dt clock for the juice layer
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let _streakHits = 0, _streakHeat = 0; // #7 consecutive-hit escalation
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let fpsVisible = BG_DEFAULTS.fpsVisible;
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let fpsVisible = BG_DEFAULTS.fpsVisible;
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let fretDividersVisible = BG_DEFAULTS.fretDividersVisible;
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let fretDividersVisible = BG_DEFAULTS.fretDividersVisible;
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let chordDiagramVisible = BG_DEFAULTS.chordDiagramVisible;
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let chordDiagramVisible = BG_DEFAULTS.chordDiagramVisible;
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@@ -5912,10 +5932,23 @@
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dirLight = new T.DirectionalLight(0xffffff, 0.8);
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dirLight = new T.DirectionalLight(0xffffff, 0.8);
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dirLight.position.set(40 * K, 120 * K, 80 * K);
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dirLight.position.set(40 * K, 120 * K, 80 * K);
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scene.add(dirLight);
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scene.add(dirLight);
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_applyCinematic();
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fretG = new T.Group(); scene.add(fretG);
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fretG = new T.Group(); scene.add(fretG);
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tuningLblG = new T.Group(); scene.add(tuningLblG);
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tuningLblG = new T.Group(); scene.add(tuningLblG);
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noteG = new T.Group(); scene.add(noteG);
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noteG = new T.Group(); scene.add(noteG);
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// Hit sparks (#3): a pooled additive Points cloud; a small burst fires at a
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// gem on a verified hit (spawned in the verdict block, advanced in the render loop).
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_sparkPos = new Float32Array(_SPARK_N * 3); _sparkCol = new Float32Array(_SPARK_N * 3);
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_sparkVel = new Float32Array(_SPARK_N * 3); _sparkLife = new Float32Array(_SPARK_N);
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{
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const sg = new T.BufferGeometry();
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sg.setAttribute('position', new T.BufferAttribute(_sparkPos, 3).setUsage(T.DynamicDrawUsage));
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sg.setAttribute('color', new T.BufferAttribute(_sparkCol, 3).setUsage(T.DynamicDrawUsage));
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const sm = new T.PointsMaterial({ size: 1.0 * K, vertexColors: true, transparent: true, opacity: 0.8, depthWrite: false, blending: T.AdditiveBlending, sizeAttenuation: true });
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_sparkPts = new T.Points(sg, sm); _sparkPts.frustumCulled = false; _sparkPts.renderOrder = 8;
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scene.add(_sparkPts);
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}
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beatG = new T.Group(); scene.add(beatG);
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beatG = new T.Group(); scene.add(beatG);
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lblG = new T.Group(); scene.add(lblG);
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lblG = new T.Group(); scene.add(lblG);
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@@ -6134,6 +6167,13 @@
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transparent: true, opacity: 1.0, depthWrite: false,
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transparent: true, opacity: 1.0, depthWrite: false,
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}));
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}));
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mHitBrightArrays = mHitBright.map(m => [m, m, m, m, mEdgeTransparent, mEdgeTransparent]);
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mHitBrightArrays = mHitBright.map(m => [m, m, m, m, mEdgeTransparent, mEdgeTransparent]);
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// Readability (#2 / charrette): the note gems + their outlines punch THROUGH
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// the distance fog so upcoming notes stay legible as they render in at the
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// horizon. The board, lane, sustains and background scenery keep their
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// atmospheric fog — only the note-defining materials are exempted, so the
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// highway still reads as deep while the notes never dissolve into the haze.
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[mWhiteOutline, mMissOutline].forEach(m => { if (m) m.fog = false; });
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[mStr, mGlow, mStrHitOutline, mHitBright].forEach(arr => arr && arr.forEach(m => { if (m) m.fog = false; }));
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// Outline materials render at a lower renderOrder than the body.
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// Outline materials render at a lower renderOrder than the body.
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// The body is rendered on top with opacity:1 on hit/miss, which
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// The body is rendered on top with opacity:1 on hit/miss, which
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// fully covers the outline center — only the fringe that extends
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// fully covers the outline center — only the fringe that extends
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@@ -7191,7 +7231,7 @@
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color: '#66c7ff',
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color: '#66c7ff',
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});
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});
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}
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}
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return { s: note.s, f: note.f, noteTime: d.noteTime, labels };
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return { s: note.s, f: note.f, noteTime: d.noteTime, labels, timingState: d.timingState || null };
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};
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};
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const _ndPushMark = (arr, d) => {
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const _ndPushMark = (arr, d) => {
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const mark = _ndNormalizeMark(d);
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const mark = _ndNormalizeMark(d);
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@@ -7347,6 +7387,14 @@
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textSize = _bgReadSetting(panelKey, 'textSize');
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textSize = _bgReadSetting(panelKey, 'textSize');
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vibrancy = _bgReadSetting(panelKey, 'vibrancy');
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vibrancy = _bgReadSetting(panelKey, 'vibrancy');
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glowMul = _bgReadSetting(panelKey, 'glow');
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glowMul = _bgReadSetting(panelKey, 'glow');
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||||||
|
_hitFx = _bgReadSetting(panelKey, 'hitFx');
|
||||||
|
_sparks = _bgReadSetting(panelKey, 'sparks');
|
||||||
|
_cinematic = _bgReadSetting(panelKey, 'cinematic');
|
||||||
|
_verdictMarks = _bgReadSetting(panelKey, 'verdictMarks');
|
||||||
|
_timingFx = _bgReadSetting(panelKey, 'timingFx');
|
||||||
|
_streakFx = _bgReadSetting(panelKey, 'streakFx');
|
||||||
|
_bloom = _bgReadSetting(panelKey, 'bloom');
|
||||||
|
_applyCinematic();
|
||||||
fpsVisible = _bgReadSetting(panelKey, 'fpsVisible');
|
fpsVisible = _bgReadSetting(panelKey, 'fpsVisible');
|
||||||
fretDividersVisible = _bgReadSetting(panelKey, 'fretDividersVisible');
|
fretDividersVisible = _bgReadSetting(panelKey, 'fretDividersVisible');
|
||||||
chordDiagramVisible = _bgReadSetting(panelKey, 'chordDiagramVisible');
|
chordDiagramVisible = _bgReadSetting(panelKey, 'chordDiagramVisible');
|
||||||
@@ -7785,6 +7833,85 @@
|
|||||||
: d;
|
: d;
|
||||||
return parseInt(s.slice(1), 16);
|
return parseInt(s.slice(1), 16);
|
||||||
}
|
}
|
||||||
|
// Cinematic lighting (#2): darken ambient so emissive gems have a dark
|
||||||
|
// surround to pop against; strengthen the key light for modelling.
|
||||||
|
// Toggle via the 'cinematic' setting so it's directly comparable.
|
||||||
|
function _applyCinematic() {
|
||||||
|
if (!ambLight || !dirLight) return;
|
||||||
|
ambLight.intensity = _cinematic ? 0.45 : 0.85;
|
||||||
|
dirLight.intensity = _cinematic ? 1.15 : 0.8;
|
||||||
|
}
|
||||||
|
// #5 early/late: tint the hit feedback by timing — on-time green, early cyan,
|
||||||
|
// late amber. Falls back to green when timing is unknown (pure-provider path).
|
||||||
|
function _timingHex(ts) {
|
||||||
|
if (!_timingFx || !ts || ts === 'OK') return 0x22ff88;
|
||||||
|
if (ts === 'EARLY') return 0x35d6ff;
|
||||||
|
if (ts === 'LATE') return 0xffb84d;
|
||||||
|
return 0x22ff88;
|
||||||
|
}
|
||||||
|
function _sparkBurst(x, y, z, hex, count) {
|
||||||
|
if (!_sparkPts || count <= 0) return;
|
||||||
|
const r = ((hex >> 16) & 255) / 255, g = ((hex >> 8) & 255) / 255, b = (hex & 255) / 255;
|
||||||
|
let made = 0;
|
||||||
|
for (let i = 0; i < _SPARK_N && made < count; i++) {
|
||||||
|
if (_sparkLife[i] > 0) continue;
|
||||||
|
const j = i * 3, ang = Math.random() * Math.PI * 2, sp = (5 + Math.random() * 12) * K;
|
||||||
|
_sparkPos[j] = x; _sparkPos[j + 1] = y; _sparkPos[j + 2] = z;
|
||||||
|
_sparkVel[j] = Math.cos(ang) * sp; _sparkVel[j + 1] = (12 + Math.random() * 24) * K; _sparkVel[j + 2] = Math.sin(ang) * sp * 0.55;
|
||||||
|
_sparkCol[j] = r; _sparkCol[j + 1] = g; _sparkCol[j + 2] = b;
|
||||||
|
_sparkLife[i] = 0.30 + Math.random() * 0.16; made++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
function _sparkUpdate(dt) {
|
||||||
|
if (!_sparkPts) return;
|
||||||
|
const grav = 55 * K; let any = false;
|
||||||
|
for (let i = 0; i < _SPARK_N; i++) {
|
||||||
|
if (_sparkLife[i] <= 0) continue;
|
||||||
|
const j = i * 3;
|
||||||
|
_sparkLife[i] -= dt;
|
||||||
|
if (_sparkLife[i] <= 0) { _sparkCol[j] = _sparkCol[j + 1] = _sparkCol[j + 2] = 0; continue; }
|
||||||
|
any = true;
|
||||||
|
_sparkVel[j + 1] -= grav * dt;
|
||||||
|
_sparkPos[j] += _sparkVel[j] * dt; _sparkPos[j + 1] += _sparkVel[j + 1] * dt; _sparkPos[j + 2] += _sparkVel[j + 2] * dt;
|
||||||
|
const fade = 1 - Math.min(1, dt * 3.2);
|
||||||
|
_sparkCol[j] *= fade; _sparkCol[j + 1] *= fade; _sparkCol[j + 2] *= fade;
|
||||||
|
}
|
||||||
|
_sparkPts.geometry.attributes.position.needsUpdate = true;
|
||||||
|
_sparkPts.geometry.attributes.color.needsUpdate = true;
|
||||||
|
_sparkPts.visible = any;
|
||||||
|
}
|
||||||
|
// #4 Bloom: lazy-load the vendored postprocessing addons and build an
|
||||||
|
// EffectComposer (RenderPass -> UnrealBloomPass -> OutputPass/ACES). Returns
|
||||||
|
// the composer once ready, or null (caller falls back to a direct render).
|
||||||
|
function _bloomEnsure() {
|
||||||
|
if (_composer) return _composer;
|
||||||
|
if (_bloomLoad || !ren || !scene || !cam) return null;
|
||||||
|
const A = '/static/vendor/three/addons/';
|
||||||
|
_bloomLoad = Promise.all([
|
||||||
|
import(A + 'postprocessing/EffectComposer.js'),
|
||||||
|
import(A + 'postprocessing/RenderPass.js'),
|
||||||
|
import(A + 'postprocessing/UnrealBloomPass.js'),
|
||||||
|
import(A + 'postprocessing/OutputPass.js'),
|
||||||
|
]).then(([EC, RP, UB, OP]) => {
|
||||||
|
try {
|
||||||
|
const sz = canvasSize(highwayCanvas) || { w: 1280, h: 720 };
|
||||||
|
const w = Math.max(2, sz.w | 0), h = Math.max(2, sz.h | 0);
|
||||||
|
// Multisampled (WebGL2 MSAA) HalfFloat target so anti-aliasing
|
||||||
|
// survives the bloom path — EffectComposer's default target has no
|
||||||
|
// `samples`, which is why bloom-on looked jagged (worst on non-Retina
|
||||||
|
// DPR1 displays that have no supersampling cushion).
|
||||||
|
const _bloomRT = new T.WebGLRenderTarget(w, h, { type: T.HalfFloatType, samples: 4 });
|
||||||
|
const comp = new EC.EffectComposer(ren, _bloomRT);
|
||||||
|
comp.addPass(new RP.RenderPass(scene, cam));
|
||||||
|
_bloomPass = new UB.UnrealBloomPass(new T.Vector2(w, h), 0.65, 0.5, 0.82); // strength, radius, threshold (high → only emissive blooms)
|
||||||
|
comp.addPass(_bloomPass);
|
||||||
|
comp.addPass(new OP.OutputPass());
|
||||||
|
comp.setSize(w, h);
|
||||||
|
_bloomW = w; _bloomH = h; _composer = comp;
|
||||||
|
} catch (e) { console.warn('[3D-Hwy] bloom init failed', e); _composer = null; }
|
||||||
|
}).catch((e) => console.warn('[3D-Hwy] bloom modules failed', e));
|
||||||
|
return null;
|
||||||
|
}
|
||||||
function buildBoard() {
|
function buildBoard() {
|
||||||
// Dispose before clearing (traverse: nut/headstock may live in a Group).
|
// Dispose before clearing (traverse: nut/headstock may live in a Group).
|
||||||
while (fretG.children.length) {
|
while (fretG.children.length) {
|
||||||
@@ -12585,6 +12712,7 @@
|
|||||||
// blocks, so _showHit can be a const and _ndGood is available for the
|
// blocks, so _showHit can be a const and _ndGood is available for the
|
||||||
// sustain trail (which renders even when skipBody=true for slide targets).
|
// sustain trail (which renders even when skipBody=true for slide targets).
|
||||||
let _ndGood = false; // true when provider confirms hit/active
|
let _ndGood = false; // true when provider confirms hit/active
|
||||||
|
let _hitPunch = 1; // #3 per-gem scale-punch on a fresh hit
|
||||||
let _ndState = null; // 'hit'|'active'|'miss'|null; null → fall back to proximity heuristic
|
let _ndState = null; // 'hit'|'active'|'miss'|null; null → fall back to proximity heuristic
|
||||||
let _ndCs = null; // raw provider response — truthy when provider returned a verdict
|
let _ndCs = null; // raw provider response — truthy when provider returned a verdict
|
||||||
let _ndCsIsObj = false; // typeof _ndCs === 'object'
|
let _ndCsIsObj = false; // typeof _ndCs === 'object'
|
||||||
@@ -12760,12 +12888,27 @@
|
|||||||
// hit/active → green outline (mHitBright[s]) + green lateral faces;
|
// hit/active → green outline (mHitBright[s]) + green lateral faces;
|
||||||
// miss → magenta-red outline (mMissOutline) + dark lateral faces; front/back stay transparent.
|
// miss → magenta-red outline (mMissOutline) + dark lateral faces; front/back stay transparent.
|
||||||
if (_ndCs) {
|
if (_ndCs) {
|
||||||
|
const _vAlpha = (_ndCsIsObj && typeof _ndCs.alpha === 'number') ? _ndCs.alpha : 1;
|
||||||
if (_ndState === 'miss') {
|
if (_ndState === 'miss') {
|
||||||
_ndOutline = mMissOutline;
|
_ndOutline = mMissOutline;
|
||||||
_ndFaceMat = mMissEdgeArrays;
|
_ndFaceMat = mMissEdgeArrays;
|
||||||
|
_streakHits = 0; // #7 break the streak (heat eases down)
|
||||||
|
if (_verdictMarks) _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✗', color: '#ff5a7a' }] }); // #6
|
||||||
} else if (_ndGood) {
|
} else if (_ndGood) {
|
||||||
_ndOutline = mHitBright[s] ?? mGlow[s];
|
_ndOutline = mHitBright[s] ?? mGlow[s];
|
||||||
_ndFaceMat = mHitBrightArrays[s] ?? null;
|
_ndFaceMat = mHitBrightArrays[s] ?? null;
|
||||||
|
_hitPunch = 1 + 0.22 * _hitFx * _vAlpha; // #3 scale-punch (biggest at strike, eases)
|
||||||
|
if (_verdictMarks) { const _tc = _timingHex(_ndMatchedMark && _ndMatchedMark.timingState); _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✓', color: '#' + _tc.toString(16).padStart(6, '0') }] }); } // #6 + #5
|
||||||
|
if (_sparks && _hitFx > 0 && _vAlpha > 0.5) {
|
||||||
|
const _spk = s + '|' + n.f + '|' + n.t.toFixed(2);
|
||||||
|
if (!(_sparkSeen.get(_spk) > now)) {
|
||||||
|
_sparkSeen.set(_spk, now + 1.0);
|
||||||
|
if (_sparkSeen.size > 600) _sparkSeen.clear();
|
||||||
|
_streakHits++;
|
||||||
|
const _heatMul = _streakFx ? (1 + 0.85 * _streakHeat) : 1; // #7 escalate
|
||||||
|
_sparkBurst(x, y, noteZ, _timingHex(_ndMatchedMark && _ndMatchedMark.timingState), Math.round((4 + 7 * _hitFx) * _heatMul));
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -12878,6 +13021,7 @@
|
|||||||
} else {
|
} else {
|
||||||
core.scale.set(rimXY, rimXY, 2.5 * rimZ);
|
core.scale.set(rimXY, rimXY, 2.5 * rimZ);
|
||||||
}
|
}
|
||||||
|
if (_hitPunch !== 1) core.scale.multiplyScalar(_hitPunch); // #3 hit scale-punch
|
||||||
// Fret digits on fretted (n.f > 0) flying notes deliberately
|
// Fret digits on fretted (n.f > 0) flying notes deliberately
|
||||||
// omitted: the showFretOnNote setting and its UI helper text
|
// omitted: the showFretOnNote setting and its UI helper text
|
||||||
// promise digits on the fretboard ghost only, never on the
|
// promise digits on the fretboard ghost only, never on the
|
||||||
@@ -14012,6 +14156,8 @@
|
|||||||
for (const g of _ownedSharedGeos) g?.dispose?.();
|
for (const g of _ownedSharedGeos) g?.dispose?.();
|
||||||
_ownedSharedGeos.length = 0;
|
_ownedSharedGeos.length = 0;
|
||||||
txtCache = {};
|
txtCache = {};
|
||||||
|
if (_sparkPts) { try { _sparkPts.geometry.dispose(); _sparkPts.material.dispose(); } catch (e) {} _sparkPts = null; }
|
||||||
|
if (_composer) { try { _composer.dispose(); if (_bloomPass && _bloomPass.dispose) _bloomPass.dispose(); } catch (e) {} _composer = null; _bloomPass = null; }
|
||||||
if (ren) { ren.dispose(); ren = null; }
|
if (ren) { ren.dispose(); ren = null; }
|
||||||
scene = cam = noteG = beatG = lblG = fretG = tuningLblG = null;
|
scene = cam = noteG = beatG = lblG = fretG = tuningLblG = null;
|
||||||
ambLight = dirLight = null;
|
ambLight = dirLight = null;
|
||||||
@@ -14337,7 +14483,27 @@
|
|||||||
}
|
}
|
||||||
bcCtrl.render();
|
bcCtrl.render();
|
||||||
}
|
}
|
||||||
pbBeg(6); ren.render(scene, cam); pbEnd(6);
|
{
|
||||||
|
const _jNow = performance.now();
|
||||||
|
const _jdt = _juiceLastT === 0 ? 1 / 60 : Math.min(0.05, (_jNow - _juiceLastT) / 1000);
|
||||||
|
_juiceLastT = _jNow;
|
||||||
|
_sparkUpdate(_jdt);
|
||||||
|
_streakHeat += (Math.min(1, _streakHits / 16) - _streakHeat) * 0.08; // #7 ease heat
|
||||||
|
}
|
||||||
|
{
|
||||||
|
const comp = (_bloom && !_ssActive()) ? _bloomEnsure() : null;
|
||||||
|
if (comp) {
|
||||||
|
const bsz = canvasSize(highwayCanvas);
|
||||||
|
if (bsz && bsz.w > 0 && bsz.h > 0 && (bsz.w !== _bloomW || bsz.h !== _bloomH)) {
|
||||||
|
comp.setSize(bsz.w | 0, bsz.h | 0); _bloomW = bsz.w | 0; _bloomH = bsz.h | 0;
|
||||||
|
}
|
||||||
|
if (ren.toneMapping !== T.ACESFilmicToneMapping) ren.toneMapping = T.ACESFilmicToneMapping;
|
||||||
|
pbBeg(6); comp.render(); pbEnd(6);
|
||||||
|
} else {
|
||||||
|
if (ren.toneMapping !== T.NoToneMapping) ren.toneMapping = T.NoToneMapping;
|
||||||
|
pbBeg(6); ren.render(scene, cam); pbEnd(6);
|
||||||
|
}
|
||||||
|
}
|
||||||
if (lyricsCtx && lyricsCanvas) {
|
if (lyricsCtx && lyricsCanvas) {
|
||||||
lyricsCtx.clearRect(0, 0, lyricsCanvas.width, lyricsCanvas.height);
|
lyricsCtx.clearRect(0, 0, lyricsCanvas.width, lyricsCanvas.height);
|
||||||
// Capture the actual lyrics-banner bottom so overlay cards
|
// Capture the actual lyrics-banner bottom so overlay cards
|
||||||
|
|||||||
@@ -577,6 +577,80 @@
|
|||||||
<span>Glowy</span>
|
<span>Glowy</span>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
<div class="mt-4">
|
||||||
|
<label for="h3d-hitfx" class="text-xs font-medium text-gray-400 mb-1 block">
|
||||||
|
Hit feedback intensity: <span id="h3d-hitfx-label">0.70</span>
|
||||||
|
</label>
|
||||||
|
<input type="range" id="h3d-hitfx" min="0" max="1" step="0.05" value="0.70"
|
||||||
|
oninput="document.getElementById('h3d-hitfx-label').textContent = parseFloat(this.value).toFixed(2); window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
|
||||||
|
onchange="window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
|
||||||
|
class="w-full accent-accent">
|
||||||
|
<p class="text-[10px] text-gray-500 mt-1">
|
||||||
|
How much "juice" a nailed note gets — the strike-line flash and the
|
||||||
|
spark burst at the hit line. <em>0</em> = colour verdict only (no sparks).
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="mt-3 flex items-start justify-between gap-3">
|
||||||
|
<label for="h3d-sparks" class="text-xs font-medium text-gray-400">
|
||||||
|
Hit sparks
|
||||||
|
<span class="block text-[10px] text-gray-500 font-normal">The particle burst that pops off a note the instant it's detected as a hit. Turn off for a calmer highway — the strike-line flash and colour verdict stay.</span>
|
||||||
|
</label>
|
||||||
|
<input type="checkbox" id="h3d-sparks" checked
|
||||||
|
onchange="window.h3dBgSetSparks && window.h3dBgSetSparks(this.checked)"
|
||||||
|
class="accent-accent mt-0.5">
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="mt-3 flex items-start justify-between gap-3">
|
||||||
|
<label for="h3d-cinematic" class="text-xs font-medium text-gray-400">
|
||||||
|
Cinematic lighting
|
||||||
|
<span class="block text-[10px] text-gray-500 font-normal">Darker stage so the glowing notes pop against it. Turn off for the brighter, flatter look.</span>
|
||||||
|
</label>
|
||||||
|
<input type="checkbox" id="h3d-cinematic" checked
|
||||||
|
onchange="window.h3dBgSetCinematic && window.h3dBgSetCinematic(this.checked)"
|
||||||
|
class="accent-accent mt-0.5">
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="mt-3 flex items-start justify-between gap-3">
|
||||||
|
<label for="h3d-streakfx" class="text-xs font-medium text-gray-400">
|
||||||
|
Streak feedback
|
||||||
|
<span class="block text-[10px] text-gray-500 font-normal">A clean run quietly "heats up" — bigger sparks the longer you stay accurate. Eases back on a miss.</span>
|
||||||
|
</label>
|
||||||
|
<input type="checkbox" id="h3d-streakfx" checked
|
||||||
|
onchange="window.h3dBgSetStreakFx && window.h3dBgSetStreakFx(this.checked)"
|
||||||
|
class="accent-accent mt-0.5">
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="mt-3 flex items-start justify-between gap-3">
|
||||||
|
<label for="h3d-verdictmarks" class="text-xs font-medium text-gray-400">
|
||||||
|
Accessible verdict marks (✓ / ✗)
|
||||||
|
<span class="block text-[10px] text-gray-500 font-normal">Adds a shape mark to each hit/miss so the result doesn't rely on the green/red colour pair alone.</span>
|
||||||
|
</label>
|
||||||
|
<input type="checkbox" id="h3d-verdictmarks" checked
|
||||||
|
onchange="window.h3dBgSetVerdictMarks && window.h3dBgSetVerdictMarks(this.checked)"
|
||||||
|
class="accent-accent mt-0.5">
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="mt-3 flex items-start justify-between gap-3">
|
||||||
|
<label for="h3d-bloom" class="text-xs font-medium text-gray-400">
|
||||||
|
Glow bloom
|
||||||
|
<span class="block text-[10px] text-gray-500 font-normal">Real light-bleed around the glowing notes and hit flash (higher fidelity). Turns itself off in split-screen. If your machine struggles, turn this off first.</span>
|
||||||
|
</label>
|
||||||
|
<input type="checkbox" id="h3d-bloom" checked
|
||||||
|
onchange="window.h3dBgSetBloom && window.h3dBgSetBloom(this.checked)"
|
||||||
|
class="accent-accent mt-0.5">
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="mt-3 flex items-start justify-between gap-3">
|
||||||
|
<label for="h3d-timingfx" class="text-xs font-medium text-gray-400">
|
||||||
|
Timing feedback
|
||||||
|
<span class="block text-[10px] text-gray-500 font-normal">Colours a hit by your timing — on-time green, a touch <span style="color:#35d6ff">early (cyan)</span> or <span style="color:#ffb84d">late (amber)</span> — so you can feel where you sit in the beat.</span>
|
||||||
|
</label>
|
||||||
|
<input type="checkbox" id="h3d-timingfx" checked
|
||||||
|
onchange="window.h3dBgSetTimingFx && window.h3dBgSetTimingFx(this.checked)"
|
||||||
|
class="accent-accent mt-0.5">
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
</details>
|
</details>
|
||||||
</div>
|
</div>
|
||||||
@@ -1299,6 +1373,35 @@
|
|||||||
if (thsi) thsi.value = String(toneHudSize);
|
if (thsi) thsi.value = String(toneHudSize);
|
||||||
if (thslbl) thslbl.textContent = toneHudSize.toFixed(2);
|
if (thslbl) thslbl.textContent = toneHudSize.toFixed(2);
|
||||||
|
|
||||||
|
// Hit-feedback "juice" controls — hydrate from saved state so the
|
||||||
|
// panel reflects persistence on reopen (the renderer already reads
|
||||||
|
// these via _bgReadSetting; without this the controls always showed
|
||||||
|
// their default markup, misrepresenting a saved non-default). Reads
|
||||||
|
// h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on,
|
||||||
|
// hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' rules.
|
||||||
|
try {
|
||||||
|
const _bgBool = (k, def) => {
|
||||||
|
const v = localStorage.getItem('h3d_bg_' + k);
|
||||||
|
return v == null ? def : !(v === 'false' || v === '0');
|
||||||
|
};
|
||||||
|
const _setChk = (id, on) => { const el = document.getElementById(id); if (el) el.checked = on; };
|
||||||
|
_setChk('h3d-sparks', _bgBool('sparks', true));
|
||||||
|
_setChk('h3d-cinematic', _bgBool('cinematic', true));
|
||||||
|
_setChk('h3d-streakfx', _bgBool('streakFx', true));
|
||||||
|
_setChk('h3d-verdictmarks', _bgBool('verdictMarks', true));
|
||||||
|
_setChk('h3d-bloom', _bgBool('bloom', true));
|
||||||
|
_setChk('h3d-timingfx', _bgBool('timingFx', true));
|
||||||
|
const _hf = document.getElementById('h3d-hitfx');
|
||||||
|
if (_hf) {
|
||||||
|
let v = parseFloat(localStorage.getItem('h3d_bg_hitFx'));
|
||||||
|
if (!isFinite(v)) v = 0.70;
|
||||||
|
v = Math.max(0, Math.min(1, v));
|
||||||
|
_hf.value = String(v);
|
||||||
|
const _hfl = document.getElementById('h3d-hitfx-label');
|
||||||
|
if (_hfl) _hfl.textContent = v.toFixed(2);
|
||||||
|
}
|
||||||
|
} catch (_) { /* storage blocked — controls keep their default markup */ }
|
||||||
|
|
||||||
// (3D Highway palette picker removed — string colors are now set
|
// (3D Highway palette picker removed — string colors are now set
|
||||||
// via the core "Highway String Colors" UI above, which drives both
|
// via the core "Highway String Colors" UI above, which drives both
|
||||||
// the 2D and 3D highways. The bg-settings 'palette' key still exists
|
// the 2D and 3D highways. The bg-settings 'palette' key still exists
|
||||||
|
|||||||
@@ -0,0 +1,231 @@
|
|||||||
|
import {
|
||||||
|
Clock,
|
||||||
|
HalfFloatType,
|
||||||
|
NoBlending,
|
||||||
|
Vector2,
|
||||||
|
WebGLRenderTarget
|
||||||
|
} from '../../three.module.min.js';
|
||||||
|
import { CopyShader } from '../shaders/CopyShader.js';
|
||||||
|
import { ShaderPass } from './ShaderPass.js';
|
||||||
|
import { MaskPass } from './MaskPass.js';
|
||||||
|
import { ClearMaskPass } from './MaskPass.js';
|
||||||
|
|
||||||
|
class EffectComposer {
|
||||||
|
|
||||||
|
constructor( renderer, renderTarget ) {
|
||||||
|
|
||||||
|
this.renderer = renderer;
|
||||||
|
|
||||||
|
this._pixelRatio = renderer.getPixelRatio();
|
||||||
|
|
||||||
|
if ( renderTarget === undefined ) {
|
||||||
|
|
||||||
|
const size = renderer.getSize( new Vector2() );
|
||||||
|
this._width = size.width;
|
||||||
|
this._height = size.height;
|
||||||
|
|
||||||
|
renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
|
||||||
|
renderTarget.texture.name = 'EffectComposer.rt1';
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
this._width = renderTarget.width;
|
||||||
|
this._height = renderTarget.height;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
this.renderTarget1 = renderTarget;
|
||||||
|
this.renderTarget2 = renderTarget.clone();
|
||||||
|
this.renderTarget2.texture.name = 'EffectComposer.rt2';
|
||||||
|
|
||||||
|
this.writeBuffer = this.renderTarget1;
|
||||||
|
this.readBuffer = this.renderTarget2;
|
||||||
|
|
||||||
|
this.renderToScreen = true;
|
||||||
|
|
||||||
|
this.passes = [];
|
||||||
|
|
||||||
|
this.copyPass = new ShaderPass( CopyShader );
|
||||||
|
this.copyPass.material.blending = NoBlending;
|
||||||
|
|
||||||
|
this.clock = new Clock();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
swapBuffers() {
|
||||||
|
|
||||||
|
const tmp = this.readBuffer;
|
||||||
|
this.readBuffer = this.writeBuffer;
|
||||||
|
this.writeBuffer = tmp;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
addPass( pass ) {
|
||||||
|
|
||||||
|
this.passes.push( pass );
|
||||||
|
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
insertPass( pass, index ) {
|
||||||
|
|
||||||
|
this.passes.splice( index, 0, pass );
|
||||||
|
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
removePass( pass ) {
|
||||||
|
|
||||||
|
const index = this.passes.indexOf( pass );
|
||||||
|
|
||||||
|
if ( index !== - 1 ) {
|
||||||
|
|
||||||
|
this.passes.splice( index, 1 );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
isLastEnabledPass( passIndex ) {
|
||||||
|
|
||||||
|
for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
|
||||||
|
|
||||||
|
if ( this.passes[ i ].enabled ) {
|
||||||
|
|
||||||
|
return false;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
render( deltaTime ) {
|
||||||
|
|
||||||
|
// deltaTime value is in seconds
|
||||||
|
|
||||||
|
if ( deltaTime === undefined ) {
|
||||||
|
|
||||||
|
deltaTime = this.clock.getDelta();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
const currentRenderTarget = this.renderer.getRenderTarget();
|
||||||
|
|
||||||
|
let maskActive = false;
|
||||||
|
|
||||||
|
for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
|
||||||
|
|
||||||
|
const pass = this.passes[ i ];
|
||||||
|
|
||||||
|
if ( pass.enabled === false ) continue;
|
||||||
|
|
||||||
|
pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
|
||||||
|
pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
|
||||||
|
|
||||||
|
if ( pass.needsSwap ) {
|
||||||
|
|
||||||
|
if ( maskActive ) {
|
||||||
|
|
||||||
|
const context = this.renderer.getContext();
|
||||||
|
const stencil = this.renderer.state.buffers.stencil;
|
||||||
|
|
||||||
|
//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
|
||||||
|
stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
|
||||||
|
|
||||||
|
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
|
||||||
|
|
||||||
|
//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
|
||||||
|
stencil.setFunc( context.EQUAL, 1, 0xffffffff );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
this.swapBuffers();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( MaskPass !== undefined ) {
|
||||||
|
|
||||||
|
if ( pass instanceof MaskPass ) {
|
||||||
|
|
||||||
|
maskActive = true;
|
||||||
|
|
||||||
|
} else if ( pass instanceof ClearMaskPass ) {
|
||||||
|
|
||||||
|
maskActive = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
this.renderer.setRenderTarget( currentRenderTarget );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
reset( renderTarget ) {
|
||||||
|
|
||||||
|
if ( renderTarget === undefined ) {
|
||||||
|
|
||||||
|
const size = this.renderer.getSize( new Vector2() );
|
||||||
|
this._pixelRatio = this.renderer.getPixelRatio();
|
||||||
|
this._width = size.width;
|
||||||
|
this._height = size.height;
|
||||||
|
|
||||||
|
renderTarget = this.renderTarget1.clone();
|
||||||
|
renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
this.renderTarget1.dispose();
|
||||||
|
this.renderTarget2.dispose();
|
||||||
|
this.renderTarget1 = renderTarget;
|
||||||
|
this.renderTarget2 = renderTarget.clone();
|
||||||
|
|
||||||
|
this.writeBuffer = this.renderTarget1;
|
||||||
|
this.readBuffer = this.renderTarget2;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
setSize( width, height ) {
|
||||||
|
|
||||||
|
this._width = width;
|
||||||
|
this._height = height;
|
||||||
|
|
||||||
|
const effectiveWidth = this._width * this._pixelRatio;
|
||||||
|
const effectiveHeight = this._height * this._pixelRatio;
|
||||||
|
|
||||||
|
this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
|
||||||
|
this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
|
||||||
|
|
||||||
|
for ( let i = 0; i < this.passes.length; i ++ ) {
|
||||||
|
|
||||||
|
this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
setPixelRatio( pixelRatio ) {
|
||||||
|
|
||||||
|
this._pixelRatio = pixelRatio;
|
||||||
|
|
||||||
|
this.setSize( this._width, this._height );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
dispose() {
|
||||||
|
|
||||||
|
this.renderTarget1.dispose();
|
||||||
|
this.renderTarget2.dispose();
|
||||||
|
|
||||||
|
this.copyPass.dispose();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export { EffectComposer };
|
||||||
@@ -0,0 +1,104 @@
|
|||||||
|
import { Pass } from './Pass.js';
|
||||||
|
|
||||||
|
class MaskPass extends Pass {
|
||||||
|
|
||||||
|
constructor( scene, camera ) {
|
||||||
|
|
||||||
|
super();
|
||||||
|
|
||||||
|
this.scene = scene;
|
||||||
|
this.camera = camera;
|
||||||
|
|
||||||
|
this.clear = true;
|
||||||
|
this.needsSwap = false;
|
||||||
|
|
||||||
|
this.inverse = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||||
|
|
||||||
|
const context = renderer.getContext();
|
||||||
|
const state = renderer.state;
|
||||||
|
|
||||||
|
// don't update color or depth
|
||||||
|
|
||||||
|
state.buffers.color.setMask( false );
|
||||||
|
state.buffers.depth.setMask( false );
|
||||||
|
|
||||||
|
// lock buffers
|
||||||
|
|
||||||
|
state.buffers.color.setLocked( true );
|
||||||
|
state.buffers.depth.setLocked( true );
|
||||||
|
|
||||||
|
// set up stencil
|
||||||
|
|
||||||
|
let writeValue, clearValue;
|
||||||
|
|
||||||
|
if ( this.inverse ) {
|
||||||
|
|
||||||
|
writeValue = 0;
|
||||||
|
clearValue = 1;
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
writeValue = 1;
|
||||||
|
clearValue = 0;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
state.buffers.stencil.setTest( true );
|
||||||
|
state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
|
||||||
|
state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
|
||||||
|
state.buffers.stencil.setClear( clearValue );
|
||||||
|
state.buffers.stencil.setLocked( true );
|
||||||
|
|
||||||
|
// draw into the stencil buffer
|
||||||
|
|
||||||
|
renderer.setRenderTarget( readBuffer );
|
||||||
|
if ( this.clear ) renderer.clear();
|
||||||
|
renderer.render( this.scene, this.camera );
|
||||||
|
|
||||||
|
renderer.setRenderTarget( writeBuffer );
|
||||||
|
if ( this.clear ) renderer.clear();
|
||||||
|
renderer.render( this.scene, this.camera );
|
||||||
|
|
||||||
|
// unlock color and depth buffer and make them writable for subsequent rendering/clearing
|
||||||
|
|
||||||
|
state.buffers.color.setLocked( false );
|
||||||
|
state.buffers.depth.setLocked( false );
|
||||||
|
|
||||||
|
state.buffers.color.setMask( true );
|
||||||
|
state.buffers.depth.setMask( true );
|
||||||
|
|
||||||
|
// only render where stencil is set to 1
|
||||||
|
|
||||||
|
state.buffers.stencil.setLocked( false );
|
||||||
|
state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
|
||||||
|
state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
|
||||||
|
state.buffers.stencil.setLocked( true );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
class ClearMaskPass extends Pass {
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
|
||||||
|
super();
|
||||||
|
|
||||||
|
this.needsSwap = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
|
||||||
|
|
||||||
|
renderer.state.buffers.stencil.setLocked( false );
|
||||||
|
renderer.state.buffers.stencil.setTest( false );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export { MaskPass, ClearMaskPass };
|
||||||
@@ -0,0 +1,97 @@
|
|||||||
|
import {
|
||||||
|
ColorManagement,
|
||||||
|
RawShaderMaterial,
|
||||||
|
UniformsUtils,
|
||||||
|
LinearToneMapping,
|
||||||
|
ReinhardToneMapping,
|
||||||
|
CineonToneMapping,
|
||||||
|
AgXToneMapping,
|
||||||
|
ACESFilmicToneMapping,
|
||||||
|
NeutralToneMapping,
|
||||||
|
SRGBTransfer
|
||||||
|
} from '../../three.module.min.js';
|
||||||
|
import { Pass, FullScreenQuad } from './Pass.js';
|
||||||
|
import { OutputShader } from '../shaders/OutputShader.js';
|
||||||
|
|
||||||
|
class OutputPass extends Pass {
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
|
||||||
|
super();
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
|
const shader = OutputShader;
|
||||||
|
|
||||||
|
this.uniforms = UniformsUtils.clone( shader.uniforms );
|
||||||
|
|
||||||
|
this.material = new RawShaderMaterial( {
|
||||||
|
name: shader.name,
|
||||||
|
uniforms: this.uniforms,
|
||||||
|
vertexShader: shader.vertexShader,
|
||||||
|
fragmentShader: shader.fragmentShader
|
||||||
|
} );
|
||||||
|
|
||||||
|
this.fsQuad = new FullScreenQuad( this.material );
|
||||||
|
|
||||||
|
// internal cache
|
||||||
|
|
||||||
|
this._outputColorSpace = null;
|
||||||
|
this._toneMapping = null;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
|
||||||
|
|
||||||
|
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
||||||
|
this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure;
|
||||||
|
|
||||||
|
// rebuild defines if required
|
||||||
|
|
||||||
|
if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) {
|
||||||
|
|
||||||
|
this._outputColorSpace = renderer.outputColorSpace;
|
||||||
|
this._toneMapping = renderer.toneMapping;
|
||||||
|
|
||||||
|
this.material.defines = {};
|
||||||
|
|
||||||
|
if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = '';
|
||||||
|
|
||||||
|
if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
|
||||||
|
else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
|
||||||
|
else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
|
||||||
|
else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
|
||||||
|
else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = '';
|
||||||
|
else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = '';
|
||||||
|
|
||||||
|
this.material.needsUpdate = true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
|
if ( this.renderToScreen === true ) {
|
||||||
|
|
||||||
|
renderer.setRenderTarget( null );
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
renderer.setRenderTarget( writeBuffer );
|
||||||
|
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
dispose() {
|
||||||
|
|
||||||
|
this.material.dispose();
|
||||||
|
this.fsQuad.dispose();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export { OutputPass };
|
||||||
@@ -0,0 +1,95 @@
|
|||||||
|
import {
|
||||||
|
BufferGeometry,
|
||||||
|
Float32BufferAttribute,
|
||||||
|
OrthographicCamera,
|
||||||
|
Mesh
|
||||||
|
} from '../../three.module.min.js';
|
||||||
|
|
||||||
|
class Pass {
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
|
||||||
|
this.isPass = true;
|
||||||
|
|
||||||
|
// if set to true, the pass is processed by the composer
|
||||||
|
this.enabled = true;
|
||||||
|
|
||||||
|
// if set to true, the pass indicates to swap read and write buffer after rendering
|
||||||
|
this.needsSwap = true;
|
||||||
|
|
||||||
|
// if set to true, the pass clears its buffer before rendering
|
||||||
|
this.clear = false;
|
||||||
|
|
||||||
|
// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
|
||||||
|
this.renderToScreen = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
setSize( /* width, height */ ) {}
|
||||||
|
|
||||||
|
render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
|
||||||
|
|
||||||
|
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
dispose() {}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Helper for passes that need to fill the viewport with a single quad.
|
||||||
|
|
||||||
|
const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||||||
|
|
||||||
|
// https://github.com/mrdoob/three.js/pull/21358
|
||||||
|
|
||||||
|
class FullscreenTriangleGeometry extends BufferGeometry {
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
|
||||||
|
super();
|
||||||
|
|
||||||
|
this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
|
||||||
|
this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
const _geometry = new FullscreenTriangleGeometry();
|
||||||
|
|
||||||
|
class FullScreenQuad {
|
||||||
|
|
||||||
|
constructor( material ) {
|
||||||
|
|
||||||
|
this._mesh = new Mesh( _geometry, material );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
dispose() {
|
||||||
|
|
||||||
|
this._mesh.geometry.dispose();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
render( renderer ) {
|
||||||
|
|
||||||
|
renderer.render( this._mesh, _camera );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
get material() {
|
||||||
|
|
||||||
|
return this._mesh.material;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
set material( value ) {
|
||||||
|
|
||||||
|
this._mesh.material = value;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export { Pass, FullScreenQuad };
|
||||||
@@ -0,0 +1,99 @@
|
|||||||
|
import {
|
||||||
|
Color
|
||||||
|
} from '../../three.module.min.js';
|
||||||
|
import { Pass } from './Pass.js';
|
||||||
|
|
||||||
|
class RenderPass extends Pass {
|
||||||
|
|
||||||
|
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
|
||||||
|
|
||||||
|
super();
|
||||||
|
|
||||||
|
this.scene = scene;
|
||||||
|
this.camera = camera;
|
||||||
|
|
||||||
|
this.overrideMaterial = overrideMaterial;
|
||||||
|
|
||||||
|
this.clearColor = clearColor;
|
||||||
|
this.clearAlpha = clearAlpha;
|
||||||
|
|
||||||
|
this.clear = true;
|
||||||
|
this.clearDepth = false;
|
||||||
|
this.needsSwap = false;
|
||||||
|
this._oldClearColor = new Color();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||||
|
|
||||||
|
const oldAutoClear = renderer.autoClear;
|
||||||
|
renderer.autoClear = false;
|
||||||
|
|
||||||
|
let oldClearAlpha, oldOverrideMaterial;
|
||||||
|
|
||||||
|
if ( this.overrideMaterial !== null ) {
|
||||||
|
|
||||||
|
oldOverrideMaterial = this.scene.overrideMaterial;
|
||||||
|
|
||||||
|
this.scene.overrideMaterial = this.overrideMaterial;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( this.clearColor !== null ) {
|
||||||
|
|
||||||
|
renderer.getClearColor( this._oldClearColor );
|
||||||
|
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( this.clearAlpha !== null ) {
|
||||||
|
|
||||||
|
oldClearAlpha = renderer.getClearAlpha();
|
||||||
|
renderer.setClearAlpha( this.clearAlpha );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( this.clearDepth == true ) {
|
||||||
|
|
||||||
|
renderer.clearDepth();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
|
||||||
|
|
||||||
|
if ( this.clear === true ) {
|
||||||
|
|
||||||
|
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
|
||||||
|
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
renderer.render( this.scene, this.camera );
|
||||||
|
|
||||||
|
// restore
|
||||||
|
|
||||||
|
if ( this.clearColor !== null ) {
|
||||||
|
|
||||||
|
renderer.setClearColor( this._oldClearColor );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( this.clearAlpha !== null ) {
|
||||||
|
|
||||||
|
renderer.setClearAlpha( oldClearAlpha );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( this.overrideMaterial !== null ) {
|
||||||
|
|
||||||
|
this.scene.overrideMaterial = oldOverrideMaterial;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
renderer.autoClear = oldAutoClear;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export { RenderPass };
|
||||||
@@ -0,0 +1,77 @@
|
|||||||
|
import {
|
||||||
|
ShaderMaterial,
|
||||||
|
UniformsUtils
|
||||||
|
} from '../../three.module.min.js';
|
||||||
|
import { Pass, FullScreenQuad } from './Pass.js';
|
||||||
|
|
||||||
|
class ShaderPass extends Pass {
|
||||||
|
|
||||||
|
constructor( shader, textureID ) {
|
||||||
|
|
||||||
|
super();
|
||||||
|
|
||||||
|
this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
|
||||||
|
|
||||||
|
if ( shader instanceof ShaderMaterial ) {
|
||||||
|
|
||||||
|
this.uniforms = shader.uniforms;
|
||||||
|
|
||||||
|
this.material = shader;
|
||||||
|
|
||||||
|
} else if ( shader ) {
|
||||||
|
|
||||||
|
this.uniforms = UniformsUtils.clone( shader.uniforms );
|
||||||
|
|
||||||
|
this.material = new ShaderMaterial( {
|
||||||
|
|
||||||
|
name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
|
||||||
|
defines: Object.assign( {}, shader.defines ),
|
||||||
|
uniforms: this.uniforms,
|
||||||
|
vertexShader: shader.vertexShader,
|
||||||
|
fragmentShader: shader.fragmentShader
|
||||||
|
|
||||||
|
} );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
this.fsQuad = new FullScreenQuad( this.material );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
||||||
|
|
||||||
|
if ( this.uniforms[ this.textureID ] ) {
|
||||||
|
|
||||||
|
this.uniforms[ this.textureID ].value = readBuffer.texture;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
this.fsQuad.material = this.material;
|
||||||
|
|
||||||
|
if ( this.renderToScreen ) {
|
||||||
|
|
||||||
|
renderer.setRenderTarget( null );
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
renderer.setRenderTarget( writeBuffer );
|
||||||
|
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
|
||||||
|
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
dispose() {
|
||||||
|
|
||||||
|
this.material.dispose();
|
||||||
|
|
||||||
|
this.fsQuad.dispose();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export { ShaderPass };
|
||||||
@@ -0,0 +1,415 @@
|
|||||||
|
import {
|
||||||
|
AdditiveBlending,
|
||||||
|
Color,
|
||||||
|
HalfFloatType,
|
||||||
|
MeshBasicMaterial,
|
||||||
|
ShaderMaterial,
|
||||||
|
UniformsUtils,
|
||||||
|
Vector2,
|
||||||
|
Vector3,
|
||||||
|
WebGLRenderTarget
|
||||||
|
} from '../../three.module.min.js';
|
||||||
|
import { Pass, FullScreenQuad } from './Pass.js';
|
||||||
|
import { CopyShader } from '../shaders/CopyShader.js';
|
||||||
|
import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
|
||||||
|
* mip map chain of bloom textures and blurs them with different radii. Because
|
||||||
|
* of the weighted combination of mips, and because larger blurs are done on
|
||||||
|
* higher mips, this effect provides good quality and performance.
|
||||||
|
*
|
||||||
|
* Reference:
|
||||||
|
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
|
||||||
|
*/
|
||||||
|
class UnrealBloomPass extends Pass {
|
||||||
|
|
||||||
|
constructor( resolution, strength, radius, threshold ) {
|
||||||
|
|
||||||
|
super();
|
||||||
|
|
||||||
|
this.strength = ( strength !== undefined ) ? strength : 1;
|
||||||
|
this.radius = radius;
|
||||||
|
this.threshold = threshold;
|
||||||
|
this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
|
||||||
|
|
||||||
|
// create color only once here, reuse it later inside the render function
|
||||||
|
this.clearColor = new Color( 0, 0, 0 );
|
||||||
|
|
||||||
|
// render targets
|
||||||
|
this.renderTargetsHorizontal = [];
|
||||||
|
this.renderTargetsVertical = [];
|
||||||
|
this.nMips = 5;
|
||||||
|
let resx = Math.round( this.resolution.x / 2 );
|
||||||
|
let resy = Math.round( this.resolution.y / 2 );
|
||||||
|
|
||||||
|
this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||||
|
this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
|
||||||
|
this.renderTargetBright.texture.generateMipmaps = false;
|
||||||
|
|
||||||
|
for ( let i = 0; i < this.nMips; i ++ ) {
|
||||||
|
|
||||||
|
const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||||
|
|
||||||
|
renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
|
||||||
|
renderTargetHorizontal.texture.generateMipmaps = false;
|
||||||
|
|
||||||
|
this.renderTargetsHorizontal.push( renderTargetHorizontal );
|
||||||
|
|
||||||
|
const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
|
||||||
|
|
||||||
|
renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
|
||||||
|
renderTargetVertical.texture.generateMipmaps = false;
|
||||||
|
|
||||||
|
this.renderTargetsVertical.push( renderTargetVertical );
|
||||||
|
|
||||||
|
resx = Math.round( resx / 2 );
|
||||||
|
|
||||||
|
resy = Math.round( resy / 2 );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// luminosity high pass material
|
||||||
|
|
||||||
|
const highPassShader = LuminosityHighPassShader;
|
||||||
|
this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
|
||||||
|
|
||||||
|
this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
|
||||||
|
this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
|
||||||
|
|
||||||
|
this.materialHighPassFilter = new ShaderMaterial( {
|
||||||
|
uniforms: this.highPassUniforms,
|
||||||
|
vertexShader: highPassShader.vertexShader,
|
||||||
|
fragmentShader: highPassShader.fragmentShader
|
||||||
|
} );
|
||||||
|
|
||||||
|
// gaussian blur materials
|
||||||
|
|
||||||
|
this.separableBlurMaterials = [];
|
||||||
|
const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
|
||||||
|
resx = Math.round( this.resolution.x / 2 );
|
||||||
|
resy = Math.round( this.resolution.y / 2 );
|
||||||
|
|
||||||
|
for ( let i = 0; i < this.nMips; i ++ ) {
|
||||||
|
|
||||||
|
this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
|
||||||
|
|
||||||
|
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
|
||||||
|
|
||||||
|
resx = Math.round( resx / 2 );
|
||||||
|
|
||||||
|
resy = Math.round( resy / 2 );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// composite material
|
||||||
|
|
||||||
|
this.compositeMaterial = this.getCompositeMaterial( this.nMips );
|
||||||
|
this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
|
||||||
|
this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
|
||||||
|
this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
|
||||||
|
this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
|
||||||
|
this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
|
||||||
|
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
|
||||||
|
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
|
||||||
|
|
||||||
|
const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
|
||||||
|
this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
|
||||||
|
this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
|
||||||
|
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
|
||||||
|
|
||||||
|
// blend material
|
||||||
|
|
||||||
|
const copyShader = CopyShader;
|
||||||
|
|
||||||
|
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
|
||||||
|
|
||||||
|
this.blendMaterial = new ShaderMaterial( {
|
||||||
|
uniforms: this.copyUniforms,
|
||||||
|
vertexShader: copyShader.vertexShader,
|
||||||
|
fragmentShader: copyShader.fragmentShader,
|
||||||
|
blending: AdditiveBlending,
|
||||||
|
depthTest: false,
|
||||||
|
depthWrite: false,
|
||||||
|
transparent: true
|
||||||
|
} );
|
||||||
|
|
||||||
|
this.enabled = true;
|
||||||
|
this.needsSwap = false;
|
||||||
|
|
||||||
|
this._oldClearColor = new Color();
|
||||||
|
this.oldClearAlpha = 1;
|
||||||
|
|
||||||
|
this.basic = new MeshBasicMaterial();
|
||||||
|
|
||||||
|
this.fsQuad = new FullScreenQuad( null );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
dispose() {
|
||||||
|
|
||||||
|
for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
|
||||||
|
|
||||||
|
this.renderTargetsHorizontal[ i ].dispose();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
|
||||||
|
|
||||||
|
this.renderTargetsVertical[ i ].dispose();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
this.renderTargetBright.dispose();
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
|
for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
|
||||||
|
|
||||||
|
this.separableBlurMaterials[ i ].dispose();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
this.compositeMaterial.dispose();
|
||||||
|
this.blendMaterial.dispose();
|
||||||
|
this.basic.dispose();
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
|
this.fsQuad.dispose();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
setSize( width, height ) {
|
||||||
|
|
||||||
|
let resx = Math.round( width / 2 );
|
||||||
|
let resy = Math.round( height / 2 );
|
||||||
|
|
||||||
|
this.renderTargetBright.setSize( resx, resy );
|
||||||
|
|
||||||
|
for ( let i = 0; i < this.nMips; i ++ ) {
|
||||||
|
|
||||||
|
this.renderTargetsHorizontal[ i ].setSize( resx, resy );
|
||||||
|
this.renderTargetsVertical[ i ].setSize( resx, resy );
|
||||||
|
|
||||||
|
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
|
||||||
|
|
||||||
|
resx = Math.round( resx / 2 );
|
||||||
|
resy = Math.round( resy / 2 );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
|
||||||
|
|
||||||
|
renderer.getClearColor( this._oldClearColor );
|
||||||
|
this.oldClearAlpha = renderer.getClearAlpha();
|
||||||
|
const oldAutoClear = renderer.autoClear;
|
||||||
|
renderer.autoClear = false;
|
||||||
|
|
||||||
|
renderer.setClearColor( this.clearColor, 0 );
|
||||||
|
|
||||||
|
if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
|
||||||
|
|
||||||
|
// Render input to screen
|
||||||
|
|
||||||
|
if ( this.renderToScreen ) {
|
||||||
|
|
||||||
|
this.fsQuad.material = this.basic;
|
||||||
|
this.basic.map = readBuffer.texture;
|
||||||
|
|
||||||
|
renderer.setRenderTarget( null );
|
||||||
|
renderer.clear();
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// 1. Extract Bright Areas
|
||||||
|
|
||||||
|
this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
||||||
|
this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
|
||||||
|
this.fsQuad.material = this.materialHighPassFilter;
|
||||||
|
|
||||||
|
renderer.setRenderTarget( this.renderTargetBright );
|
||||||
|
renderer.clear();
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
// 2. Blur All the mips progressively
|
||||||
|
|
||||||
|
let inputRenderTarget = this.renderTargetBright;
|
||||||
|
|
||||||
|
for ( let i = 0; i < this.nMips; i ++ ) {
|
||||||
|
|
||||||
|
this.fsQuad.material = this.separableBlurMaterials[ i ];
|
||||||
|
|
||||||
|
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
|
||||||
|
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
|
||||||
|
renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
|
||||||
|
renderer.clear();
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
|
||||||
|
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
|
||||||
|
renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
|
||||||
|
renderer.clear();
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
inputRenderTarget = this.renderTargetsVertical[ i ];
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Composite All the mips
|
||||||
|
|
||||||
|
this.fsQuad.material = this.compositeMaterial;
|
||||||
|
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
|
||||||
|
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
|
||||||
|
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
|
||||||
|
|
||||||
|
renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
|
||||||
|
renderer.clear();
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
// Blend it additively over the input texture
|
||||||
|
|
||||||
|
this.fsQuad.material = this.blendMaterial;
|
||||||
|
this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
|
||||||
|
|
||||||
|
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
|
||||||
|
|
||||||
|
if ( this.renderToScreen ) {
|
||||||
|
|
||||||
|
renderer.setRenderTarget( null );
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
renderer.setRenderTarget( readBuffer );
|
||||||
|
this.fsQuad.render( renderer );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Restore renderer settings
|
||||||
|
|
||||||
|
renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
|
||||||
|
renderer.autoClear = oldAutoClear;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
getSeperableBlurMaterial( kernelRadius ) {
|
||||||
|
|
||||||
|
const coefficients = [];
|
||||||
|
|
||||||
|
for ( let i = 0; i < kernelRadius; i ++ ) {
|
||||||
|
|
||||||
|
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
return new ShaderMaterial( {
|
||||||
|
|
||||||
|
defines: {
|
||||||
|
'KERNEL_RADIUS': kernelRadius
|
||||||
|
},
|
||||||
|
|
||||||
|
uniforms: {
|
||||||
|
'colorTexture': { value: null },
|
||||||
|
'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
|
||||||
|
'direction': { value: new Vector2( 0.5, 0.5 ) },
|
||||||
|
'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
|
||||||
|
},
|
||||||
|
|
||||||
|
vertexShader:
|
||||||
|
`varying vec2 vUv;
|
||||||
|
void main() {
|
||||||
|
vUv = uv;
|
||||||
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||||
|
}`,
|
||||||
|
|
||||||
|
fragmentShader:
|
||||||
|
`#include <common>
|
||||||
|
varying vec2 vUv;
|
||||||
|
uniform sampler2D colorTexture;
|
||||||
|
uniform vec2 invSize;
|
||||||
|
uniform vec2 direction;
|
||||||
|
uniform float gaussianCoefficients[KERNEL_RADIUS];
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
float weightSum = gaussianCoefficients[0];
|
||||||
|
vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
|
||||||
|
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
|
||||||
|
float x = float(i);
|
||||||
|
float w = gaussianCoefficients[i];
|
||||||
|
vec2 uvOffset = direction * invSize * x;
|
||||||
|
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
|
||||||
|
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
|
||||||
|
diffuseSum += (sample1 + sample2) * w;
|
||||||
|
weightSum += 2.0 * w;
|
||||||
|
}
|
||||||
|
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
|
||||||
|
}`
|
||||||
|
} );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
getCompositeMaterial( nMips ) {
|
||||||
|
|
||||||
|
return new ShaderMaterial( {
|
||||||
|
|
||||||
|
defines: {
|
||||||
|
'NUM_MIPS': nMips
|
||||||
|
},
|
||||||
|
|
||||||
|
uniforms: {
|
||||||
|
'blurTexture1': { value: null },
|
||||||
|
'blurTexture2': { value: null },
|
||||||
|
'blurTexture3': { value: null },
|
||||||
|
'blurTexture4': { value: null },
|
||||||
|
'blurTexture5': { value: null },
|
||||||
|
'bloomStrength': { value: 1.0 },
|
||||||
|
'bloomFactors': { value: null },
|
||||||
|
'bloomTintColors': { value: null },
|
||||||
|
'bloomRadius': { value: 0.0 }
|
||||||
|
},
|
||||||
|
|
||||||
|
vertexShader:
|
||||||
|
`varying vec2 vUv;
|
||||||
|
void main() {
|
||||||
|
vUv = uv;
|
||||||
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||||
|
}`,
|
||||||
|
|
||||||
|
fragmentShader:
|
||||||
|
`varying vec2 vUv;
|
||||||
|
uniform sampler2D blurTexture1;
|
||||||
|
uniform sampler2D blurTexture2;
|
||||||
|
uniform sampler2D blurTexture3;
|
||||||
|
uniform sampler2D blurTexture4;
|
||||||
|
uniform sampler2D blurTexture5;
|
||||||
|
uniform float bloomStrength;
|
||||||
|
uniform float bloomRadius;
|
||||||
|
uniform float bloomFactors[NUM_MIPS];
|
||||||
|
uniform vec3 bloomTintColors[NUM_MIPS];
|
||||||
|
|
||||||
|
float lerpBloomFactor(const in float factor) {
|
||||||
|
float mirrorFactor = 1.2 - factor;
|
||||||
|
return mix(factor, mirrorFactor, bloomRadius);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
|
||||||
|
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
|
||||||
|
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
|
||||||
|
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
|
||||||
|
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
|
||||||
|
}`
|
||||||
|
} );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
|
||||||
|
UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
|
||||||
|
|
||||||
|
export { UnrealBloomPass };
|
||||||
@@ -0,0 +1,45 @@
|
|||||||
|
/**
|
||||||
|
* Full-screen textured quad shader
|
||||||
|
*/
|
||||||
|
|
||||||
|
const CopyShader = {
|
||||||
|
|
||||||
|
name: 'CopyShader',
|
||||||
|
|
||||||
|
uniforms: {
|
||||||
|
|
||||||
|
'tDiffuse': { value: null },
|
||||||
|
'opacity': { value: 1.0 }
|
||||||
|
|
||||||
|
},
|
||||||
|
|
||||||
|
vertexShader: /* glsl */`
|
||||||
|
|
||||||
|
varying vec2 vUv;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vUv = uv;
|
||||||
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||||
|
|
||||||
|
}`,
|
||||||
|
|
||||||
|
fragmentShader: /* glsl */`
|
||||||
|
|
||||||
|
uniform float opacity;
|
||||||
|
|
||||||
|
uniform sampler2D tDiffuse;
|
||||||
|
|
||||||
|
varying vec2 vUv;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vec4 texel = texture2D( tDiffuse, vUv );
|
||||||
|
gl_FragColor = opacity * texel;
|
||||||
|
|
||||||
|
|
||||||
|
}`
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
export { CopyShader };
|
||||||
@@ -0,0 +1,64 @@
|
|||||||
|
import {
|
||||||
|
Color
|
||||||
|
} from '../../three.module.min.js';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Luminosity
|
||||||
|
* http://en.wikipedia.org/wiki/Luminosity
|
||||||
|
*/
|
||||||
|
|
||||||
|
const LuminosityHighPassShader = {
|
||||||
|
|
||||||
|
name: 'LuminosityHighPassShader',
|
||||||
|
|
||||||
|
shaderID: 'luminosityHighPass',
|
||||||
|
|
||||||
|
uniforms: {
|
||||||
|
|
||||||
|
'tDiffuse': { value: null },
|
||||||
|
'luminosityThreshold': { value: 1.0 },
|
||||||
|
'smoothWidth': { value: 1.0 },
|
||||||
|
'defaultColor': { value: new Color( 0x000000 ) },
|
||||||
|
'defaultOpacity': { value: 0.0 }
|
||||||
|
|
||||||
|
},
|
||||||
|
|
||||||
|
vertexShader: /* glsl */`
|
||||||
|
|
||||||
|
varying vec2 vUv;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vUv = uv;
|
||||||
|
|
||||||
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||||
|
|
||||||
|
}`,
|
||||||
|
|
||||||
|
fragmentShader: /* glsl */`
|
||||||
|
|
||||||
|
uniform sampler2D tDiffuse;
|
||||||
|
uniform vec3 defaultColor;
|
||||||
|
uniform float defaultOpacity;
|
||||||
|
uniform float luminosityThreshold;
|
||||||
|
uniform float smoothWidth;
|
||||||
|
|
||||||
|
varying vec2 vUv;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vec4 texel = texture2D( tDiffuse, vUv );
|
||||||
|
|
||||||
|
float v = luminance( texel.xyz );
|
||||||
|
|
||||||
|
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
|
||||||
|
|
||||||
|
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
|
||||||
|
|
||||||
|
gl_FragColor = mix( outputColor, texel, alpha );
|
||||||
|
|
||||||
|
}`
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
export { LuminosityHighPassShader };
|
||||||
@@ -0,0 +1,85 @@
|
|||||||
|
const OutputShader = {
|
||||||
|
|
||||||
|
name: 'OutputShader',
|
||||||
|
|
||||||
|
uniforms: {
|
||||||
|
|
||||||
|
'tDiffuse': { value: null },
|
||||||
|
'toneMappingExposure': { value: 1 }
|
||||||
|
|
||||||
|
},
|
||||||
|
|
||||||
|
vertexShader: /* glsl */`
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
uniform mat4 modelViewMatrix;
|
||||||
|
uniform mat4 projectionMatrix;
|
||||||
|
|
||||||
|
attribute vec3 position;
|
||||||
|
attribute vec2 uv;
|
||||||
|
|
||||||
|
varying vec2 vUv;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vUv = uv;
|
||||||
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||||
|
|
||||||
|
}`,
|
||||||
|
|
||||||
|
fragmentShader: /* glsl */`
|
||||||
|
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
uniform sampler2D tDiffuse;
|
||||||
|
|
||||||
|
#include <tonemapping_pars_fragment>
|
||||||
|
#include <colorspace_pars_fragment>
|
||||||
|
|
||||||
|
varying vec2 vUv;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
gl_FragColor = texture2D( tDiffuse, vUv );
|
||||||
|
|
||||||
|
// tone mapping
|
||||||
|
|
||||||
|
#ifdef LINEAR_TONE_MAPPING
|
||||||
|
|
||||||
|
gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
|
||||||
|
|
||||||
|
#elif defined( REINHARD_TONE_MAPPING )
|
||||||
|
|
||||||
|
gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
|
||||||
|
|
||||||
|
#elif defined( CINEON_TONE_MAPPING )
|
||||||
|
|
||||||
|
gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
|
||||||
|
|
||||||
|
#elif defined( ACES_FILMIC_TONE_MAPPING )
|
||||||
|
|
||||||
|
gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
|
||||||
|
|
||||||
|
#elif defined( AGX_TONE_MAPPING )
|
||||||
|
|
||||||
|
gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
|
||||||
|
|
||||||
|
#elif defined( NEUTRAL_TONE_MAPPING )
|
||||||
|
|
||||||
|
gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// color space
|
||||||
|
|
||||||
|
#ifdef SRGB_TRANSFER
|
||||||
|
|
||||||
|
gl_FragColor = sRGBTransferOETF( gl_FragColor );
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
}`
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
export { OutputShader };
|
||||||
Reference in New Issue
Block a user