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126 lines
3.6 KiB
JavaScript
126 lines
3.6 KiB
JavaScript
/**
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* Post-Processing — Subtle bloom for green glow wireframe,
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* warm vignette, minimal grain. Foundation-style.
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*/
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import * as THREE from 'three';
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import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
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const VignetteShader = {
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uniforms: {
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tDiffuse: { value: null },
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uTime: { value: 0 },
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uVignetteStrength: { value: 0.5 },
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uChromaticStrength: { value: 0.0015 },
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uGrainStrength: { value: 0.03 },
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uWarmth: { value: 0.08 },
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform float uTime;
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uniform float uVignetteStrength;
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uniform float uChromaticStrength;
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uniform float uGrainStrength;
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uniform float uWarmth;
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varying vec2 vUv;
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float rand(vec2 co) {
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return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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}
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void main() {
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vec2 uv = vUv;
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vec2 center = uv - 0.5;
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float dist = length(center);
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// Subtle chromatic aberration at edges only
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vec2 offset = center * dist * uChromaticStrength;
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float r = texture2D(tDiffuse, uv + offset).r;
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float g = texture2D(tDiffuse, uv).g;
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float b = texture2D(tDiffuse, uv - offset * 0.5).b;
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vec3 color = vec3(r, g, b);
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// Warm vignette
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float vignette = 1.0 - dist * dist * uVignetteStrength * 1.8;
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color *= vignette;
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// Very subtle warm shift in shadows
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float luma = dot(color, vec3(0.299, 0.587, 0.114));
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color.r += (1.0 - luma) * uWarmth * 0.5;
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color.g += (1.0 - luma) * uWarmth * 0.2;
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// Minimal grain
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float grain = (rand(uv * uTime * 0.01) - 0.5) * uGrainStrength;
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color += grain;
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gl_FragColor = vec4(color, 1.0);
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}
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`,
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};
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export class PostProcessing {
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constructor(renderer, scene, camera) {
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const size = renderer.getSize(new THREE.Vector2());
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this.composer = new EffectComposer(renderer);
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this.composer.addPass(new RenderPass(scene, camera));
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// Bloom — tuned for green wireframe glow
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this._bloomPass = new UnrealBloomPass(
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new THREE.Vector2(size.x, size.y),
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0.08, // strength — subtle glow, overridden by settings
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0.2, // radius
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0.6 // threshold
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);
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this.composer.addPass(this._bloomPass);
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// Vignette + warmth
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this._vignettePass = new ShaderPass(VignetteShader);
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this.composer.addPass(this._vignettePass);
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this._bloomEnabled = true;
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}
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update(elapsed) {
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this._vignettePass.uniforms.uTime.value = elapsed;
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}
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render() {
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this.composer.render();
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}
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resize(width, height) {
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this.composer.setSize(width, height);
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this._bloomPass.resolution.set(width, height);
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}
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setQuality(level) {
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if (level === 0) {
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this._bloomPass.strength = 0;
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this._vignettePass.uniforms.uChromaticStrength.value = 0;
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this._vignettePass.uniforms.uGrainStrength.value = 0;
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} else if (level === 1) {
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this._bloomPass.strength = 0.6;
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this._vignettePass.uniforms.uChromaticStrength.value = 0.001;
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this._vignettePass.uniforms.uGrainStrength.value = 0.02;
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} else {
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this._bloomPass.strength = 1.0;
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this._vignettePass.uniforms.uChromaticStrength.value = 0.0015;
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this._vignettePass.uniforms.uGrainStrength.value = 0.03;
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}
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}
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dispose() {
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this.composer.dispose();
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}
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}
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