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lucidia-metaverse/node_modules/three/examples/jsm/postprocessing/AfterimagePass.js
Alexa Louise 47cf47f624 Initial commit: Lucidia Metaverse
Complete 3D metaverse platform with:
- Three.js 3D rendering
- Cannon.js physics engine
- Pointer lock controls
- Procedural cityscape
- Floating islands
- Portal system
- Particle effects
- WebXR/VR support ready
- Multiplayer ready (Socket.io)

Features:
- First-person controls (WASD + mouse)
- Jump and run mechanics
- Chat system
- Real-time HUD
- Loading screen
- Responsive design

Built with Vite for fast builds and hot reload.

🤖 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-22 19:02:56 -06:00

105 lines
2.2 KiB
JavaScript

import {
HalfFloatType,
MeshBasicMaterial,
NearestFilter,
ShaderMaterial,
UniformsUtils,
WebGLRenderTarget
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { AfterimageShader } from '../shaders/AfterimageShader.js';
class AfterimagePass extends Pass {
constructor( damp = 0.96 ) {
super();
this.shader = AfterimageShader;
this.uniforms = UniformsUtils.clone( this.shader.uniforms );
this.uniforms[ 'damp' ].value = damp;
this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
magFilter: NearestFilter,
type: HalfFloatType
} );
this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
magFilter: NearestFilter,
type: HalfFloatType
} );
this.compFsMaterial = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: this.shader.vertexShader,
fragmentShader: this.shader.fragmentShader
} );
this.compFsQuad = new FullScreenQuad( this.compFsMaterial );
this.copyFsMaterial = new MeshBasicMaterial();
this.copyFsQuad = new FullScreenQuad( this.copyFsMaterial );
}
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
this.uniforms[ 'tOld' ].value = this.textureOld.texture;
this.uniforms[ 'tNew' ].value = readBuffer.texture;
renderer.setRenderTarget( this.textureComp );
this.compFsQuad.render( renderer );
this.copyFsQuad.material.map = this.textureComp.texture;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.copyFsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this.copyFsQuad.render( renderer );
}
// Swap buffers.
const temp = this.textureOld;
this.textureOld = this.textureComp;
this.textureComp = temp;
// Now textureOld contains the latest image, ready for the next frame.
}
setSize( width, height ) {
this.textureComp.setSize( width, height );
this.textureOld.setSize( width, height );
}
dispose() {
this.textureComp.dispose();
this.textureOld.dispose();
this.compFsMaterial.dispose();
this.copyFsMaterial.dispose();
this.compFsQuad.dispose();
this.copyFsQuad.dispose();
}
}
export { AfterimagePass };