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app/node_modules/three/examples/jsm/tsl/display/AfterImageNode.js
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app/node_modules/three/examples/jsm/tsl/display/AfterImageNode.js
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import { RenderTarget, Vector2, QuadMesh, NodeMaterial, RendererUtils, TempNode, NodeUpdateType } from 'three/webgpu';
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import { nodeObject, Fn, float, uv, texture, passTexture, uniform, sign, max, convertToTexture } from 'three/tsl';
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const _size = /*@__PURE__*/ new Vector2();
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const _quadMeshComp = /*@__PURE__*/ new QuadMesh();
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let _rendererState;
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/**
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* Post processing node for creating an after image effect.
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*
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* @augments TempNode
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* @three_import import { afterImage } from 'three/addons/tsl/display/AfterImageNode.js';
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*/
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class AfterImageNode extends TempNode {
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static get type() {
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return 'AfterImageNode';
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}
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/**
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* Constructs a new after image node.
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*
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* @param {TextureNode} textureNode - The texture node that represents the input of the effect.
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* @param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
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*/
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constructor( textureNode, damp = 0.96 ) {
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super( 'vec4' );
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/**
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* The texture node that represents the input of the effect.
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*
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* @type {TextureNode}
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*/
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this.textureNode = textureNode;
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/**
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* The texture represents the pervious frame.
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*
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* @type {TextureNode}
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*/
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this.textureNodeOld = texture( null );
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/**
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* How quickly the after-image fades. A higher value means the after-image
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* persists longer, while a lower value means it fades faster. Should be in
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* the range `[0, 1]`.
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*
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* @type {UniformNode<float>}
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*/
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this.damp = uniform( damp );
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/**
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* The render target used for compositing the effect.
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*
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* @private
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* @type {RenderTarget}
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*/
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this._compRT = new RenderTarget( 1, 1, { depthBuffer: false } );
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this._compRT.texture.name = 'AfterImageNode.comp';
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/**
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* The render target that represents the previous frame.
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*
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* @private
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* @type {RenderTarget}
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*/
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this._oldRT = new RenderTarget( 1, 1, { depthBuffer: false } );
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this._oldRT.texture.name = 'AfterImageNode.old';
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/**
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* The result of the effect is represented as a separate texture node.
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*
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* @private
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* @type {PassTextureNode}
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*/
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this._textureNode = passTexture( this, this._compRT.texture );
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/**
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* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
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* its effect once per frame in `updateBefore()`.
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*
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* @type {string}
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* @default 'frame'
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*/
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this.updateBeforeType = NodeUpdateType.FRAME;
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}
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/**
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* Returns the result of the effect as a texture node.
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*
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* @return {PassTextureNode} A texture node that represents the result of the effect.
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*/
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getTextureNode() {
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return this._textureNode;
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}
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/**
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* Sets the size of the effect.
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*
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* @param {number} width - The width of the effect.
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* @param {number} height - The height of the effect.
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*/
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setSize( width, height ) {
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this._compRT.setSize( width, height );
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this._oldRT.setSize( width, height );
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}
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/**
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* This method is used to render the effect once per frame.
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*
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* @param {NodeFrame} frame - The current node frame.
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*/
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updateBefore( frame ) {
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const { renderer } = frame;
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_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
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//
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const textureNode = this.textureNode;
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const map = textureNode.value;
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const textureType = map.type;
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this._compRT.texture.type = textureType;
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this._oldRT.texture.type = textureType;
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renderer.getDrawingBufferSize( _size );
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this.setSize( _size.x, _size.y );
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const currentTexture = textureNode.value;
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this.textureNodeOld.value = this._oldRT.texture;
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// comp
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_quadMeshComp.material = this._materialComposed;
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renderer.setRenderTarget( this._compRT );
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_quadMeshComp.render( renderer );
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// Swap the textures
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const temp = this._oldRT;
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this._oldRT = this._compRT;
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this._compRT = temp;
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//
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textureNode.value = currentTexture;
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RendererUtils.restoreRendererState( renderer, _rendererState );
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}
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/**
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* This method is used to setup the effect's TSL code.
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*
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* @param {NodeBuilder} builder - The current node builder.
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* @return {PassTextureNode}
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*/
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setup( builder ) {
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const textureNode = this.textureNode;
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const textureNodeOld = this.textureNodeOld;
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//
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textureNodeOld.uvNode = textureNode.uvNode || uv();
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const afterImg = Fn( () => {
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const texelOld = textureNodeOld.sample().toVar();
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const texelNew = textureNode.sample().toVar();
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const threshold = float( 0.1 ).toConst();
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// m acts as a mask. It's 1 if the previous pixel was "bright enough" (above the threshold) and 0 if it wasn't.
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const m = max( sign( texelOld.sub( threshold ) ), 0.0 );
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// This is where the after-image fades:
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//
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// - If m is 0, texelOld is multiplied by 0, effectively clearing the after-image for that pixel.
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// - If m is 1, texelOld is multiplied by "damp". Since "damp" is between 0 and 1, this reduces the color value of
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// texelOld, making it darker and causing it to fade.
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texelOld.mulAssign( this.damp.mul( m ) );
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return max( texelNew, texelOld );
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} );
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//
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const materialComposed = this._materialComposed || ( this._materialComposed = new NodeMaterial() );
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materialComposed.name = 'AfterImage';
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materialComposed.fragmentNode = afterImg();
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//
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const properties = builder.getNodeProperties( this );
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properties.textureNode = textureNode;
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//
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return this._textureNode;
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}
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/**
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* Frees internal resources. This method should be called
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* when the effect is no longer required.
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*/
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dispose() {
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this._compRT.dispose();
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this._oldRT.dispose();
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}
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}
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/**
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* TSL function for creating an after image node for post processing.
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*
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* @tsl
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* @function
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* @param {Node<vec4>} node - The node that represents the input of the effect.
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* @param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
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* @returns {AfterImageNode}
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*/
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export const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( convertToTexture( node ), damp ) );
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export default AfterImageNode;
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