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Download site/lib/addons/postprocessing/AfterimagePass.js from hmb/pcb-explorer: direct link, hf CLI and curl.
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https://huggingface.co/spaces/hmb/pcb-explorer/resolve/main/site/lib/addons/postprocessing/AfterimagePass.js
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hf download hf://spaces/hmb/pcb-explorer/site/lib/addons/postprocessing/AfterimagePass.js
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curl -L -o AfterimagePass.js https://huggingface.co/spaces/hmb/pcb-explorer/resolve/main/site/lib/addons/postprocessing/AfterimagePass.js
2.57 kB
| import { | |
| HalfFloatType, | |
| NearestFilter, | |
| NoBlending, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| WebGLRenderTarget | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { CopyShader } from '../shaders/CopyShader.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 ); | |
| const copyShader = CopyShader; | |
| this.copyFsMaterial = new ShaderMaterial( { | |
| uniforms: UniformsUtils.clone( copyShader.uniforms ), | |
| vertexShader: copyShader.vertexShader, | |
| fragmentShader: copyShader.fragmentShader, | |
| blending: NoBlending, | |
| depthTest: false, | |
| depthWrite: false | |
| } ); | |
| 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.uniforms.tDiffuse.value = 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 }; | |