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polygonjs-engine

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node-based webgl 3D engine https://polygonjs.com

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/** * Adds a vignette. * * */ import {TypedPostProcessNode, TypedPostNodeContext, PostParamOptions} from './_Base'; import {VignetteShader} from '../../../modules/three/examples/jsm/shaders/VignetteShader'; import {ShaderPass} from '../../../modules/three/examples/jsm/postprocessing/ShaderPass'; import {IUniformN} from '../utils/code/gl/Uniforms'; interface VignettePassWithUniforms extends ShaderPass { uniforms: { offset: IUniformN; darkness: IUniformN; }; } import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; class VignettePostParamsConfig extends NodeParamsConfig { /** @param offset */ offset = ParamConfig.FLOAT(1, { range: [0, 1], rangeLocked: [false, false], ...PostParamOptions, }); /** @param darkness */ darkness = ParamConfig.FLOAT(1, { range: [0, 2], rangeLocked: [true, false], ...PostParamOptions, }); } const ParamsConfig = new VignettePostParamsConfig(); export class VignettePostNode extends TypedPostProcessNode<ShaderPass, VignettePostParamsConfig> { params_config = ParamsConfig; static type() { return 'vignette'; } protected _create_pass(context: TypedPostNodeContext) { const pass = new ShaderPass(VignetteShader) as VignettePassWithUniforms; this.update_pass(pass); return pass; } update_pass(pass: VignettePassWithUniforms) { pass.uniforms.offset.value = this.pv.offset; pass.uniforms.darkness.value = this.pv.darkness; } }