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- starting pong game 3d
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324
site/node_modules/three/src/nodes/display/GTAONode.js
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324
site/node_modules/three/src/nodes/display/GTAONode.js
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import TempNode from '../core/TempNode.js';
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import { texture } from '../accessors/TextureNode.js';
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import { textureSize } from '../accessors/TextureSizeNode.js';
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import { uv } from '../accessors/UVNode.js';
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import { addNodeElement, nodeObject, tslFn, mat3, vec2, vec3, vec4, float, int, If } from '../shadernode/ShaderNode.js';
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import { NodeUpdateType } from '../core/constants.js';
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import { uniform } from '../core/UniformNode.js';
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import { DataTexture } from '../../textures/DataTexture.js';
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import { Vector2 } from '../../math/Vector2.js';
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import { Vector3 } from '../../math/Vector3.js';
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import { PI, cos, sin, pow, clamp, abs, max, mix, sqrt, acos, dot, normalize, cross } from '../math/MathNode.js';
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import { div, mul, add, sub } from '../math/OperatorNode.js';
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import { loop } from '../utils/LoopNode.js';
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import { passTexture } from './PassNode.js';
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import { RepeatWrapping } from '../../constants.js';
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import QuadMesh from '../../renderers/common/QuadMesh.js';
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import { RenderTarget } from '../../core/RenderTarget.js';
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import { Color } from '../../math/Color.js';
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const _quadMesh = /*@__PURE__*/ new QuadMesh();
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const _currentClearColor = /*@__PURE__*/ new Color();
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const _size = /*@__PURE__*/ new Vector2();
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class GTAONode extends TempNode {
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constructor( depthNode, normalNode, camera ) {
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super();
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this.depthNode = depthNode;
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this.normalNode = normalNode;
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this.radius = uniform( 0.25 );
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this.resolution = uniform( new Vector2() );
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this.thickness = uniform( 1 );
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this.distanceExponent = uniform( 1 );
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this.distanceFallOff = uniform( 1 );
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this.scale = uniform( 1 );
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this.noiseNode = texture( generateMagicSquareNoise() );
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this.cameraProjectionMatrix = uniform( camera.projectionMatrix );
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this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
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this.SAMPLES = uniform( 16 );
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this._aoRenderTarget = new RenderTarget();
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this._aoRenderTarget.texture.name = 'GTAONode.AO';
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this._material = null;
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this._textureNode = passTexture( this, this._aoRenderTarget.texture );
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this.updateBeforeType = NodeUpdateType.FRAME;
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}
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getTextureNode() {
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return this._textureNode;
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}
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setSize( width, height ) {
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this.resolution.value.set( width, height );
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this._aoRenderTarget.setSize( width, height );
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}
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updateBefore( frame ) {
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const { renderer } = frame;
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const size = renderer.getDrawingBufferSize( _size );
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const currentRenderTarget = renderer.getRenderTarget();
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const currentMRT = renderer.getMRT();
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renderer.getClearColor( _currentClearColor );
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const currentClearAlpha = renderer.getClearAlpha();
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_quadMesh.material = this._material;
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this.setSize( size.width, size.height );
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// clear
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renderer.setMRT( null );
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renderer.setClearColor( 0xffffff, 1 );
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// ao
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renderer.setRenderTarget( this._aoRenderTarget );
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_quadMesh.render( renderer );
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// restore
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renderer.setRenderTarget( currentRenderTarget );
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renderer.setMRT( currentMRT );
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renderer.setClearColor( _currentClearColor, currentClearAlpha );
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}
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setup( builder ) {
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const uvNode = uv();
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const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x;
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const sampleNoise = ( uv ) => this.noiseNode.uv( uv );
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const getSceneUvAndDepth = tslFn( ( [ sampleViewPos ] )=> {
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const sampleClipPos = this.cameraProjectionMatrix.mul( vec4( sampleViewPos, 1.0 ) );
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let sampleUv = sampleClipPos.xy.div( sampleClipPos.w ).mul( 0.5 ).add( 0.5 ).toVar();
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sampleUv = vec2( sampleUv.x, sampleUv.y.oneMinus() );
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const sampleSceneDepth = sampleDepth( sampleUv );
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return vec3( sampleUv, sampleSceneDepth );
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} );
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const getViewPosition = tslFn( ( [ screenPosition, depth ] ) => {
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screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
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const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
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const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) );
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return viewSpacePosition.xyz.div( viewSpacePosition.w );
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} );
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const ao = tslFn( () => {
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const depth = sampleDepth( uvNode );
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depth.greaterThanEqual( 1.0 ).discard();
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const viewPosition = getViewPosition( uvNode, depth );
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const viewNormal = this.normalNode.rgb.normalize();
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const radiusToUse = this.radius;
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const noiseResolution = textureSize( this.noiseNode, 0 );
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let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
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noiseUv = noiseUv.mul( this.resolution.div( noiseResolution ) );
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const noiseTexel = sampleNoise( noiseUv );
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const randomVec = noiseTexel.xyz.mul( 2.0 ).sub( 1.0 );
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const tangent = vec3( randomVec.xy, 0.0 ).normalize();
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const bitangent = vec3( tangent.y.mul( - 1.0 ), tangent.x, 0.0 );
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const kernelMatrix = mat3( tangent, bitangent, vec3( 0.0, 0.0, 1.0 ) );
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const DIRECTIONS = this.SAMPLES.lessThan( 30 ).cond( 3, 5 );
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const STEPS = add( this.SAMPLES, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS );
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const ao = float( 0 ).toVar();
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loop( { start: int( 0 ), end: DIRECTIONS, type: 'int', condition: '<' }, ( { i } ) => {
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const angle = float( i ).div( float( DIRECTIONS ) ).mul( PI );
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const sampleDir = vec4( cos( angle ), sin( angle ), 0., add( 0.5, mul( 0.5, noiseTexel.w ) ) );
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sampleDir.xyz = normalize( kernelMatrix.mul( sampleDir.xyz ) );
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const viewDir = normalize( viewPosition.xyz.negate() );
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const sliceBitangent = normalize( cross( sampleDir.xyz, viewDir ) );
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const sliceTangent = cross( sliceBitangent, viewDir );
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const normalInSlice = normalize( viewNormal.sub( sliceBitangent.mul( dot( viewNormal, sliceBitangent ) ) ) );
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const tangentToNormalInSlice = cross( normalInSlice, sliceBitangent );
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const cosHorizons = vec2( dot( viewDir, tangentToNormalInSlice ), dot( viewDir, tangentToNormalInSlice.negate() ) ).toVar();
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loop( { end: STEPS, type: 'int', name: 'j', condition: '<' }, ( { j } ) => {
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const sampleViewOffset = sampleDir.xyz.mul( radiusToUse ).mul( sampleDir.w ).mul( pow( div( float( j ).add( 1.0 ), float( STEPS ) ), this.distanceExponent ) );
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// x
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const sampleSceneUvDepthX = getSceneUvAndDepth( viewPosition.add( sampleViewOffset ) );
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const sampleSceneViewPositionX = getViewPosition( sampleSceneUvDepthX.xy, sampleSceneUvDepthX.z );
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const viewDeltaX = sampleSceneViewPositionX.sub( viewPosition );
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If( abs( viewDeltaX.z ).lessThan( this.thickness ), () => {
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const sampleCosHorizon = dot( viewDir, normalize( viewDeltaX ) );
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cosHorizons.x.addAssign( max( 0, mul( sampleCosHorizon.sub( cosHorizons.x ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
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} );
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// y
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const sampleSceneUvDepthY = getSceneUvAndDepth( viewPosition.sub( sampleViewOffset ) );
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const sampleSceneViewPositionY = getViewPosition( sampleSceneUvDepthY.xy, sampleSceneUvDepthY.z );
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const viewDeltaY = sampleSceneViewPositionY.sub( viewPosition );
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If( abs( viewDeltaY.z ).lessThan( this.thickness ), () => {
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const sampleCosHorizon = dot( viewDir, normalize( viewDeltaY ) );
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cosHorizons.y.addAssign( max( 0, mul( sampleCosHorizon.sub( cosHorizons.y ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
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} );
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} );
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const sinHorizons = sqrt( sub( 1.0, cosHorizons.mul( cosHorizons ) ) );
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const nx = dot( normalInSlice, sliceTangent );
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const ny = dot( normalInSlice, viewDir );
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const nxb = mul( 0.5, acos( cosHorizons.y ).sub( acos( cosHorizons.x ) ).add( sinHorizons.x.mul( cosHorizons.x ).sub( sinHorizons.y.mul( cosHorizons.y ) ) ) );
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const nyb = mul( 0.5, sub( 2.0, cosHorizons.x.mul( cosHorizons.x ) ).sub( cosHorizons.y.mul( cosHorizons.y ) ) );
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const occlusion = nx.mul( nxb ).add( ny.mul( nyb ) );
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ao.addAssign( occlusion );
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} );
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ao.assign( clamp( ao.div( DIRECTIONS ), 0, 1 ) );
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ao.assign( pow( ao, this.scale ) );
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return vec4( vec3( ao ), 1.0 );
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} );
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const material = this._material || ( this._material = builder.createNodeMaterial() );
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material.fragmentNode = ao().context( builder.getSharedContext() );
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material.needsUpdate = true;
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//
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return this._textureNode;
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}
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dispose() {
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this._aoRenderTarget.dispose();
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}
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}
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function generateMagicSquareNoise( size = 5 ) {
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const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
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const magicSquare = generateMagicSquare( noiseSize );
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const noiseSquareSize = magicSquare.length;
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const data = new Uint8Array( noiseSquareSize * 4 );
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for ( let inx = 0; inx < noiseSquareSize; ++ inx ) {
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const iAng = magicSquare[ inx ];
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const angle = ( 2 * Math.PI * iAng ) / noiseSquareSize;
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const randomVec = new Vector3(
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Math.cos( angle ),
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Math.sin( angle ),
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0
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).normalize();
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data[ inx * 4 ] = ( randomVec.x * 0.5 + 0.5 ) * 255;
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data[ inx * 4 + 1 ] = ( randomVec.y * 0.5 + 0.5 ) * 255;
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data[ inx * 4 + 2 ] = 127;
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data[ inx * 4 + 3 ] = 255;
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}
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const noiseTexture = new DataTexture( data, noiseSize, noiseSize );
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noiseTexture.wrapS = RepeatWrapping;
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noiseTexture.wrapT = RepeatWrapping;
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noiseTexture.needsUpdate = true;
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return noiseTexture;
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}
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function generateMagicSquare( size ) {
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const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
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const noiseSquareSize = noiseSize * noiseSize;
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const magicSquare = Array( noiseSquareSize ).fill( 0 );
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let i = Math.floor( noiseSize / 2 );
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let j = noiseSize - 1;
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for ( let num = 1; num <= noiseSquareSize; ) {
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if ( i === - 1 && j === noiseSize ) {
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j = noiseSize - 2;
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i = 0;
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} else {
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if ( j === noiseSize ) {
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j = 0;
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}
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if ( i < 0 ) {
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i = noiseSize - 1;
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}
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}
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if ( magicSquare[ i * noiseSize + j ] !== 0 ) {
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j -= 2;
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i ++;
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continue;
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} else {
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magicSquare[ i * noiseSize + j ] = num ++;
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}
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j ++;
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i --;
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}
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return magicSquare;
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}
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export const ao = ( depthNode, normalNode, camera ) => nodeObject( new GTAONode( nodeObject( depthNode ), nodeObject( normalNode ), camera ) );
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addNodeElement( 'ao', ao );
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export default GTAONode;
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