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@@ -49,7 +49,7 @@
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import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
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- import { ColorCorrectionShader } from 'three/addons/shaders/ColorCorrectionShader.js';
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+ import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
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import { FXAAShader } from 'three/addons/shaders/FXAAShader.js';
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let camera, scene, renderer, clock, group, container;
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@@ -72,11 +72,11 @@
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//
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- const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 3 );
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+ const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d );
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hemiLight.position.set( 0, 1000, 0 );
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scene.add( hemiLight );
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- const dirLight = new THREE.DirectionalLight( 0xffffff, 2.5 );
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+ const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
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dirLight.position.set( - 3000, 1000, - 1000 );
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scene.add( dirLight );
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@@ -124,11 +124,11 @@
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fxaaPass = new ShaderPass( FXAAShader );
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- const colorCorrectionPass = new ShaderPass( ColorCorrectionShader );
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+ const outputPass = new OutputPass();
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composer1 = new EffectComposer( renderer );
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composer1.addPass( renderPass );
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- composer1.addPass( colorCorrectionPass );
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+ composer1.addPass( outputPass );
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//
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@@ -139,9 +139,9 @@
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composer2 = new EffectComposer( renderer );
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composer2.addPass( renderPass );
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- composer2.addPass( colorCorrectionPass );
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+ composer2.addPass( outputPass );
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- // FXAA is engineered to be applied towards the end of engine post processing after conversion to low dynamic range and conversion to the sRGB color space for display.´
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+ // FXAA is engineered to be applied towards the end of engine post processing after conversion to low dynamic range and conversion to the sRGB color space for display.
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composer2.addPass( fxaaPass );
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