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@@ -0,0 +1,131 @@
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+import TempNode from '../core/TempNode.js';
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+import { nodeObject, addNodeElement, tslFn, float, vec4 } from '../shadernode/ShaderNode.js';
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+import { NodeUpdateType } from '../core/constants.js';
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+import { uv } from '../accessors/UVNode.js';
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+import { texture } from '../accessors/TextureNode.js';
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+import { uniform } from '../core/UniformNode.js';
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+import { RenderTarget } from 'three';
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+import { sign, max } from '../math/MathNode.js';
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+import QuadMesh from '../../objects/QuadMesh.js';
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+
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+const quadMeshComp = new QuadMesh();
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+
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+class AfterImageNode extends TempNode {
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+
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+ constructor( textureNode, damp = 0.96 ) {
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+
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+ super( textureNode );
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+
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+ this.textureNode = textureNode;
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+ this.textureNodeOld = texture();
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+ this.damp = uniform( damp );
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+
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+ this._compRT = new RenderTarget();
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+ this._oldRT = new RenderTarget();
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+
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+ this.updateBeforeType = NodeUpdateType.RENDER;
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+
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+ }
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+
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+ setSize( width, height ) {
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+
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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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+
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+ updateBefore( frame ) {
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+
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+ const { renderer } = frame;
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+
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+ const textureNode = this.textureNode;
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+
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+ const currentRenderTarget = renderer.getRenderTarget();
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+ const currentTexture = textureNode.value;
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+
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+ this.textureNodeOld.value = this._oldRT.texture;
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+
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+ // comp
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+ renderer.setRenderTarget( this._compRT );
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+ quadMeshComp.render( renderer );
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+
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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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+ // set size before swapping fails
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+ const map = currentTexture;
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+ this.setSize( map.image.width, map.image.height );
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+
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+ renderer.setRenderTarget( currentRenderTarget );
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+ textureNode.value = currentTexture;
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+
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+ }
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+
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+ setup( builder ) {
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+
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+ const textureNode = this.textureNode;
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+ const textureNodeOld = this.textureNodeOld;
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+
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+ if ( textureNode.isTextureNode !== true ) {
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+
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+ console.error( 'AfterImageNode requires a TextureNode.' );
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+
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+ return vec4();
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+
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+ }
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+
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+ //
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+
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+ const uvNode = textureNode.uvNode || uv();
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+
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+ textureNodeOld.uvNode = uvNode;
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+
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+ const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } );
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+
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+ const when_gt = tslFn( ( [ x_immutable, y_immutable ] ) => {
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+
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+ const y = float( y_immutable ).toVar();
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+ const x = vec4( x_immutable ).toVar();
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+
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+ return max( sign( x.sub( y ) ), 0.0 );
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+
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+ } );
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+
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+ const afterImg = tslFn( () => {
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+
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+ const texelOld = vec4( textureNodeOld );
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+ const texelNew = vec4( sampleTexture( uvNode ) );
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+
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+ texelOld.mulAssign( this.damp.mul( when_gt( texelOld, 0.1 ) ) );
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+ return max( texelNew, texelOld );
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+
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+ } );
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+
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+ //
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+
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+ const materialComposed = this._materialComposed || ( this._materialComposed = builder.createNodeMaterial( 'MeshBasicNodeMaterial' ) );
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+ materialComposed.fragmentNode = afterImg();
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+
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+ quadMeshComp.material = materialComposed;
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+
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+ //
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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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+ //
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+
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+ return texture( this._compRT.texture );
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+
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+ }
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+
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+}
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+
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+export const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( nodeObject( node ), damp ) );
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+
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+addNodeElement( 'afterImage', afterImage );
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+
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+export default AfterImageNode;
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+
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