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+/**
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+ * @author yomboprime https://github.com/yomboprime
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+ *
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+ * GPUComputationRenderer, based on SimulationRenderer by zz85
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+ *
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+ * The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
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+ * for each compute element (texel)
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+ *
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+ * Each variable has a fragment shader that defines the computation made to obtain the variable in question.
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+ * You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
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+ * (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
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+ *
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+ * The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
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+ * as inputs to render the textures of the next frame.
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+ *
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+ * The render targets of the variables can be used as input textures for your visualization shaders.
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+ *
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+ * Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
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+ * a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
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+ *
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+ * The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
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+ * #DEFINE resolution vec2( 1024.0, 1024.0 )
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+ *
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+ * -------------
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+ *
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+ * Basic use:
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+ *
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+ * // Initialization...
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+ *
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+ * // Create computation renderer
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+ * var gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
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+ *
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+ * // Create initial state float textures
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+ * var pos0 = gpuCompute.createTexture();
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+ * var vel0 = gpuCompute.createTexture();
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+ * // and fill in here the texture data...
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+ *
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+ * // Add texture variables
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+ * var velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
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+ * var posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
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+ *
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+ * // Add variable dependencies
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+ * gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
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+ * gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
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+ *
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+ * // Add custom uniforms
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+ * velVar.material.uniforms.time = { value: 0.0 };
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+ *
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+ * // Check for completeness
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+ * var error = gpuCompute.init();
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+ * if ( error !== null ) {
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+ * console.error( error );
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+ * }
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+ *
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+ *
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+ * // In each frame...
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+ *
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+ * // Compute!
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+ * gpuCompute.compute();
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+ *
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+ * // Update texture uniforms in your visualization materials with the gpu renderer output
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+ * myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
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+ *
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+ * // Do your rendering
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+ * renderer.render( myScene, myCamera );
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+ *
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+ * -------------
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+ *
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+ * Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
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+ * Note that the shaders can have multiple input textures.
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+ *
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+ * var myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
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+ * var myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
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+ *
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+ * var inputTexture = gpuCompute.createTexture();
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+ *
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+ * // Fill in here inputTexture...
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+ *
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+ * myFilter1.uniforms.theTexture.value = inputTexture;
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+ *
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+ * var myRenderTarget = gpuCompute.createRenderTarget();
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+ * myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
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+ *
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+ * var outputRenderTarget = gpuCompute.createRenderTarget();
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+ *
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+ * // Now use the output texture where you want:
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+ * myMaterial.uniforms.map.value = outputRenderTarget.texture;
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+ *
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+ * // And compute each frame, before rendering to screen:
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+ * gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
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+ * gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
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+ *
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+ *
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+ *
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+ * @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
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+ * @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
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+ * @param {WebGLRenderer} renderer The renderer
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+ */
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+
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+import {
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+ Camera,
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+ ClampToEdgeWrapping,
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+ DataTexture,
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+ FloatType,
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+ HalfFloatType,
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+ Mesh,
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+ NearestFilter,
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+ PlaneBufferGeometry,
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+ RGBAFormat,
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+ Scene,
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+ ShaderMaterial,
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+ WebGLRenderTarget
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+} from "../../../build/three.module.js";
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+
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+var GPUComputationRenderer = function( sizeX, sizeY, renderer ) {
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+
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+ this.variables = [];
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+
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+ this.currentTextureIndex = 0;
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+
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+ var scene = new Scene();
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+
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+ var camera = new Camera();
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+ camera.position.z = 1;
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+
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+ var passThruUniforms = {
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+ texture: { value: null }
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+ };
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+
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+ var passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
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+
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+ var mesh = new Mesh( new PlaneBufferGeometry( 2, 2 ), passThruShader );
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+ scene.add( mesh );
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+
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+
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+ this.addVariable = function( variableName, computeFragmentShader, initialValueTexture ) {
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+
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+ var material = this.createShaderMaterial( computeFragmentShader );
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+
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+ var variable = {
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+ name: variableName,
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+ initialValueTexture: initialValueTexture,
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+ material: material,
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+ dependencies: null,
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+ renderTargets: [],
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+ wrapS: null,
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+ wrapT: null,
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+ minFilter: NearestFilter,
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+ magFilter: NearestFilter
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+ };
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+
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+ this.variables.push( variable );
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+
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+ return variable;
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+
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+ };
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+
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+ this.setVariableDependencies = function( variable, dependencies ) {
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+
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+ variable.dependencies = dependencies;
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+
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+ };
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+
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+ this.init = function() {
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+
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+ if ( ! renderer.extensions.get( "OES_texture_float" ) ) {
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+
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+ return "No OES_texture_float support for float textures.";
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+
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+ }
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+
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+ if ( renderer.capabilities.maxVertexTextures === 0 ) {
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+
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+ return "No support for vertex shader textures.";
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+
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+ }
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+
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+ for ( var i = 0; i < this.variables.length; i++ ) {
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+
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+ var variable = this.variables[ i ];
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+
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+ // Creates rendertargets and initialize them with input texture
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+ variable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
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+ variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
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+ this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );
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+ this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] );
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+
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+ // Adds dependencies uniforms to the ShaderMaterial
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+ var material = variable.material;
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+ var uniforms = material.uniforms;
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+ if ( variable.dependencies !== null ) {
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+
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+ for ( var d = 0; d < variable.dependencies.length; d++ ) {
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+
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+ var depVar = variable.dependencies[ d ];
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+
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+ if ( depVar.name !== variable.name ) {
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+
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+ // Checks if variable exists
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+ var found = false;
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+ for ( var j = 0; j < this.variables.length; j++ ) {
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+
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+ if ( depVar.name === this.variables[ j ].name ) {
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+ found = true;
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+ break;
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+ }
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+
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+ }
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+ if ( ! found ) {
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+ return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
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+ }
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+
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+ }
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+
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+ uniforms[ depVar.name ] = { value: null };
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+
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+ material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
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+
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+ }
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+ }
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+ }
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+
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+ this.currentTextureIndex = 0;
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+
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+ return null;
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+
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+ };
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+
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+ this.compute = function() {
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+
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+ var currentTextureIndex = this.currentTextureIndex;
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+ var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
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+
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+ for ( var i = 0, il = this.variables.length; i < il; i++ ) {
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+
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+ var variable = this.variables[ i ];
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+
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+ // Sets texture dependencies uniforms
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+ if ( variable.dependencies !== null ) {
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+
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+ var uniforms = variable.material.uniforms;
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+ for ( var d = 0, dl = variable.dependencies.length; d < dl; d++ ) {
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+
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+ var depVar = variable.dependencies[ d ];
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+
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+ uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].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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+ // Performs the computation for this variable
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+ this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );
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+
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+ }
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+
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+ this.currentTextureIndex = nextTextureIndex;
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+ };
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+
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+ this.getCurrentRenderTarget = function( variable ) {
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+
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+ return variable.renderTargets[ this.currentTextureIndex ];
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+
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+ };
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+
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+ this.getAlternateRenderTarget = function( variable ) {
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+
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+ return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
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+
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+ };
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+
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+ function addResolutionDefine( materialShader ) {
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+
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+ materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + " )";
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+
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+ }
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+ this.addResolutionDefine = addResolutionDefine;
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+
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+
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+ // The following functions can be used to compute things manually
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+
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+ function createShaderMaterial( computeFragmentShader, uniforms ) {
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+
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+ uniforms = uniforms || {};
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+
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+ var material = new ShaderMaterial( {
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+ uniforms: uniforms,
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+ vertexShader: getPassThroughVertexShader(),
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+ fragmentShader: computeFragmentShader
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+ } );
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+
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+ addResolutionDefine( material );
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+
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+ return material;
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+
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+ }
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+
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+ this.createShaderMaterial = createShaderMaterial;
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+
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+ this.createRenderTarget = function( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
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+
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+ sizeXTexture = sizeXTexture || sizeX;
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+ sizeYTexture = sizeYTexture || sizeY;
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+
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+ wrapS = wrapS || ClampToEdgeWrapping;
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+ wrapT = wrapT || ClampToEdgeWrapping;
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+
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+ minFilter = minFilter || NearestFilter;
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+ magFilter = magFilter || NearestFilter;
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+
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+ var renderTarget = new WebGLRenderTarget( sizeXTexture, sizeYTexture, {
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+ wrapS: wrapS,
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+ wrapT: wrapT,
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+ minFilter: minFilter,
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+ magFilter: magFilter,
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+ format: RGBAFormat,
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+ type: ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) ? HalfFloatType : FloatType,
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+ stencilBuffer: false,
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+ depthBuffer: false
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+ } );
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+
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+ return renderTarget;
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+
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+ };
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+
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+ this.createTexture = function() {
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+
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+ var a = new Float32Array( sizeX * sizeY * 4 );
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+ var texture = new DataTexture( a, sizeX, sizeY, RGBAFormat, FloatType );
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+ texture.needsUpdate = true;
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+
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+ return texture;
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+
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+ };
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+
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+ this.renderTexture = function( input, output ) {
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+
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+ // Takes a texture, and render out in rendertarget
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+ // input = Texture
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+ // output = RenderTarget
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+
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+ passThruUniforms.texture.value = input;
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+
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+ this.doRenderTarget( passThruShader, output);
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+
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+ passThruUniforms.texture.value = null;
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+
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+ };
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+
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+ this.doRenderTarget = function( material, output ) {
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+
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+ var currentRenderTarget = renderer.getRenderTarget();
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+
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+ mesh.material = material;
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+ renderer.setRenderTarget( output );
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+ renderer.render( scene, camera );
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+ mesh.material = passThruShader;
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+
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+ renderer.setRenderTarget( currentRenderTarget );
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+
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+ };
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+
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+ // Shaders
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+
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+ function getPassThroughVertexShader() {
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+
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+ return "void main() {\n" +
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+ "\n" +
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+ " gl_Position = vec4( position, 1.0 );\n" +
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+ "\n" +
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+ "}\n";
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+
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+ }
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+
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+ function getPassThroughFragmentShader() {
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+
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+ return "uniform sampler2D texture;\n" +
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+ "\n" +
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+ "void main() {\n" +
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+ "\n" +
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+ " vec2 uv = gl_FragCoord.xy / resolution.xy;\n" +
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+ "\n" +
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+ " gl_FragColor = texture2D( texture, uv );\n" +
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+ "\n" +
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+ "}\n";
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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 { GPUComputationRenderer };
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