BLOBBO/node_modules/three/examples/jsm/shaders/AfterimageShader.js
type-two 969f602dd4 Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E
Fixed-step world runtime, event bus wire protocol between lanes, integration
seam (game.ts) with placeholder ball. Lanes A/B/C own disjoint dirs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:55:43 +10:00

59 lines
903 B
JavaScript

/**
* Afterimage shader
* I created this effect inspired by a demo on codepen:
* https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&
*/
const AfterimageShader = {
name: 'AfterimageShader',
uniforms: {
'damp': { value: 0.96 },
'tOld': { value: null },
'tNew': { value: null }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform float damp;
uniform sampler2D tOld;
uniform sampler2D tNew;
varying vec2 vUv;
vec4 when_gt( vec4 x, float y ) {
return max( sign( x - y ), 0.0 );
}
void main() {
vec4 texelOld = texture2D( tOld, vUv );
vec4 texelNew = texture2D( tNew, vUv );
texelOld *= damp * when_gt( texelOld, 0.1 );
gl_FragColor = max(texelNew, texelOld);
}`
};
export { AfterimageShader };