GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster), TECH contracts (world API, level schema v0, bus events, manifest law), ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated), PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions. Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN). Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
66 lines
1.1 KiB
JavaScript
66 lines
1.1 KiB
JavaScript
import {
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Color
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} from 'three';
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/** @module LuminosityHighPassShader */
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/**
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* Luminosity high pass shader.
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*
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* @constant
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* @type {ShaderMaterial~Shader}
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*/
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const LuminosityHighPassShader = {
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name: 'LuminosityHighPassShader',
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uniforms: {
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'tDiffuse': { value: null },
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'luminosityThreshold': { value: 1.0 },
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'smoothWidth': { value: 1.0 },
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'defaultColor': { value: new Color( 0x000000 ) },
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'defaultOpacity': { value: 0.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform sampler2D tDiffuse;
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uniform vec3 defaultColor;
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uniform float defaultOpacity;
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uniform float luminosityThreshold;
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uniform float smoothWidth;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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float v = luminance( texel.xyz );
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vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
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float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
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gl_FragColor = mix( outputColor, texel, alpha );
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}`
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};
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export { LuminosityHighPassShader };
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