mirror of
https://github.com/bilawalsidhu/gods-eye-view.git
synced 2026-11-05 10:53:59 +00:00
style: format visual effects and shader definitions
This commit is contained in:
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c30f7cc3be
commit
1bbb6d9c70
8 files changed
+356
-83
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+9
-2
@@ -43,7 +43,11 @@ export function clampBloomIntensity(value) {
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* @returns {number} equivalent v2 intensity
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*/
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export function legacyBloomToV2(value) {
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const legacy = clamp(Math.round(Number(value) || 0), 0, LEGACY_BLOOM_INTENSITY_MAX);
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const legacy = clamp(
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Math.round(Number(value) || 0),
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0,
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LEGACY_BLOOM_INTENSITY_MAX,
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);
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return clampBloomIntensity((LEGACY_BLOOM_INTENSITY_MAX - legacy) * 2);
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}
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@@ -59,7 +63,10 @@ export function decodeBloomIntensity(value, version = 1) {
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if (!Number.isFinite(num)) return BLOOM_INTENSITY_DEFAULT;
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const normalizedVersion = Number(version);
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if (Number.isFinite(normalizedVersion) && normalizedVersion >= BLOOM_SCALE_VERSION) {
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if (
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Number.isFinite(normalizedVersion) &&
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normalizedVersion >= BLOOM_SCALE_VERSION
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) {
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return clampBloomIntensity(num);
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}
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@@ -13,7 +13,7 @@ export const nightVisionShader = {
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name: 'surveillance',
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uniforms: {
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gain: { default: 0.55, min: 0, max: 1, label: 'Gain' },
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bloom: { default: 0.30, min: 0, max: 1, label: 'Bloom' },
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bloom: { default: 0.3, min: 0, max: 1, label: 'Bloom' },
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scanlineStr: { default: 1.0, min: 0, max: 1, label: 'Scanlines' },
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pixelation: { default: 2.5, min: 1, max: 6, label: 'Pixelation' },
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},
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Vendored
+6
-1
@@ -1,2 +1,7 @@
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export { VisualEffects } from './visualEffects.js';
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export { STYLES, GLOBAL_POST_DEFAULTS, STYLE_PRESET_DEFAULTS, MILITARY_DETECTION_PRESET } from './visualPresets.js';
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export {
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STYLES,
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GLOBAL_POST_DEFAULTS,
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STYLE_PRESET_DEFAULTS,
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MILITARY_DETECTION_PRESET,
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} from './visualPresets.js';
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+71
-18
@@ -1,6 +1,14 @@
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import { PostProcessStage } from 'cesium';
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import { bloomStrengthFromIntensity, clampBloomIntensity, BLOOM_INTENSITY_DEFAULT } from '../bloom.js';
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import { STYLES, SHARPEN_SHADER, TRANSITION_DURATION_MS } from './visualPresets.js';
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import {
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bloomStrengthFromIntensity,
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clampBloomIntensity,
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BLOOM_INTENSITY_DEFAULT,
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} from '../bloom.js';
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import {
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STYLES,
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SHARPEN_SHADER,
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TRANSITION_DURATION_MS,
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} from './visualPresets.js';
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/** Own the post-process stages and their animation, without DOM dependencies. */
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export class VisualEffects {
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@@ -8,10 +16,15 @@ export class VisualEffects {
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* @param {object} options - Viewer, render ownership callbacks and optional clocks.
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* Construction is inert; initStyles/initPostProcess retain startup ordering.
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*/
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constructor({ viewer, requestRender, holdRender, releaseRender,
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constructor({
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viewer,
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requestRender,
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holdRender,
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releaseRender,
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requestFrame = (callback) => requestAnimationFrame(callback),
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cancelFrame = (id) => cancelAnimationFrame(id),
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now = () => performance.now(), wallNow = () => Date.now(),
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now = () => performance.now(),
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wallNow = () => Date.now(),
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createStage = (options) => new PostProcessStage(options),
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}) {
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this.viewer = viewer;
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@@ -43,9 +56,15 @@ export class VisualEffects {
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if (this.stopped || this.stageEntries.length) return;
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for (const [name, shader] of Object.entries(STYLES)) {
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const uniforms = { intensity: 0.0 };
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if (shader.fragmentShader.includes('uniform float time')) uniforms.time = 0.0;
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for (const [name, meta] of Object.entries(shader.uniforms || {})) uniforms[name] = meta.default;
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const stage = this.createStage({ name: `godsEyeView_${name}`, fragmentShader: shader.fragmentShader, uniforms });
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if (shader.fragmentShader.includes('uniform float time'))
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uniforms.time = 0.0;
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for (const [name, meta] of Object.entries(shader.uniforms || {}))
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uniforms[name] = meta.default;
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const stage = this.createStage({
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name: `godsEyeView_${name}`,
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fragmentShader: shader.fragmentShader,
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uniforms,
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});
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stage.enabled = false;
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this.viewer.scene.postProcessStages.add(stage);
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this.stages[name] = stage;
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@@ -56,11 +75,34 @@ export class VisualEffects {
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initPostProcess(sharpenIntensity = this.sharpenIntensity) {
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if (this.stopped || this.sharpenStage) return;
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this.bloomStage = this.viewer.scene.postProcessStages.bloom;
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const names = ['glowOnly', 'contrast', 'brightness', 'delta', 'sigma', 'stepSize'];
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this.previousBloom = { enabled: this.bloomStage.enabled, uniforms: Object.fromEntries(names.map((name) => [name, this.bloomStage.uniforms[name]])) };
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const names = [
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'glowOnly',
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'contrast',
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'brightness',
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'delta',
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'sigma',
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'stepSize',
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];
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this.previousBloom = {
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enabled: this.bloomStage.enabled,
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uniforms: Object.fromEntries(
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names.map((name) => [name, this.bloomStage.uniforms[name]]),
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),
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};
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this.bloomStage.enabled = false;
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Object.assign(this.bloomStage.uniforms, { glowOnly: false, contrast: 256.0, brightness: -0.35, delta: 0.25, sigma: 0.35, stepSize: 1.0 });
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this.sharpenStage = this.createStage({ name: 'godsEyeView_sharpen', fragmentShader: SHARPEN_SHADER, uniforms: { amount: 1.3 } });
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Object.assign(this.bloomStage.uniforms, {
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glowOnly: false,
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contrast: 256.0,
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brightness: -0.35,
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delta: 0.25,
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sigma: 0.35,
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stepSize: 1.0,
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});
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this.sharpenStage = this.createStage({
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name: 'godsEyeView_sharpen',
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fragmentShader: SHARPEN_SHADER,
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uniforms: { amount: 1.3 },
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});
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this.sharpenStage.enabled = false;
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this.viewer.scene.postProcessStages.add(this.sharpenStage);
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this.applySharpenIntensity(sharpenIntensity);
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@@ -70,17 +112,21 @@ export class VisualEffects {
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if (this.stopped || !stage) return;
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stage.uniforms.intensity = value;
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stage.enabled = value > 0.001;
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if (stage.enabled && stage.uniforms.time !== undefined) this.startAnimationLoop();
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if (stage.enabled && stage.uniforms.time !== undefined)
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this.startAnimationLoop();
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this.requestRender('style-stage');
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}
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syncStagesEnabledFromIntensity() {
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for (const [, stage] of this.stageEntries) this.setStageIntensity(stage, stage.uniforms.intensity);
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for (const [, stage] of this.stageEntries)
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this.setStageIntensity(stage, stage.uniforms.intensity);
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}
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syncBloomEnabled() {
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if (this.stopped || !this.bloomStage) return;
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this.bloomStage.enabled = this.bloomEnabled && bloomStrengthFromIntensity(this.bloomIntensity) > 0.06;
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this.bloomStage.enabled =
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this.bloomEnabled &&
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bloomStrengthFromIntensity(this.bloomIntensity) > 0.06;
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}
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applyBloomIntensity(intensity) {
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@@ -89,7 +135,7 @@ export class VisualEffects {
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this.requestRender('bloom');
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if (!this.bloomStage) return;
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const rawStrength = bloomStrengthFromIntensity(this.bloomIntensity);
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const strength = rawStrength <= 0.06 ? 0.0 : ((rawStrength - 0.06) / 0.94);
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const strength = rawStrength <= 0.06 ? 0.0 : (rawStrength - 0.06) / 0.94;
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const eased = strength * strength * (3.0 - 2.0 * strength);
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this.bloomStage.uniforms.contrast = 255.0 - eased * 168.0;
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this.bloomStage.uniforms.brightness = -0.5 + eased * 0.36;
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@@ -109,7 +155,8 @@ export class VisualEffects {
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applySharpenIntensity(value) {
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if (this.stopped) return;
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this.sharpenIntensity = value;
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if (this.sharpenStage) this.sharpenStage.uniforms.amount = 0.1 + value * 2.0;
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if (this.sharpenStage)
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this.sharpenStage.uniforms.amount = 0.1 + value * 2.0;
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this.requestRender('sharpen');
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}
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@@ -133,9 +180,15 @@ export class VisualEffects {
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const now = this.now();
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const elapsedSec = (this.wallNow() - this.startTime) / 1000.0;
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for (const [name, transition] of this.transitions) {
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const t = Math.min((now - transition.start) / TRANSITION_DURATION_MS, 1.0);
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const t = Math.min(
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(now - transition.start) / TRANSITION_DURATION_MS,
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1.0,
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);
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const eased = t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
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this.setStageIntensity(this.stages[name], transition.from + (transition.to - transition.from) * eased);
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this.setStageIntensity(
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this.stages[name],
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transition.from + (transition.to - transition.from) * eased,
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);
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if (t >= 1.0) {
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this.setStageIntensity(this.stages[name], transition.to);
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this.transitions.delete(name);
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@@ -1,7 +1,11 @@
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import assert from 'node:assert/strict';
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import test from 'node:test';
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import { VisualEffects } from './visualEffects.js';
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import { GLOBAL_POST_DEFAULTS, STYLE_PRESET_DEFAULTS, MILITARY_DETECTION_PRESET } from './visualPresets.js';
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import {
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GLOBAL_POST_DEFAULTS,
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STYLE_PRESET_DEFAULTS,
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MILITARY_DETECTION_PRESET,
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} from './visualPresets.js';
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function fixture() {
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let time = 0;
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@@ -10,15 +14,40 @@ function fixture() {
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const stages = new Set();
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const holds = new Set();
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const requests = [];
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const bloom = { enabled: true, uniforms: { glowOnly: true, contrast: 3, brightness: 4, delta: 5, sigma: 6, stepSize: 7 } };
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const bloom = {
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enabled: true,
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uniforms: {
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glowOnly: true,
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contrast: 3,
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brightness: 4,
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delta: 5,
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sigma: 6,
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stepSize: 7,
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},
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};
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const originalBloom = structuredClone(bloom);
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const pipeline = { bloom, add(stage) { stages.add(stage); }, remove(stage) { return stages.delete(stage); } };
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const pipeline = {
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bloom,
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add(stage) {
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stages.add(stage);
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},
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remove(stage) {
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return stages.delete(stage);
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},
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};
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const effects = new VisualEffects({
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viewer: { scene: { postProcessStages: pipeline } },
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requestRender: (reason) => requests.push(reason),
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holdRender: (reason) => holds.add(reason), releaseRender: (reason) => holds.delete(reason),
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requestFrame: (callback) => { const id = next++; frames.set(id, callback); return id; },
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cancelFrame: (id) => frames.delete(id), now: () => time, wallNow: () => 10_000 + time,
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holdRender: (reason) => holds.add(reason),
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releaseRender: (reason) => holds.delete(reason),
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requestFrame: (callback) => {
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const id = next++;
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frames.set(id, callback);
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return id;
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},
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cancelFrame: (id) => frames.delete(id),
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now: () => time,
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wallNow: () => 10_000 + time,
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createStage: (options) => ({ ...options, enabled: true }),
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});
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function tick(value) {
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@@ -27,7 +56,16 @@ function fixture() {
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frames.clear();
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for (const callback of pending) callback();
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}
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return { effects, frames, stages, holds, requests, bloom, originalBloom, tick };
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return {
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effects,
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frames,
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stages,
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holds,
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requests,
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bloom,
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originalBloom,
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tick,
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};
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}
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test('construction is inert and initialization creates one owned pipeline', () => {
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@@ -37,7 +75,11 @@ test('construction is inert and initialization creates one owned pipeline', () =
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f.effects.initStyles();
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f.effects.initPostProcess();
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assert.equal(f.stages.size, 7);
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assert.ok(Object.values(f.effects.stages).every((stage) => !stage.enabled && stage.uniforms.intensity === 0));
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assert.ok(
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Object.values(f.effects.stages).every(
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(stage) => !stage.enabled && stage.uniforms.intensity === 0,
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),
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);
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f.effects.initStyles();
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f.effects.initPostProcess();
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assert.equal(f.stages.size, 7);
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@@ -50,7 +92,11 @@ test('crossfade uses the established 500ms easing and settles without idle frame
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f.effects.startTransition('noir', 0, 1);
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assert.equal(f.effects.frameId, 0, 'zero is a valid pending animation id');
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f.effects.startAnimationLoop();
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assert.equal(f.frames.size, 1, 'starting twice cannot schedule duplicate frames');
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assert.equal(
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f.frames.size,
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1,
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'starting twice cannot schedule duplicate frames',
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);
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f.tick(125);
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assert.equal(f.effects.stages.noir.uniforms.intensity, 0.125);
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f.tick(250);
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@@ -69,7 +115,11 @@ test('a superseding transition starts from the current rendered intensity', () =
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f.effects.initStyles();
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f.effects.startTransition('noir', 0, 1);
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f.tick(250);
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f.effects.startTransition('noir', f.effects.stages.noir.uniforms.intensity, 0);
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f.effects.startTransition(
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'noir',
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f.effects.stages.noir.uniforms.intensity,
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0,
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);
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f.tick(500);
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assert.equal(f.effects.stages.noir.uniforms.intensity, 0.25);
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f.tick(750);
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@@ -147,7 +197,11 @@ test('stop revokes pending work immediately but retains stages until final destr
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const staleFrame = [...f.frames.values()][0];
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f.effects.stop();
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assert.equal(f.frames.size, 0);
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assert.equal(f.stages.size, 7, 'Context and Cockpit may still be releasing these stages');
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assert.equal(
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f.stages.size,
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7,
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'Context and Cockpit may still be releasing these stages',
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);
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const intensity = f.effects.stages.retro.uniforms.intensity;
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staleFrame();
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f.effects.startTransition('retro', 0, 1);
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@@ -156,14 +210,21 @@ test('stop revokes pending work immediately but retains stages until final destr
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assert.equal(f.effects.stages.retro.uniforms.intensity, intensity);
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f.effects.destroy();
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assert.equal(f.stages.size, 0);
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assert.deepEqual(f.bloom, f.originalBloom, 'borrowed bloom configuration is restored');
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assert.deepEqual(
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f.bloom,
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f.originalBloom,
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'borrowed bloom configuration is restored',
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);
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f.effects.destroy();
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});
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test('destroying one instance does not remove another pipeline or clock', () => {
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const a = fixture();
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const b = fixture();
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for (const f of [a, b]) { f.effects.initStyles(); f.effects.startTransition('retro', 0, 1); }
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for (const f of [a, b]) {
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f.effects.initStyles();
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f.effects.startTransition('retro', 0, 1);
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}
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a.effects.destroy();
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b.tick(250);
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assert.equal(a.stages.size, 0);
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@@ -179,7 +240,10 @@ test('existing baseline and military presets keep one detection default', () =>
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assert.equal(GLOBAL_POST_DEFAULTS.detectionFadePct, 7);
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assert.equal(GLOBAL_POST_DEFAULTS.detectionOutsideOpacityPct, 1);
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for (const name of ['retro', 'surveillance', 'thermal']) {
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assert.equal(STYLE_PRESET_DEFAULTS[name].detection, MILITARY_DETECTION_PRESET);
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assert.equal(
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STYLE_PRESET_DEFAULTS[name].detection,
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MILITARY_DETECTION_PRESET,
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);
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}
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assert.equal(STYLE_PRESET_DEFAULTS.normal, undefined);
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});
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+12
-2
@@ -9,7 +9,14 @@ import { BLOOM_INTENSITY_DEFAULT } from '../bloom.js';
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/** Duration (ms) for shader intensity crossfade between style presets. */
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export const TRANSITION_DURATION_MS = 500;
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/** Map of style name to its GLSL shader module for post-process stages. */
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export const STYLES = { retro: retroShader, surveillance: nightVisionShader, thermal: thermalShader, anime: animeShader, noir: noirShader, snow: snowShader };
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export const STYLES = {
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retro: retroShader,
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surveillance: nightVisionShader,
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thermal: thermalShader,
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anime: animeShader,
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noir: noirShader,
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snow: snowShader,
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};
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/**
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* The tactical detection look: Dense at 75%.
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@@ -28,7 +35,10 @@ export const STYLES = { retro: retroShader, surveillance: nightVisionShader, the
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* SPARSE. Declared ahead of GLOBAL_POST_DEFAULTS because that baseline now reads
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* from it.
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*/
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export const MILITARY_DETECTION_PRESET = Object.freeze({ mode: 'dense', densityPct: 75 });
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export const MILITARY_DETECTION_PRESET = Object.freeze({
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mode: 'dense',
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densityPct: 75,
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});
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/** Baseline post-processing settings applied on first load (before share-link restore). */
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export const GLOBAL_POST_DEFAULTS = {
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