Tweaked scene - tall lamp

This commit is contained in:
Dejvino
2025-11-08 19:33:49 +01:00
parent dc864ca24e
commit 6a505f0af1
2 changed files with 705 additions and 105 deletions
+282 -105
View File
@@ -62,14 +62,18 @@
<!-- 3D Canvas will be injected here by Three.js --><script>
// --- Global Variables ---
let scene, camera, renderer, tvScreen, videoTexture, dust, screenLight, lampLight;
let scene, camera, renderer, tvScreen, videoTexture, dust, screenLight, lampLightPoint, lampLightSpot;
let isVideoLoaded = false;
let videoUrls = []; // Array to hold all video URLs
let currentVideoIndex = -1; // Index of the currently playing video
const originalLampIntensity = 1.5; // Base intensity for the flickering lamp
const originalScreenIntensity = 1.5; // Base intensity for the screen glow
const originalScreenIntensity = 0.2; // Base intensity for the screen glow
const screenIntensityPulse = 0.4;
const roomSize = 5;
const roomHeight = 3;
const container = document.body;
const videoElement = document.getElementById('video');
const fileInput = document.getElementById('fileInput');
@@ -78,7 +82,24 @@
const nextTapeButton = document.getElementById('nextTapeButton');
const loader = new THREE.TextureLoader();
const debugLight = false;
const debugLight = true;
// --- Utility: Random Color (seeded) ---
function getRandomColor() {
const hue = seededRandom();
const saturation = 0.6 + seededRandom() * 0.4;
const lightness = 0.3 + seededRandom() * 0.4;
return new THREE.Color().setHSL(hue, saturation, lightness).getHex();
}
// --- Seedable Random Number Generator (Mulberry32) ---
let seed = 12345; // Default seed, will be overridden per shelf
function seededRandom() {
let t = seed += 0x6D2B79F5;
t = Math.imul(t ^ t >>> 15, t | 1);
t ^= t + Math.imul(t ^ t >>> 7, t | 61);
return ((t ^ t >>> 14) >>> 0) / 4294967296;
}
// --- Initialization ---
function init() {
@@ -87,7 +108,8 @@
scene.background = new THREE.Color(0x000000);
// 2. Camera Setup
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const FOV = 65;
camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1.5, 4);
// 3. Renderer Setup
@@ -104,17 +126,6 @@
const ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
// Light from the screen (initially low intensity, will increase when video loads)
screenLight = new THREE.PointLight(0xffffff, 0.1, 10);
screenLight.position.set(0, 1.7, 1.2);
// Screen light casts shadows
screenLight.castShadow = true;
screenLight.shadow.mapSize.width = 1024;
screenLight.shadow.mapSize.height = 1024;
screenLight.shadow.camera.near = 0.2;
screenLight.shadow.camera.far = 10;
scene.add(screenLight);
// 5. Build the entire scene with TV and surrounding objects
createSceneObjects();
@@ -131,8 +142,8 @@
scene.add(screenHelper);
// Lamp Helper will now work since lampLight is added to the scene
const lampHelper = new THREE.PointLightHelper(lampLight, 0.1, 0x00ff00); // Green for lamp
scene.add(lampHelper);
const lampHelperPoint = new THREE.PointLightHelper(lampLightPoint, 0.1, 0x00ff00); // Green for lamp
scene.add(lampHelperPoint);
}
// 9. Event Listeners
@@ -166,9 +177,6 @@
specular: 0x111111 // Subtle reflection
});
const roomSize = 15;
const roomHeight = 8;
// 1. Back Wall (behind the TV)
const backWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
backWall.position.set(0, roomHeight / 2, -roomSize / 2);
@@ -249,8 +257,152 @@
scene.add(vBar);
}
// --- Scene Modeling Function ---
function createSceneObjects() {
function createBookshelf(x, z, rotationY, uniqueSeed) {
seed = uniqueSeed; // Reset seed for this specific shelf instance
const shelfHeight = 2.2;
const shelfDepth = 0.35;
const shelfWidth = 1.2;
const numShelves = 6;
const woodThickness = 0.04;
const woodColor = 0x5c4033; // Darker, richer wood
const shelfGroup = new THREE.Group();
shelfGroup.position.set(x, 0, z);
shelfGroup.rotation.y = rotationY;
const woodMaterial = new THREE.MeshPhongMaterial({ color: woodColor, shininess: 30 });
// 1. Build Frame (Hollow box)
// Back Panel
const backGeo = new THREE.BoxGeometry(shelfWidth, shelfHeight, woodThickness);
const backPanel = new THREE.Mesh(backGeo, woodMaterial);
backPanel.position.set(0, shelfHeight / 2, -shelfDepth / 2 + woodThickness / 2);
backPanel.castShadow = true;
backPanel.receiveShadow = true;
shelfGroup.add(backPanel);
// Side Panels (Left & Right)
const sideGeo = new THREE.BoxGeometry(woodThickness, shelfHeight, shelfDepth);
const leftSide = new THREE.Mesh(sideGeo, woodMaterial);
leftSide.position.set(-shelfWidth / 2 + woodThickness / 2, shelfHeight / 2, 0);
leftSide.castShadow = true;
leftSide.receiveShadow = true;
shelfGroup.add(leftSide);
const rightSide = new THREE.Mesh(sideGeo, woodMaterial);
rightSide.position.set(shelfWidth / 2 - woodThickness / 2, shelfHeight / 2, 0);
rightSide.castShadow = true;
rightSide.receiveShadow = true;
shelfGroup.add(rightSide);
// Top & Bottom Panels
const topBottomGeo = new THREE.BoxGeometry(shelfWidth, woodThickness, shelfDepth);
const bottomPanel = new THREE.Mesh(topBottomGeo, woodMaterial);
bottomPanel.position.set(0, woodThickness / 2, 0);
bottomPanel.receiveShadow = true;
shelfGroup.add(bottomPanel);
const topPanel = new THREE.Mesh(topBottomGeo, woodMaterial);
topPanel.position.set(0, shelfHeight - woodThickness / 2, 0);
topPanel.castShadow = true;
shelfGroup.add(topPanel);
// 2. Individual Shelves & Books
const internalHeight = shelfHeight - (2 * woodThickness);
const shelfSpacing = internalHeight / numShelves;
const internalWidth = shelfWidth - (2 * woodThickness);
for (let i = 0; i < numShelves; i++) {
const currentShelfY = woodThickness + (i * shelfSpacing);
// Shelf board (skip for the very bottom one as we have a bottom panel)
if (i > 0) {
const shelfBoard = new THREE.Mesh(
new THREE.BoxGeometry(internalWidth, woodThickness, shelfDepth - woodThickness), // Slightly shallower to fit inside back panel
woodMaterial
);
shelfBoard.position.set(0, currentShelfY, woodThickness / 2); // Offset forward slightly
shelfBoard.castShadow = true;
shelfBoard.receiveShadow = true;
shelfGroup.add(shelfBoard);
}
// 3. Procedural Books
let currentBookX = -internalWidth / 2 + 0.01; // Start at left inside edge
const shelfSurfaceY = currentShelfY + woodThickness / 2;
while (currentBookX < internalWidth / 2 - 0.05) {
const bookWidth = 0.02 + seededRandom() * 0.05; // 2cm to 7cm wide
const bookHeight = (shelfSpacing * 0.6) + seededRandom() * (shelfSpacing * 0.3); // Vary height within shelf limits
const bookDepth = 0.15 + seededRandom() * 0.1; // Vary depth
if (currentBookX + bookWidth > internalWidth / 2) break;
const bookColor = getRandomColor();
const bookMat = new THREE.MeshPhongMaterial({ color: bookColor, shininess: 60 });
const bookGeo = new THREE.BoxGeometry(bookWidth, bookHeight, bookDepth);
const book = new THREE.Mesh(bookGeo, bookMat);
// Position: Resting on shelf, pushed towards the back with slight random variation
const depthVariation = seededRandom() * 0.05;
book.position.set(
currentBookX + bookWidth / 2,
shelfSurfaceY + bookHeight / 2,
-shelfDepth / 2 + woodThickness + bookDepth / 2 + depthVariation
);
book.castShadow = true;
book.receiveShadow = true;
shelfGroup.add(book);
currentBookX += bookWidth + 0.002; // Tiny gap between books
}
}
scene.add(shelfGroup);
}
function createDoor(x, z, rotY) {
const doorGroup = new THREE.Group();
doorGroup.position.set(x, 1.1, z); // Centered vertically for a 2.2m door
doorGroup.rotation.set(0, rotY, 0);
// Door Frame
const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x473e3a }); // Dark wood for frame
const frameTop = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.1, 0.15), frameMaterial);
frameTop.position.set(0, 1.15, 0);
frameTop.castShadow = true;
doorGroup.add(frameTop);
const frameLeft = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.3, 0.15), frameMaterial);
frameLeft.position.set(-0.55, 0.05, 0);
frameLeft.castShadow = true;
doorGroup.add(frameLeft);
const frameRight = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.3, 0.15), frameMaterial);
frameRight.position.set(0.55, 0.05, 0);
frameRight.castShadow = true;
doorGroup.add(frameRight);
// Main Door Panel
const doorMaterial = new THREE.MeshPhongMaterial({ color: 0x8b5a2b, shininess: 10 }); // Lighter wood for door
const door = new THREE.Mesh(new THREE.BoxGeometry(1.0, 2.2, 0.08), doorMaterial);
door.castShadow = true;
door.receiveShadow = true;
doorGroup.add(door);
// Door Knob
const knobMaterial = new THREE.MeshPhongMaterial({ color: 0xd4af37, shininess: 100 }); // Gold/Brass
const knob = new THREE.Mesh(new THREE.SphereGeometry(0.05, 16, 16), knobMaterial);
knob.position.set(0.4, 0, 0.06); // Position on the right side of the door
knob.castShadow = true;
doorGroup.add(knob);
scene.add(doorGroup);
}
function createTvSet(x, z, rotY) {
// --- Materials (MeshPhongMaterial) ---
const darkWood = new THREE.MeshPhongMaterial({ color: 0x3d352e, shininess: 10 });
const darkMetal = new THREE.MeshPhongMaterial({
@@ -259,45 +411,38 @@
specular: 0x888888
});
const tvPlastic = new THREE.MeshPhongMaterial({ color: 0x2d251e, shininess: 10 });
// --- 1. Floor ---
const floorGeometry = new THREE.PlaneGeometry(20, 20);
const floorMaterial = new THREE.MeshPhongMaterial({ color: 0x1a1a1a, shininess: 5 });
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.position.y = 0;
floor.receiveShadow = true;
scene.add(floor);
// --- 2. Table (TV stand) ---
const tableGeometry = new THREE.BoxGeometry(4.0, 0.7, 2.5);
const tvGroup = new THREE.Group();
// --- 1. Table (TV stand) ---
const tableGeometry = new THREE.BoxGeometry(2.0, 0.7, 1.0);
const table = new THREE.Mesh(tableGeometry, darkWood);
table.position.y = 0.35;
table.castShadow = true;
table.receiveShadow = true;
scene.add(table);
tvGroup.add(table);
// --- 3. The TV Set ---
const cabinetGeometry = new THREE.BoxGeometry(2.8, 2, 1.5);
// --- 2. The TV box ---
const cabinetGeometry = new THREE.BoxGeometry(1.75, 1.5, 1.0);
const cabinet = new THREE.Mesh(cabinetGeometry, tvPlastic);
cabinet.position.y = 1.7;
cabinet.position.y = 1.51;
cabinet.castShadow = true;
cabinet.receiveShadow = true;
scene.add(cabinet);
tvGroup.add(cabinet);
// Screen Frame
const frameGeometry = new THREE.BoxGeometry(2.3, 1.6, 0.2);
// --- 3. Screen Frame ---
const frameGeometry = new THREE.BoxGeometry(1.5, 1.3, 0.2);
const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x111111, shininess: 20 });
const frame = new THREE.Mesh(frameGeometry, frameMaterial);
frame.position.set(0, 1.7, 0.68);
frame.position.set(0, 1.5, 0.68);
frame.castShadow = true;
frame.receiveShadow = true;
scene.add(frame);
tvGroup.add(frame);
// --- 4. Curved Screen (CRT Effect) ---
const screenRadius = 3.0; // Radius for the subtle curve
const screenWidth = 2.3;
const screenHeight = 1.5;
const screenWidth = 1.4;
const screenHeight = 1.2;
const thetaLength = screenWidth / screenRadius; // Calculate angle needed for the arc
// Use CylinderGeometry as a segment
@@ -321,14 +466,52 @@
tvScreen = new THREE.Mesh(screenGeometry, screenMaterial);
// Position the curved screen
tvScreen.position.set(0, 1.7, -2);
scene.add(tvScreen);
tvScreen.position.set(0, 1.5, -2);
tvGroup.add(tvScreen);
tvGroup.position.set(x, 0, z);
tvGroup.rotation.y = rotY;
// Light from the screen (initially low intensity, will increase when video loads)
screenLight = new THREE.PointLight(0xffffff, 0, 10);
screenLight.position.set(0, 1.5, 1.0);
// Screen light casts shadows
screenLight.castShadow = true;
screenLight.shadow.mapSize.width = 1024;
screenLight.shadow.mapSize.height = 1024;
screenLight.shadow.camera.near = 0.2;
screenLight.shadow.camera.far = 5;
tvGroup.add(screenLight);
scene.add(tvGroup);
}
// --- Scene Modeling Function ---
function createSceneObjects() {
// --- Materials (MeshPhongMaterial) ---
const darkWood = new THREE.MeshPhongMaterial({ color: 0x3d352e, shininess: 10 });
const darkMetal = new THREE.MeshPhongMaterial({
color: 0x6b6b6b,
shininess: 80,
specular: 0x888888
});
const tvPlastic = new THREE.MeshPhongMaterial({ color: 0x2d251e, shininess: 10 });
// --- 1. Floor ---
const floorGeometry = new THREE.PlaneGeometry(20, 20);
const floorMaterial = new THREE.MeshPhongMaterial({ color: 0x1a1a1a, shininess: 5 });
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.position.y = 0;
floor.receiveShadow = true;
scene.add(floor);
createTvSet(-roomSize/2 + 1.2, -roomSize/2 + 0.8, Math.PI * 0.1);
// --- 5. Lamp (On the table, right side) ---
const lampBase = new THREE.CylinderGeometry(0.1, 0.2, 0.1, 12);
const lampPole = new THREE.CylinderGeometry(0.05, 0.05, 0.6, 8);
const lampShade = new THREE.ConeGeometry(0.3, 0.4, 16);
const lampBase = new THREE.CylinderGeometry(0.05, 0.2, 0.1, 12);
const lampPole = new THREE.CylinderGeometry(0.02, 0.02, 1.5, 8);
const lampShade = new THREE.ConeGeometry(0.2, 0.4, 16);
const baseMesh = new THREE.Mesh(lampBase, darkMetal);
const poleMesh = new THREE.Mesh(lampPole, darkMetal);
@@ -337,55 +520,40 @@
// Ensure lamp parts cast shadows
baseMesh.castShadow = true; baseMesh.receiveShadow = true;
poleMesh.castShadow = true; poleMesh.receiveShadow = true;
shadeMesh.castShadow = true; shadeMesh.receiveShadow = true;
//shadeMesh.castShadow = true; shadeMesh.receiveShadow = true;
poleMesh.position.y = 0.3;
baseMesh.position.y = -0.6;
poleMesh.position.y = 0.0;
shadeMesh.position.y = 0.8 + 0.1;
shadeMesh.rotation.x = Math.PI;
const lampGroup = new THREE.Group();
lampGroup.add(baseMesh, poleMesh, shadeMesh);
lampGroup.position.set(2.5, 0.7, -0.6);
// Lamp Light (Warm Glow) - Configured to cast shadows
lampLight = new THREE.PointLight(0xffaa00, originalLampIntensity, 4);
lampLight.position.set(2.5, 1.35, -0.6);
lampLight.castShadow = true;
lampLightPoint = new THREE.PointLight(0xffaa00, originalLampIntensity, 4);
lampLightPoint.position.set(-0.01, roomHeight-0.9, 0.01);
lampLightPoint.castShadow = true;
// Optimization: Reduced map size and far plane to ease resource burden
lampLight.shadow.mapSize.width = 512;
lampLight.shadow.mapSize.height = 512;
lampLight.shadow.camera.near = 0.1;
lampLight.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
lampLightPoint.shadow.mapSize.width = 512;
lampLightPoint.shadow.mapSize.height = 512;
lampLightPoint.shadow.camera.near = 0.1;
lampLightPoint.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
lampLightPoint.penumbra = 0.5;
lampLightSpot = new THREE.SpotLight(0xffaa00, originalLampIntensity, 4);
lampLightSpot.position.set(-0.01, 1.0, 0.01);
lampLightSpot.target.position.set(0, 5, 0);
lampLightSpot.castShadow = true;
// Optimization: Reduced map size and far plane to ease resource burden
lampLightSpot.shadow.mapSize.width = 512;
lampLightSpot.shadow.mapSize.height = 512;
lampLightSpot.shadow.camera.near = 0.1;
lampLightSpot.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
lampLightSpot.penumbra = 0.5;
// Crucially, add the lamp group and its light to the scene
scene.add(lampGroup, lampLight);
const lampGroup = new THREE.Group();
lampGroup.add(baseMesh, poleMesh, shadeMesh, lampLightSpot, lampLightSpot.target, lampLightPoint);
lampGroup.position.set(0.8, 0.7, -roomSize/2+0.5);
// --- 6. Vase with a Flower (On the table, left side) ---
const vaseGeometry = new THREE.CylinderGeometry(0.2, 0.15, 0.4, 12);
const vaseMaterial = new THREE.MeshPhongMaterial({ color: 0x356644, shininess: 15 });
const vase = new THREE.Mesh(vaseGeometry, vaseMaterial);
vase.position.set(0, -0.2, 0);
vase.castShadow = true; vase.receiveShadow = true;
// Flower
const flowerStem = new THREE.CylinderGeometry(0.01, 0.01, 0.3, 8);
const flowerHead = new THREE.SphereGeometry(0.08, 10, 10);
const stemMaterial = new THREE.MeshPhongMaterial({ color: 0x228B22, shininess: 10 });
const headMaterial = new THREE.MeshPhongMaterial({ color: 0xdd2222, shininess: 30 });
const stem = new THREE.Mesh(flowerStem, stemMaterial);
stem.position.y = 0.1;
const head = new THREE.Mesh(flowerHead, headMaterial);
head.position.y = 0.3;
stem.castShadow = true; head.castShadow = true;
stem.receiveShadow = true; head.receiveShadow = true;
const flowerGroup = new THREE.Group();
flowerGroup.add(stem, head, vase);
flowerGroup.position.set(-1.65, 1.1, 1);
scene.add(flowerGroup);
scene.add(lampGroup);
// --- 7. Old Camera (On the table) ---
const cameraBody = new THREE.BoxGeometry(0.4, 0.3, 0.2);
@@ -399,9 +567,10 @@
const cameraMesh = new THREE.Mesh(cameraBody, cameraMaterial);
const lensMesh = new THREE.Mesh(cameraLens, cameraMaterial);
lensMesh.position.z = 0.15;
lensMesh.rotation.x = Math.PI/2;
cameraMesh.add(lensMesh);
cameraMesh.position.set(-2.0, 0.7 + 0.15, -0.4);
cameraMesh.position.set(-1.7, 0.15, 0.4);
cameraMesh.rotation.y = -Math.PI / 10;
cameraMesh.castShadow = true; cameraMesh.receiveShadow = true;
scene.add(cameraMesh);
@@ -414,6 +583,10 @@
pizzaBox.rotation.y = Math.PI / 5;
pizzaBox.castShadow = true; pizzaBox.receiveShadow = true;
scene.add(pizzaBox);
createDoor(roomSize/2, -roomSize/2 * 0.5, -Math.PI/2);
createBookshelf(-roomSize/2 + 0.2, roomSize/2*0.7, Math.PI/2, 0);
createBookshelf(roomSize/2 * 0.7, -roomSize/2+0.3, 0, 1);
}
// --- Dust Particle System Function ---
@@ -478,7 +651,7 @@
function playVideoByIndex(index) {
if (index < 0 || index >= videoUrls.length) {
statusText.textContent = 'End of playlist reached. Reload tapes to start again.';
screenLight.intensity = 0.1; // Keep minimum intensity for shadow map
screenLight.intensity = 0.0;
return;
}
@@ -521,7 +694,7 @@
statusText.textContent = `Playing tape ${currentVideoIndex + 1} of ${videoUrls.length}.`;
updateControls();
}).catch(error => {
screenLight.intensity = 0.5; // Dim the light if playback fails
screenLight.intensity = originalScreenIntensity * 0.5; // Dim the light if playback fails
statusText.textContent = `Playback blocked for tape ${currentVideoIndex + 1}. Click Next Tape to try again.`;
console.error('Playback Error: Could not start video playback.', error);
});
@@ -601,12 +774,12 @@
// Base Camera Position in front of the TV
const baseX = 0;
const baseY = 1.5;
const baseZ = 4;
const baseZ = 3;
// Base LookAt target (Center of the screen)
const baseTargetX = 0;
const baseTargetX = -1;
const baseTargetY = 1.7;
const baseTargetZ = 0.96;
const baseTargetZ = -0.96;
// Camera Position Offsets (Drift)
const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude;
@@ -633,31 +806,35 @@
if (Math.random() > flickerChance) {
// Flickers quickly to a dimmer random value (between 0.3 and 1.05)
lampLight.intensity = originalLampIntensity * (0.3 + Math.random() * 0.7);
} else if (lampLight.intensity < originalLampIntensity) {
let lampLightIntensity = originalLampIntensity * (0.3 + Math.random() * 0.7);
lampLightSpot.intensity = lampLightIntensity;
lampLightPoint.intensity = lampLightIntensity;
} else if (lampLightPoint.intensity < originalLampIntensity) {
// Smoothly restore original intensity
lampLight.intensity = THREE.MathUtils.lerp(lampLight.intensity, originalLampIntensity, restoreRate);
let lampLightIntensity = THREE.MathUtils.lerp(lampLightPoint.intensity, originalLampIntensity, restoreRate);
lampLightSpot.intensity = lampLightIntensity;
lampLightPoint.intensity = lampLightIntensity;
}
// 4. Screen Light Pulse and Movement Effect (Updated)
if (isVideoLoaded && screenLight.intensity > 0) {
// A. Pulse Effect (Intensity Fluctuation)
// Generate a small random fluctuation for the pulse (Range: 1.35 to 1.65 around base 1.5)
const pulseTarget = originalScreenIntensity + (Math.random() - 0.5) * 0.7;
const pulseTarget = originalScreenIntensity + (Math.random() - 0.5) * screenIntensityPulse;
// Smoothly interpolate towards the new target fluctuation
screenLight.intensity = THREE.MathUtils.lerp(screenLight.intensity, pulseTarget, 0.1);
// B. Movement Effect (Subtle circle around the screen center - circling the room area)
const lightTime = Date.now() * 0.002;
const radius = 0.05; // Small circle radius (5 cm)
const lightTime = Date.now() * 0.0001;
const radius = 0.01;
const centerX = 0;
const centerY = 1.7;
const centerZ = 1.2; // Use the updated Z position of the light source
const centerY = 1.5;
//const centerZ = 1.2; // Use the updated Z position of the light source
// Move the light in a subtle, erratic circle
screenLight.position.x = centerX + Math.cos(lightTime) * radius;
screenLight.position.y = centerY + Math.sin(lightTime * 1.5) * radius * 0.5; // Slightly different freq for Y
screenLight.position.z = centerZ; // Keep Z constant at the screen light plane
//screenLight.position.z = centerZ; // Keep Z constant at the screen light plane
}
// 5. Update video texture (essential to grab the next frame)