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293834b704
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192fc39461
@ -1,15 +1,15 @@
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import * as THREE from 'three';
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import { updateDoor } from '../scene/door.js';
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import { updateVcrDisplay } from '../scene/vcr-display.js';
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import { updateDoor } from '../scene/door.js';
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import { state } from '../state.js';
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import { updateScreenEffect } from '../scene/tv-set.js'
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function updateCamera() {
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const globalTime = Date.now() * 0.00003;
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const lookAtTime = Date.now() * 0.0002;
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const globalTime = Date.now() * 0.00005;
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const lookAtTime = Date.now() * 0.00003;
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const camAmplitude = 0.2;
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const lookAmplitude = 0.1;
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const camAmplitude = 0.5;
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const lookAmplitude = 0.05;
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// Base Camera Position in front of the TV
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const baseX = -0.5;
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@ -166,7 +166,6 @@ export function animate() {
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updateBooks();
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updateDoor();
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updatePictureFrame();
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updateScreenEffect();
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// RENDER!
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state.renderer.render(state.scene, state.camera);
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@ -1,6 +1,5 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { turnTvScreenOff, turnTvScreenOn, setScreenEffect } from '../scene/tv-set.js';
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// --- Play video by index ---
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export function playVideoByIndex(index) {
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@ -15,10 +14,14 @@ export function playVideoByIndex(index) {
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if (index < 0 || index >= state.videoUrls.length) {
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console.info('End of playlist reached. Reload tapes to start again.');
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setScreenEffect(2, () => { // Power-down effect
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state.screenLight.intensity = 0.0;
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turnTvScreenOff();
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state.screenLight.intensity = 0.0;
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state.tvScreen.material.dispose();
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state.tvScreen.material = new THREE.MeshPhongMaterial({
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color: 0x0a0a0a, // Deep black
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shininess: 5,
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specular: 0x111111
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});
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state.tvScreen.material.needsUpdate = true;
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state.isVideoLoaded = false;
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state.lastUpdateTime = -1; // force VCR to redraw
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return;
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@ -41,10 +44,11 @@ export function playVideoByIndex(index) {
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state.videoTexture.needsUpdate = true;
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// 2. Apply the video texture to the screen mesh
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turnTvScreenOn();
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// 3. Start playback and trigger the warm-up effect simultaneously
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setScreenEffect(1); // Trigger warm-up
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state.tvScreen.material.dispose();
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state.tvScreen.material = new THREE.MeshBasicMaterial({ map: state.videoTexture });
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state.tvScreen.material.needsUpdate = true;
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// 3. Start playback
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state.videoElement.play().then(() => {
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state.isVideoLoaded = true;
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// Use the defined base intensity for screen glow
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@ -77,15 +77,15 @@ export function updateDoor() {
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if (stateTimer <= 0) {
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const nextState = Math.random();
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if (nextState < 0.1) {
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if (nextState < 0.4) {
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doorState = DOOR_STATES.RESTING;
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stateTimer = 2 + Math.random() * 5;
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} else if (nextState < 0.5) {
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} else if (nextState < 0.7) {
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doorState = DOOR_STATES.OPENING;
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stateTimer = 2 + Math.random() * 5;
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stateTimer = 2 + Math.random() * 4;
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} else {
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doorState = DOOR_STATES.CLOSING;
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stateTimer = 3 + Math.random() * 2;
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stateTimer = 3 + Math.random() * 3;
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}
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}
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@ -97,7 +97,7 @@ export function updateDoor() {
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break;
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case DOOR_STATES.CLOSING:
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if (doorGroupPanel.rotation.y < minAngle) {
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doorGroupPanel.rotation.y += speed * 2;
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doorGroupPanel.rotation.y += speed;
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}
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break;
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}
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@ -105,7 +105,7 @@ export function updateDoor() {
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// Outside material pulsating glow
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if (outsideMaterial) {
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const glowMin = 0.001;
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const glowMax = 0.005;
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const glowMax = 0.01;
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const glowSpeed = 0.0001; // Speed of the pulsation
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glowIntensity += glowDirection * glowSpeed;
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if (glowIntensity >= glowMax) {
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@ -63,7 +63,7 @@ export function createRoomWalls() {
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ceiling.receiveShadow = true;
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state.scene.add(ceiling);
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state.crawlSurfaces.push(backWall, leftWall, rightWall);
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state.crawlSurfaces.push(backWall, frontWall, leftWall, rightWall);
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// --- 6. Add a Window to the Back Wall ---
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const windowWidth = 1.5;
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@ -1,18 +0,0 @@
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export const screenVertexShader = `
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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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`;
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export const screenFragmentShader = `
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varying vec2 vUv;
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uniform sampler2D videoTexture;
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void main() {
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// Sample the video texture
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gl_FragColor = texture2D(videoTexture, vUv);
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}
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`;
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@ -1,7 +1,6 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { createVcr } from './vcr.js';
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import { screenVertexShader, screenFragmentShader } from '../shaders/screen-shaders.js';
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export function createTvSet(x, z, rotY) {
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// --- Materials (MeshPhongMaterial) ---
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@ -137,7 +136,12 @@ export function createTvSet(x, z, rotY) {
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// Position the curved screen
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state.tvScreen.position.set(0.0, 1.5, -2.1);
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turnTvScreenOff();
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state.tvScreen.material = new THREE.MeshPhongMaterial({
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color: 0x0a0a0a, // Deep black
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shininess: 5,
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specular: 0x111111
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});
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state.tvScreen.material.needsUpdate = true;
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tvGroup.add(state.tvScreen);
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tvGroup.position.set(x, 0, z);
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@ -160,78 +164,4 @@ export function createTvSet(x, z, rotY) {
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tvGroup.add(vcr);
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state.scene.add(tvGroup);
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}
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export function turnTvScreenOff() {
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if (state.tvScreen.material) {
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state.tvScreen.material.dispose();
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}
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state.tvScreen.material = new THREE.MeshPhongMaterial({
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color: 0x203530,
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shininess: 45,
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specular: 0x111111,
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});
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state.tvScreen.material.needsUpdate = true;
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}
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export function turnTvScreenOn() {
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if (state.tvScreen.material) {
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state.tvScreen.material.dispose();
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}
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state.tvScreen.material = new THREE.ShaderMaterial({
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uniforms: {
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videoTexture: { value: state.videoTexture },
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u_effect_type: { value: 0.0 },
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u_effect_strength: { value: 0.0 },
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},
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vertexShader: screenVertexShader,
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fragmentShader: screenFragmentShader,
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transparent: true,
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});
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state.tvScreen.material.needsUpdate = true;
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setScreenEffect(1); // Trigger warm-up
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}
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/**
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* Controls the warm-up and power-down effects on the TV screen.
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* @param {number} effectType - 0 normal, 1 for warm-up, 2 for power-down.
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* @param {function} onComplete - Optional callback when the animation finishes.
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*/
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export function setScreenEffect(effectType, onComplete) {
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const material = state.tvScreen.material;
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if (!material.uniforms) return;
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state.screenEffect.active = true;
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state.screenEffect.type = effectType;
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state.screenEffect.startTime = state.clock.getElapsedTime() * 1000;
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state.screenEffect.onComplete = onComplete;
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}
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/**
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* Updates the screen effect animation. Should be called in the main render loop.
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*/
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export function updateScreenEffect() {
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if (!state.screenEffect.active) return;
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const material = state.tvScreen.material;
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if (!material.uniforms) return;
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const elapsedTime = (state.clock.getElapsedTime() * 1000) - state.screenEffect.startTime;
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const progress = Math.min(elapsedTime / state.screenEffect.duration, 1.0);
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const easedProgress = state.screenEffect.easing(progress);
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material.uniforms.u_effect_type.value = state.screenEffect.type;
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material.uniforms.u_effect_strength.value = easedProgress;
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if (progress >= 1.0) {
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state.screenEffect.active = false;
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material.uniforms.u_effect_strength.value = (state.screenEffect.type === 2) ? 1.0 : 0.0; // Final state
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if (state.screenEffect.onComplete) {
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state.screenEffect.onComplete();
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}
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material.uniforms.u_effect_type.value = 0.0; // Reset effect type
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}
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}
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@ -1,50 +0,0 @@
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export const screenVertexShader = `
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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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`;
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export const screenFragmentShader = `
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varying vec2 vUv;
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uniform sampler2D videoTexture;
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uniform float u_effect_type; // 0: none, 1: warmup, 2: powerdown
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uniform float u_effect_strength; // 0.0 to 1.0
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void main() {
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vec2 centeredUv = vUv - 0.5;
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vec4 finalColor;
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if (u_effect_type < 0.5) { // No effect
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finalColor = texture2D(videoTexture, vUv);
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} else if (u_effect_type < 1.5) { // Warm-up effect
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// A bright dot expands to reveal the screen content
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float effectRadius = u_effect_strength * 0.75; // Max radius of 0.75 (sqrt(0.5*0.5 + 0.5*0.5))
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float distanceToCenter = length(centeredUv);
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// Smoothly transition the edge of the circle
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float vignette = smoothstep(effectRadius, effectRadius - 0.1, distanceToCenter);
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vec4 videoColor = texture2D(videoTexture, vUv);
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finalColor = videoColor * vignette * u_effect_strength; // Fade in brightness
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} else { // Power-down effect
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// The image collapses into a bright horizontal line and fades
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float collapseFactor = 1.0 - u_effect_strength;
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// Squeeze the UVs vertically
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vec2 squeezedUv = vec2(vUv.x, 0.5 + (vUv.y - 0.5) * collapseFactor);
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vec4 videoColor = texture2D(videoTexture, squeezedUv);
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// Create a bright glow where the line is
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float lineGlow = pow(1.0 - abs(centeredUv.y) / (0.5 * collapseFactor + 0.01), 20.0);
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finalColor = videoColor * collapseFactor + vec4(0.8, 0.9, 1.0, 1.0) * lineGlow * u_effect_strength;
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}
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gl_FragColor = finalColor;
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}
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`;
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@ -8,21 +8,12 @@ export function initState() {
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scene: null,
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camera: null,
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renderer: null,
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clock: new THREE.Clock(),
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tvScreen: null,
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videoTexture: null,
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screenLight: null,
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lampLightPoint: null,
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lampLightSpot: null,
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effectsManager: null,
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screenEffect: {
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active: false,
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type: 0,
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startTime: 0,
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duration: 1000, // in ms
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onComplete: null,
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easing: (t) => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t, // easeInOutQuad
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},
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// VCR Display
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lastUpdateTime: -1,
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