fix(scene): remove exit-gate flashes and sub-3 Hz-unsafe flickers
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@@ -48,8 +48,6 @@ export interface LensState {
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time: number;
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/** Letterbox bar height as a fraction of the frame, top and bottom. */
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letterbox: number;
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/** Additive exposure flash, 0 at rest. */
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flash: number;
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/** Drive energy: widens aberration and streaks a little. */
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energy: number;
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}
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@@ -70,7 +68,6 @@ export class LensFinishPass extends Pass {
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uAberration: { value: 0.0035 },
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uGrain: { value: 0.03 },
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uVignette: { value: 0.42 },
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uFlash: { value: 0 },
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toneMappingExposure: { value: 1 },
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};
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@@ -108,7 +105,6 @@ export class LensFinishPass extends Pass {
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uniform float uAberration;
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uniform float uGrain;
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uniform float uVignette;
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uniform float uFlash;
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varying vec2 vUv;
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#include <tonemapping_pars_fragment>
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#include <colorspace_pars_fragment>
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@@ -139,7 +135,6 @@ export class LensFinishPass extends Pass {
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float streakLevel = max( dot( streak, vec3( 0.3, 0.45, 0.25 ) ) - 0.08, 0.0 );
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color += vec3( 0.32, 0.62, 1.0 ) * streakLevel * uStreak;
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}
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color *= 1.0 + uFlash;
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color = CustomToneMapping( color );
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color = sRGBTransferOETF( vec4( color, 1.0 ) ).rgb;
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float vignette = smoothstep( 0.18, 1.05, length( centered * vec2( 1.0, 0.86 ) ) * 1.42 );
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@@ -165,7 +160,6 @@ export class LensFinishPass extends Pass {
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const energy = THREE.MathUtils.clamp(state.energy, 0, 1);
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this.uniforms.uTime.value = state.time;
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this.uniforms.uLetterbox.value = THREE.MathUtils.clamp(state.letterbox, 0, 0.2);
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this.uniforms.uFlash.value = Math.max(0, state.flash);
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this.uniforms.uAberration.value = 0.0035 + energy * 0.006;
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if (this.uniforms.tStreak.value) {
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this.uniforms.uStreak.value = this.streakStrength * (1 + energy * 0.6);
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@@ -224,11 +224,11 @@ export function createDistricts(
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varying float vRise;
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void main() {
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${FADES}
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// Neon tubes catch as the district finishes rising: a brief
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// stutter, then steady (no per-instance CPU work).
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// Neon tubes warm up as the district finishes rising. A smooth
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// ignite, never a stutter: nothing in the scene flashes faster
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// than 3 Hz (photosensitivity, round 5).
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float on = smoothstep(0.8, 1.0, vRise);
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float stutter = step(0.35, fract(sin(floor(uTime * 22.0) + vWorld.z * 0.07) * 43758.5));
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on *= mix(stutter, 1.0, step(0.985, vRise));
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on *= on;
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vec3 tone = mix(vec3(0.55, 0.95, 1.0), uAccent, ${accentMix.toFixed(2)});
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// Close passes dim, so overhead neon never floods the bloom pass.
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float near = mix(0.3, 1.0, smoothstep(5.0, 32.0, vDepth));
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@@ -20,7 +20,6 @@ import { createPostProcessor } from '@/scene/post-processing';
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import { installCinematicGrade } from '@/scene/cinematic-grade';
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import { createSkyline } from '@/scene/world/skyline';
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import { createTraffic } from '@/scene/world/traffic';
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import { createExitGates } from '@/scene/world/exit-gates';
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import { createDriveDynamics } from '@/scene/drive-dynamics';
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import { HORIZON_FOG_END, HORIZON_FOG_START } from '@/scene/world/metrics';
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import { CHAPTER_COMPOSITIONS } from '@/scene/world/composition';
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@@ -129,7 +128,6 @@ export async function createProceduralSceneGeneration(
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const horizonAir = createHorizonAir(context.resources);
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const skyline = createSkyline(context.resources);
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const traffic = createTraffic(context.resources, quality);
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const exitGates = createExitGates(context.resources);
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const authoredCar = await loadGrandTourer(context.signal);
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const car = createCar(context.resources, authoredCar);
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car.setDetail(mobileOrTablet ? 'reduced' : 'full');
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@@ -149,7 +147,6 @@ export async function createProceduralSceneGeneration(
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horizonAir.group,
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skyline.group,
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traffic.group,
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exitGates.group,
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car.group,
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speedWake.group,
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sign.group,
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@@ -350,7 +347,6 @@ export async function createProceduralSceneGeneration(
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18 + snapshot.driveSpeed * 54 + response.roadEnergy * 48,
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elapsedSeconds,
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);
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const cut = exitGates.update(snapshot.activeSectionId, deltaSeconds);
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sun.update(
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currentPalette,
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snapshot.routeProgress,
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@@ -589,12 +585,11 @@ export async function createProceduralSceneGeneration(
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}
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}
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if (postProcessor) {
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postProcessor.setDynamics(Math.max(response.bloomEnergy, cut * 0.45));
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postProcessor.setDynamics(response.bloomEnergy);
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postProcessor.setLens({
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time: elapsedSeconds,
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letterbox: 0.115 * (1 - THREE.MathUtils.smoothstep(introProgress, 0.5, 1)),
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flash: cut * 0.08,
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energy: Math.max(overdrive, cut),
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energy: overdrive,
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});
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postProcessor.render(scene, camera);
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} else {
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@@ -1,130 +0,0 @@
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import * as THREE from 'three';
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import type { SceneResourceBag } from '@/scene/resources';
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import type { SectionId } from '@/content/types';
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/**
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* The cut between chapters: on every exit change the car runs a short gallery
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* of light gates in the next chapter's accent. Nine portal frames rush past the
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* camera in about two seconds while the lens flashes and the field of view
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* opens. At rest the gates are hidden and cost no draw call.
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*/
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const GATES = 9;
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const SPACING = 17;
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const START_Z = -150;
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const TRAVEL = GATES * SPACING + 205;
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const DURATION = 2.1;
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const HALF_SPAN = 11.2;
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const HEIGHT = 10.5;
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export const SECTION_ACCENTS: Readonly<Record<SectionId, number>> = {
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start: 0xff3f9e,
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profile: 0x3fe6f2,
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experience: 0xffb15e,
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infrastructure: 0x41e9d6,
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'selected-builds': 0xff5b8a,
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'additional-work': 0xb57bff,
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toolkit: 0x47d2ff,
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contact: 0xffc078,
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};
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export function createExitGates(resources: SceneResourceBag) {
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const group = new THREE.Group();
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group.name = 'exit-gates';
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group.visible = false;
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const uniforms = {
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uColor: { value: new THREE.Color(SECTION_ACCENTS.profile) },
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uIntensity: { value: 0 },
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};
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const material = resources.own(
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'material',
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new THREE.ShaderMaterial({
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uniforms,
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vertexShader: /* glsl */ `
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varying float vDepth;
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varying vec3 vLocal;
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void main() {
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vLocal = position;
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vec4 view = modelViewMatrix * instanceMatrix * vec4(position, 1.0);
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vDepth = -view.z;
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gl_Position = projectionMatrix * view;
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}`,
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fragmentShader: /* glsl */ `
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uniform vec3 uColor;
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uniform float uIntensity;
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varying float vDepth;
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varying vec3 vLocal;
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void main() {
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float near = smoothstep(5.0, 26.0, vDepth);
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float far = 1.0 - smoothstep(140.0, 230.0, vDepth);
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vec3 hot = mix(uColor, vec3(1.0), 0.12);
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gl_FragColor = vec4(hot * 1.35 * uIntensity * near * far, 1.0);
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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}`,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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}),
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);
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const box = resources.own('geometry', new THREE.BoxGeometry(1, 1, 1));
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const bars = new THREE.InstancedMesh(box, material, GATES * 4);
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bars.name = 'exit-gate-frames';
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bars.frustumCulled = false;
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bars.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
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group.add(bars);
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const dummy = new THREE.Object3D();
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let progress = 1;
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let previous: SectionId | null = null;
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let warmFrames = 2;
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const place = (index: number, x: number, y: number, z: number, sx: number, sy: number) => {
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dummy.position.set(x, y, z);
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dummy.scale.set(sx, sy, 0.14);
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dummy.updateMatrix();
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bars.setMatrixAt(index, dummy.matrix);
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};
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return {
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group,
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/** Returns the cut's energy, 0 at rest, for the lens and the camera. */
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update(section: SectionId, deltaSeconds: number): number {
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if (previous !== null && section !== previous) {
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uniforms.uColor.value.setHex(SECTION_ACCENTS[section]);
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// A cut already under way keeps its momentum instead of restarting.
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if (progress >= 0.7) progress = 0;
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}
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previous = section;
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if (warmFrames > 0) {
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// Draw the gates unlit for the first frames so the shader program
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// compiles at the on-ramp, not as a stall on the first exit.
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warmFrames -= 1;
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uniforms.uIntensity.value = 0;
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group.visible = true;
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return 0;
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}
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if (progress >= 1) {
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group.visible = false;
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return 0;
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}
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progress = Math.min(1, progress + Math.max(0, deltaSeconds) / DURATION);
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const eased = 1 - Math.pow(1 - progress, 1.6);
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const travel = eased * TRAVEL;
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const envelope = THREE.MathUtils.smoothstep(progress, 0, 0.14)
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* (1 - THREE.MathUtils.smoothstep(progress, 0.78, 1));
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uniforms.uIntensity.value = envelope;
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for (let i = 0; i < GATES; i++) {
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const z = START_Z - i * SPACING + travel;
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const base = i * 4;
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place(base, -HALF_SPAN, HEIGHT / 2, z, 0.1, HEIGHT);
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place(base + 1, HALF_SPAN, HEIGHT / 2, z, 0.1, HEIGHT);
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place(base + 2, 0, HEIGHT, z, HALF_SPAN * 2 + 0.1, 0.1);
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// A floor seam makes each gate cross the asphalt as a line of light.
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place(base + 3, 0, 0.03, z, HALF_SPAN * 2, 0.05);
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}
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bars.instanceMatrix.needsUpdate = true;
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group.visible = true;
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return envelope;
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},
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};
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}
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