opencode-agent-flow 0.0.0-stage → 0.1.1

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@@ -0,0 +1,68 @@
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+ import {
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+ Color
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+ } from 'three';
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+
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+ /**
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+ * @module LuminosityHighPassShader
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+ * @three_import import { LuminosityHighPassShader } from 'three/addons/shaders/LuminosityHighPassShader.js';
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+ */
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+
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+ /**
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+ * Luminosity high pass shader.
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+ *
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+ * @constant
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+ * @type {ShaderMaterial~Shader}
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+ */
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+ const LuminosityHighPassShader = {
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+
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+ name: 'LuminosityHighPassShader',
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+
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+ uniforms: {
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+
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+ 'tDiffuse': { value: null },
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+ 'luminosityThreshold': { value: 1.0 },
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+ 'smoothWidth': { value: 1.0 },
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+ 'defaultColor': { value: new Color( 0x000000 ) },
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+ 'defaultOpacity': { value: 0.0 }
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+
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+ },
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+
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+ vertexShader: /* glsl */`
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ vUv = uv;
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+
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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+ }`,
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+
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+ fragmentShader: /* glsl */`
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+
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+ uniform sampler2D tDiffuse;
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+ uniform vec3 defaultColor;
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+ uniform float defaultOpacity;
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+ uniform float luminosityThreshold;
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+ uniform float smoothWidth;
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ vec4 texel = texture2D( tDiffuse, vUv );
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+
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+ float v = luminance( texel.xyz );
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+
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+ vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
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+
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+ float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
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+
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+ gl_FragColor = mix( outputColor, texel, alpha );
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+
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+ }`
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+
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+ };
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+
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+ export { LuminosityHighPassShader };
@@ -0,0 +1,103 @@
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+ /**
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+ * @module OutputShader
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+ * @three_import import { OutputShader } from 'three/addons/shaders/OutputShader.js';
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+ */
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+
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+ /**
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+ * Performs tone mapping and color space conversion for
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+ * FX workflows.
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+ *
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+ * Used by {@link OutputPass}.
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+ *
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+ * @constant
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+ * @type {ShaderMaterial~Shader}
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+ */
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+ const OutputShader = {
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+
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+ name: 'OutputShader',
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+
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+ uniforms: {
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+
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+ 'tDiffuse': { value: null },
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+ 'toneMappingExposure': { value: 1 }
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+
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+ },
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+
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+ vertexShader: /* glsl */`
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+ precision highp float;
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+
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+ uniform mat4 modelViewMatrix;
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+ uniform mat4 projectionMatrix;
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+
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+ attribute vec3 position;
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+ attribute vec2 uv;
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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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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+
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+ fragmentShader: /* glsl */`
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+
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+ precision highp float;
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+
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+ uniform sampler2D tDiffuse;
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+
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+ #include <tonemapping_pars_fragment>
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+ #include <colorspace_pars_fragment>
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ gl_FragColor = texture2D( tDiffuse, vUv );
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+
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+ // tone mapping
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+
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+ #ifdef LINEAR_TONE_MAPPING
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+
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+ gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
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+
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+ #elif defined( REINHARD_TONE_MAPPING )
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+
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+ gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
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+
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+ #elif defined( CINEON_TONE_MAPPING )
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+
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+ gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
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+
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+ #elif defined( ACES_FILMIC_TONE_MAPPING )
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+
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+ gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
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+
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+ #elif defined( AGX_TONE_MAPPING )
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+
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+ gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
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+
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+ #elif defined( NEUTRAL_TONE_MAPPING )
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+
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+ gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
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+
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+ #elif defined( CUSTOM_TONE_MAPPING )
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+
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+ gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );
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+
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+ #endif
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+
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+ // color space
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+
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+ #ifdef SRGB_TRANSFER
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+
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+ gl_FragColor = sRGBTransferOETF( gl_FragColor );
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+
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+ #endif
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+
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+ }`
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+
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+ };
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+
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+ export { OutputShader };