Refactor post-processing to include foliage shader
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@@ -34,7 +34,7 @@ const dpr = Math.min(window.devicePixelRatio, IS_MOBILE ? 1.0 : 2.0);
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renderer.setPixelRatio(dpr);
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container.appendChild(renderer.domElement);
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// ---- Postprocessing ----
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// ---- Foliage-Shader ----
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const foliageTexture = new THREE.TextureLoader().load('assets/images/sprites/foliage.png');
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foliageTexture.colorSpace = THREE.SRGBColorSpace;
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const FoliageOverlayShader = {
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@@ -44,6 +44,9 @@ const FoliageOverlayShader = {
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void main() { vec4 base = texture2D(tDiffuse, vUv); vec4 foliage = texture2D(tFoliage, vUv); gl_FragColor = mix(base, vec4(foliage.rgb, base.a), foliage.a * opacity); }`
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};
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const foliageOverlayPass = new ShaderPass(FoliageOverlayShader);
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// --- Post-Processing ---
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const composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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composer.addPass(foliageOverlayPass);
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