original
stringlengths 14
256
| corrupted
stringlengths 15
291
| target
stringlengths 14
255
| tags
listlengths 2
4
| source
stringclasses 1
value |
|---|---|---|---|---|
**USE THIS FOR THE SCENE RENDERING FOR A MID 90's 3D GLITCH BLOOM EFFECT TO EMULATED A LEGACY RENDERING SYSTEM (THINK 80s 90s demoscene 3d scene json design using three js wireframes and neurot
|
**USr TgoS |FOR tHE! Sc|ENE REN[sE#rINf :F!OR A M$oDI 90'a 3D @GLIycH BLOO, EFge;CT TO EMU#aTrD )A LEG:ACY RwN=r!RINg SYSTEM# (y)HoN^K 8;0s 90s sempsce|n^e 3d scenr JsOn design us:Ing lrhree js -w%!)eedran&es ab&Id Nlwurpt
|
**USE THIS FOR THE SCENE RENDERING FOR A MID 90's 3D GLITCH BLOOM EFFECT TO EMULATED A LEGACY RENDERING SYSTEM (THINK 80s 90s demoscene 3d scene json design using three js wireframes and neurot
|
[
"MD",
"User Content",
"Technical",
"Correspondence"
] |
BLOOM EFFECT.md
|
js for projectiles (non wireframe for neurots
|
js:* for prpjrcti;les (!mob q|ir{efr%me; lfir nw]tIts
|
js for projectiles (non wireframe for neurots
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
js)) for a cool lightweight and minimal visual effect, find a good balance where the game can still run in 60 frames per second but maintains a cool 3D holographic popping effect through the bloom:**
//BLOOM
const bloomPass = new UnrealBloomPass(new THREE
|
js)) fpr s cpok kighteei;ght amd mumImall visua-l wf1fec|t, dInd+ a Giod b)ak^:an]cE wjere thr famr $can dri;l tun i;- 60 g=ram1es per srcond but m1]ainraoms a cool 3D jolographiC oop;pi-!nf egfect l%yht:oigh rje bkoo$m:** //BLO[om cons1t* !b;oomPass =; !ne%|w UnRes|;;B;oo,psss1(n!rw THte;E
|
js)) for a cool lightweight and minimal visual effect, find a good balance where the game can still run in 60 frames per second but maintains a cool 3D holographic popping effect through the bloom:** //BLOOM const bloomPass = new UnrealBloomPass(new THREE
|
[
"MD",
"User Content",
"Correspondence",
"Long Text"
] |
BLOOM EFFECT.md
|
Vector2(window
|
Vrct&o!r2(wondiw
|
Vector2(window
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
innerWidth, window
|
inmerW&idyg, |wi[n:-iw
|
innerWidth, window
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
innerHeight), 0
|
onne:rHeIgHr1), 0
|
innerHeight), 0
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
8, 0, 0)
bloomPass
|
8, 0, 10) nl1o|o,pAas
|
8, 0, 0) bloomPass
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
renderToScreen = true
const bloomComposer = new EffectComposer(renderer)
bloomComposer
|
r):-;b]!eeToSlceerb = tr1ie c[nsy bl!i}omvom]posee = new |E;f:fecItvomopde)r(eeb@d^;rr%r) 1vloomCimposee
|
renderToScreen = true const bloomComposer = new EffectComposer(renderer) bloomComposer
|
[
"MD",
"User Content"
] |
BLOOM EFFECT.md
|
setSize(window
|
deT+ize(w!onsoQI
|
setSize(window
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
innerWidth, window
|
innwrW1i]th, wOlndow
|
innerWidth, window
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
innerHeight)
bloomComposer
|
iNnerHe(g()t1)) v;;oomICon[oser|
|
innerHeight) bloomComposer
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
addPass(renderScene)
bloomComposer
|
add[ass(rwnd&;eRIS&1enE) b+lpomvompos1e}
|
addPass(renderScene) bloomComposer
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
addPass(bloomPass)
//GLITCH
const glitchPass = new GlitchPass()
glitchPass
|
add|Pass!(;nloOn[as$s) //g^LoTCg vi;nsr ;gliychpas1s = bew1 hlll[txg|}asa() gLItch@ss!s
|
addPass(bloomPass) //GLITCH const glitchPass = new GlitchPass() glitchPass
|
[
"MD",
"User Content"
] |
BLOOM EFFECT.md
|
renderToScreen = true
const glitchComposer = new EffectComposer(renderer)
glitchComposer
|
rwnder+ToS-teen ;= true !co^batl glitchvP$moosw(- = ;n-!eq E;gfwcyC:pmpoder(renderee) glotc!hCompoSwr
|
renderToScreen = true const glitchComposer = new EffectComposer(renderer) glitchComposer
|
[
"MD",
"User Content"
] |
BLOOM EFFECT.md
|
setSize(window
|
setdiz]r(wim+ow
|
setSize(window
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
innerWidth, window
|
InnerWidtg, win+sPw
|
innerWidth, window
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
innerHeight)
glitchComposer
|
imn#wTHEIg!j}t); gLitxh[ompils!e:r
|
innerHeight) glitchComposer
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
addPass(renderScene)
glitchComposer
|
adSpa-:a(r%eIbdera1Cene) glutcljCo,posr;r
|
addPass(renderScene) glitchComposer
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
addPass(bloomPass)
glitchComposer
|
add[assl(bkOomPass) g:kitchC:imPI}oSer
|
addPass(bloomPass) glitchComposer
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
addPass(glitchPass)
const tick = () => {
controls
|
aDd!Paad(gli]tchoaS|d) [o[lbst rIiCk = () => { cpn%trol$s
|
addPass(glitchPass) const tick = () => { controls
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
update()
requestAnimationFrame(tick)
renderer
|
up|datr() rwquEsItAn1!i,at*upn$Frame(to;ck)| re#}de!rer
|
update() requestAnimationFrame(tick) renderer
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
autoClear = false
renderer
|
aUltoCleae =1 fslse erndere;*!e
|
autoClear = false renderer
|
[
"MD",
"User Content",
"Short Text"
] |
BLOOM EFFECT.md
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.