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Top 10 Examples of "postprocessing in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'postprocessing' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

this.defer.then(() => {
      const pass = new RenderPass(this.scene, this.camera.native);

      // TODO: Support for effects.

      this.composer.addPass(pass);
      this.currentPass = pass;
    });
this.defer.then(() => {
      const pass = new RenderPass(this.scene, this.camera.native);

      // TODO: Support for effects.

      this.composer.addPass(pass);
      this.currentPass = pass;
    });
this.scene.background = new Color(
      parseInt(config.renderView.backgroundColor)
    );

    this.scene.add(this.rotateScene);

    this.intiLight();

    window.addEventListener("resize", this.onResize.bind(this), false);
    this.onResize();

    const postEffects = [];
    let postEffects_;
    if (config.renderView.postProcessing) {
      this.effectComposer = new EffectComposer(this.renderer);
      // observer for postEffects changes
      postEffects_ = postEffectsPortProxy(postEffects, (target, length) => {
        if (0 < length) {
          this.updatePostProcessing();
        }
      });

      // timer for postEffects
      window.d3.timer(elapse => {
        this.elapse = elapse;
      });
    }
    return {
      targets: [],
      scene: this.rotateScene,
      postEffects: postEffects_,
this.time = 0;
    this._running = false;
    this._lastTime = rightNow();
    this._rafID = null;

    this.scene = new THREE.Scene();

    // fog
    this.scene.fog = new THREE.Fog(0x000000, 0, 60);

    // handle resize events
    window.addEventListener('resize', () => this.resize());
    window.addEventListener('orientationchange', () => this.resize());

    this.composer = new EffectComposer(this.renderer);
    this.composer.addPass(new RenderPass(this.scene, this.camera));

    const pass = new BloomPass({resolution: 0.2, kernelSize: 1, intensity: 2.5, distinction: 0.1});
    pass.renderToScreen = true;

    this.composer.addPass(pass);
    this.clock = new Clock();

    // force an initial resize event
    this.resize();
  }
import rm from 'RayMarcher';
import Organism from './Organism';

import { Clock } from 'three';

import {
  EffectComposer, RenderPass, BlurPass, BloomPass,
} from 'postprocessing';

// https://gitlab.com/Jeremboo/watermelon-sugar/blob/develop/src/js/webgl/index.js
const organism = new Organism();
organism.initGUI();

// Post processing
const clock = new Clock();
const composer = new EffectComposer(rm.renderer, {
  // stencilBuffer: true,
  // depthTexture: true,
});
composer.setSize(window.innerWidth, window.innerHeight);
const renderPass = new RenderPass(rm.scene, rm.renderCamera);
// renderPass.renderToScreen = true;
composer.addPass(renderPass);

const bloomPass = new BloomPass({
  intensity: 5,
  resolution: 5,
  kernelSize: 3,
  distinction: 0.9,
});
bloomPass.renderToScreen = true;
composer.addPass(bloomPass);
initPostprocessing() {
  this._composer = new EffectComposer(this.renderer, {
    // stencilBuffer: true,
    // depthTexture: true,
  });

  // *********
  // PASSES
  const renderPass = new RenderPass(this.scene, this.camera);
  // renderPass.renderToScreen = true;
  this._composer.addPass(renderPass);

  // TODO add new custo pass (MASK PASS)
  const incrustationPass = new MetaballPass();
  // incrustationPass.renderToScreen = true;
  this._composer.addPass(incrustationPass);

  const bloomPass = new BloomPass({
initPostprocessing() {
    this._composer = new EffectComposer(this.renderer, {
      // stencilBuffer: true,
      // depthTexture: true,
    });

   // *********
   // PASSES
    const renderPass = new RenderPass(this.scene, this.camera);
    // renderPass.renderToScreen = true;
    this._composer.addPass(renderPass);

    const incrustationPass = new IncrustationPass();
    incrustationPass.renderToScreen = true;
    this._composer.addPass(incrustationPass);
  }
initPostprocessing() {
    this._composer = new EffectComposer(this._renderer, { depthTexture: true });

    const render = new RenderPass(this.scene, this.camera);
    // render.renderToScreen = true;
    this._composer.addPass(render);

    // const savePass = new SavePass();
    // this._composer.addPass(savePass);


    // BLUR
    // const blurPass = new BlurPass();
    // blurPass.renderToScreen = true;
    // this._composer.addPass(blurPass);

    // horizontal blur shader
    const blurFactor = 3 // make it an even integer
scene.add(camera);
  // set up controls
  if (CONTROL_DEBUG) {
    // eslint-disable-next-line
    const controls = new OrbitControls(camera);
  }

  renderer = new THREE.WebGLRenderer({ antialias: true });
  renderer.setSize(window.innerWidth, window.innerHeight);
  document.body.appendChild(renderer.domElement);

  /** POST PROCESSING ( BLOOM EFFECT ) * */
  composer = new EffectComposer(renderer);
  const renderPass = new RenderPass(scene, camera);

  const bloomPass = new EffectPass(camera, new BloomEffect({
    distinction: 0.1,
  }));
  bloomPass.renderToScreen = true;
  composer.addPass(renderPass);
  composer.addPass(bloomPass);

  /** BASIC SCENE SETUP * */

  // add a point light to follow the dog
  light = new THREE.PointLight(0x6eabfb, 0.7, 8);
  light.position.y = 5;
  scene.add(light);
  bottomLight = new THREE.PointLight(0xff0000, 0.7, 8);
  bottomLight.position.y = -5;
  scene.add(bottomLight);
initPostprocessing() {
    this._composer = new EffectComposer(this.renderer, {
      // stencilBuffer: true,
      // depthTexture: true,
    });

   // *********
   // PASSES
    const renderPass = new RenderPass(this.scene, this.camera);
    // renderPass.renderToScreen = true;
    this._composer.addPass(renderPass);

    const incrustationPass = new IncrustationPass();
    incrustationPass.renderToScreen = true;
    this._composer.addPass(incrustationPass);
  }

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