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**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