import * as UTILS from '@utils'; const postprocessor = new WHS.PostProcessorModule(); window.app = new WHS.App([ new WHS.ElementModule(), new WHS.SceneModule(), new WHS.DefineModule('camera', new WHS.PerspectiveCamera({ position: new THREE.Vector3(0, 10, 50) })), new WHS.RenderingModule({ bgColor: 0x162129, renderer: { antialias: true, shadowmap: { type: THREE.PCFSoftShadowMap } } }), new PHYSICS.WorldModule({ ammo: process.ammoPath }), postprocessor, new WHS.OrbitControlsModule(), new WHS.ResizeModule() ]); const sphere = new WHS.Sphere({ // Create sphere comonent. geometry: { radius: 5, widthSegments: 32, heightSegments: 32 }, modules: [ new PHYSICS.SphereModule({ mass: 10, restitution: 1 }) ], material: new THREE.MeshPhongMaterial({ color: UTILS.$colors.mesh }), position: new THREE.Vector3(0, 20, 0) }); sphere.addTo(app); UTILS.addBoxPlane(app); UTILS.addBasicLights(app); app.start(); // Start animations and physics simulation. const glitchPass = new POSTPROCESSING.GlitchPass(); postprocessor .render() .pass(glitchPass) .renderToScreen(true);