Claude/debug three tsl error 8 npd6#1223
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…ture The depth texture was incorrectly wrapped in uniform() which creates a UniformNode that doesn't have a .sample() method. Changed to use texture() which creates a TextureNode with the .sample() method required by TSL. This fixes the error: "THREE.TSL: TypeError: e.sample is not a function" https://claude.ai/code/session_012owfZHeHyNCC841aZGoZwx
The fog of war post-processing effect wasn't working because: 1. TSLFogOfWar wasn't being created in worker mode 2. Vision grid data wasn't being serialized and sent from worker to main thread Changes: - Add serializeVisionGrids() method to VisionSystem for worker transfer - Export VISION_UNEXPLORED/EXPLORED/VISIBLE constants - Call serializeVisionGrids() in GameWorker when collecting render state - Add getVisionDataForPlayer() to RenderStateWorldAdapter - Add updateFromSerializedData() to TSLFogOfWar for worker mode - Create TSLFogOfWar in worker mode (removed !worldProviderRef check) - Update render loop to feed RenderState vision data to fog of war https://claude.ai/code/session_012owfZHeHyNCC841aZGoZwx
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