642 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			642 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									AddEquation,
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									Color,
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									NormalBlending,
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									DepthTexture,
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									SrcAlphaFactor,
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									OneMinusSrcAlphaFactor,
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									MeshNormalMaterial,
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									MeshBasicMaterial,
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									NearestFilter,
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									NoBlending,
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									ShaderMaterial,
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									UniformsUtils,
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									UnsignedShortType,
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									WebGLRenderTarget,
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									HalfFloatType,
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								} from 'three';
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								import { Pass, FullScreenQuad } from './Pass.js';
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								import { SSRShader } from '../shaders/SSRShader.js';
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								import { SSRBlurShader } from '../shaders/SSRShader.js';
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								import { SSRDepthShader } from '../shaders/SSRShader.js';
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								import { CopyShader } from '../shaders/CopyShader.js';
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								class SSRPass extends Pass {
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									constructor( { renderer, scene, camera, width, height, selects, bouncing = false, groundReflector } ) {
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										super();
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										this.width = ( width !== undefined ) ? width : 512;
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										this.height = ( height !== undefined ) ? height : 512;
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										this.clear = true;
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										this.renderer = renderer;
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										this.scene = scene;
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										this.camera = camera;
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										this.groundReflector = groundReflector;
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										this.opacity = SSRShader.uniforms.opacity.value;
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										this.output = 0;
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										this.maxDistance = SSRShader.uniforms.maxDistance.value;
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										this.thickness = SSRShader.uniforms.thickness.value;
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										this.tempColor = new Color();
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										this._selects = selects;
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										this.selective = Array.isArray( this._selects );
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										Object.defineProperty( this, 'selects', {
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											get() {
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												return this._selects;
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											},
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											set( val ) {
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												if ( this._selects === val ) return;
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												this._selects = val;
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												if ( Array.isArray( val ) ) {
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													this.selective = true;
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													this.ssrMaterial.defines.SELECTIVE = true;
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													this.ssrMaterial.needsUpdate = true;
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												} else {
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													this.selective = false;
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													this.ssrMaterial.defines.SELECTIVE = false;
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													this.ssrMaterial.needsUpdate = true;
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												}
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											}
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										} );
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										this._bouncing = bouncing;
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										Object.defineProperty( this, 'bouncing', {
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											get() {
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												return this._bouncing;
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											},
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											set( val ) {
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												if ( this._bouncing === val ) return;
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												this._bouncing = val;
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												if ( val ) {
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													this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
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												} else {
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													this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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												}
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											}
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										} );
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										this.blur = true;
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										this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
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										Object.defineProperty( this, 'distanceAttenuation', {
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											get() {
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												return this._distanceAttenuation;
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											},
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											set( val ) {
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												if ( this._distanceAttenuation === val ) return;
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												this._distanceAttenuation = val;
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												this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
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												this.ssrMaterial.needsUpdate = true;
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											}
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										} );
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										this._fresnel = SSRShader.defines.FRESNEL;
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										Object.defineProperty( this, 'fresnel', {
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											get() {
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												return this._fresnel;
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											},
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											set( val ) {
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												if ( this._fresnel === val ) return;
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												this._fresnel = val;
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												this.ssrMaterial.defines.FRESNEL = val;
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												this.ssrMaterial.needsUpdate = true;
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											}
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										} );
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										this._infiniteThick = SSRShader.defines.INFINITE_THICK;
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										Object.defineProperty( this, 'infiniteThick', {
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											get() {
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												return this._infiniteThick;
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											},
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											set( val ) {
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												if ( this._infiniteThick === val ) return;
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												this._infiniteThick = val;
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												this.ssrMaterial.defines.INFINITE_THICK = val;
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												this.ssrMaterial.needsUpdate = true;
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											}
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										} );
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										// beauty render target with depth buffer
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										const depthTexture = new DepthTexture();
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										depthTexture.type = UnsignedShortType;
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										depthTexture.minFilter = NearestFilter;
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										depthTexture.magFilter = NearestFilter;
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										this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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											minFilter: NearestFilter,
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											magFilter: NearestFilter,
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											type: HalfFloatType,
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											depthTexture: depthTexture,
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											depthBuffer: true
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										} );
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										//for bouncing
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										this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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											minFilter: NearestFilter,
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											magFilter: NearestFilter
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										} );
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										// normal render target
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										this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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											minFilter: NearestFilter,
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											magFilter: NearestFilter,
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											type: HalfFloatType,
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										} );
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										// metalness render target
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										this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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											minFilter: NearestFilter,
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											magFilter: NearestFilter,
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											type: HalfFloatType,
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										} );
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										// ssr render target
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										this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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											minFilter: NearestFilter,
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											magFilter: NearestFilter
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										} );
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										this.blurRenderTarget = this.ssrRenderTarget.clone();
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										this.blurRenderTarget2 = this.ssrRenderTarget.clone();
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										// this.blurRenderTarget3 = this.ssrRenderTarget.clone();
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										// ssr material
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										this.ssrMaterial = new ShaderMaterial( {
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											defines: Object.assign( {}, SSRShader.defines, {
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												MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
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											} ),
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											uniforms: UniformsUtils.clone( SSRShader.uniforms ),
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											vertexShader: SSRShader.vertexShader,
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											fragmentShader: SSRShader.fragmentShader,
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											blending: NoBlending
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										} );
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										this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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										this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
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										this.ssrMaterial.defines.SELECTIVE = this.selective;
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										this.ssrMaterial.needsUpdate = true;
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										this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
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										this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
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										this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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										this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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										this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
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										this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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										this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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										this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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										// normal material
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										this.normalMaterial = new MeshNormalMaterial();
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										this.normalMaterial.blending = NoBlending;
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										// metalnessOn material
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										this.metalnessOnMaterial = new MeshBasicMaterial( {
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											color: 'white'
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										} );
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										// metalnessOff material
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										this.metalnessOffMaterial = new MeshBasicMaterial( {
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											color: 'black'
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										} );
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										// blur material
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										this.blurMaterial = new ShaderMaterial( {
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											defines: Object.assign( {}, SSRBlurShader.defines ),
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											uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
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											vertexShader: SSRBlurShader.vertexShader,
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											fragmentShader: SSRBlurShader.fragmentShader
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										} );
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										this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
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										this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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										// blur material 2
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										this.blurMaterial2 = new ShaderMaterial( {
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											defines: Object.assign( {}, SSRBlurShader.defines ),
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											uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
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											vertexShader: SSRBlurShader.vertexShader,
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											fragmentShader: SSRBlurShader.fragmentShader
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										} );
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										this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
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										this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
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										// // blur material 3
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| 
								 | 
							
										// this.blurMaterial3 = new ShaderMaterial({
							 | 
						||
| 
								 | 
							
										//   defines: Object.assign({}, SSRBlurShader.defines),
							 | 
						||
| 
								 | 
							
										//   uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
							 | 
						||
| 
								 | 
							
										//   vertexShader: SSRBlurShader.vertexShader,
							 | 
						||
| 
								 | 
							
										//   fragmentShader: SSRBlurShader.fragmentShader
							 | 
						||
| 
								 | 
							
										// });
							 | 
						||
| 
								 | 
							
										// this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
							 | 
						||
| 
								 | 
							
										// this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// material for rendering the depth
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.depthRenderMaterial = new ShaderMaterial( {
							 | 
						||
| 
								 | 
							
											defines: Object.assign( {}, SSRDepthShader.defines ),
							 | 
						||
| 
								 | 
							
											uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
							 | 
						||
| 
								 | 
							
											vertexShader: SSRDepthShader.vertexShader,
							 | 
						||
| 
								 | 
							
											fragmentShader: SSRDepthShader.fragmentShader,
							 | 
						||
| 
								 | 
							
											blending: NoBlending
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
										this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
							 | 
						||
| 
								 | 
							
										this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
							 | 
						||
| 
								 | 
							
										this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// material for rendering the content of a render target
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.copyMaterial = new ShaderMaterial( {
							 | 
						||
| 
								 | 
							
											uniforms: UniformsUtils.clone( CopyShader.uniforms ),
							 | 
						||
| 
								 | 
							
											vertexShader: CopyShader.vertexShader,
							 | 
						||
| 
								 | 
							
											fragmentShader: CopyShader.fragmentShader,
							 | 
						||
| 
								 | 
							
											transparent: true,
							 | 
						||
| 
								 | 
							
											depthTest: false,
							 | 
						||
| 
								 | 
							
											depthWrite: false,
							 | 
						||
| 
								 | 
							
											blendSrc: SrcAlphaFactor,
							 | 
						||
| 
								 | 
							
											blendDst: OneMinusSrcAlphaFactor,
							 | 
						||
| 
								 | 
							
											blendEquation: AddEquation,
							 | 
						||
| 
								 | 
							
											blendSrcAlpha: SrcAlphaFactor,
							 | 
						||
| 
								 | 
							
											blendDstAlpha: OneMinusSrcAlphaFactor,
							 | 
						||
| 
								 | 
							
											blendEquationAlpha: AddEquation,
							 | 
						||
| 
								 | 
							
											// premultipliedAlpha:true,
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fsQuad = new FullScreenQuad( null );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.originalClearColor = new Color();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									dispose() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// dispose render targets
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.beautyRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
										this.prevRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
										this.normalRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
										this.metalnessRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
										this.ssrRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
										this.blurRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
										this.blurRenderTarget2.dispose();
							 | 
						||
| 
								 | 
							
										// this.blurRenderTarget3.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// dispose materials
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.normalMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.metalnessOnMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.metalnessOffMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.blurMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.blurMaterial2.dispose();
							 | 
						||
| 
								 | 
							
										this.copyMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.depthRenderMaterial.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// dipsose full screen quad
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fsQuad.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// render beauty and depth
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.setRenderTarget( this.beautyRenderTarget );
							 | 
						||
| 
								 | 
							
										renderer.clear();
							 | 
						||
| 
								 | 
							
										if ( this.groundReflector ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.groundReflector.visible = false;
							 | 
						||
| 
								 | 
							
											this.groundReflector.doRender( this.renderer, this.scene, this.camera );
							 | 
						||
| 
								 | 
							
											this.groundReflector.visible = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.render( this.scene, this.camera );
							 | 
						||
| 
								 | 
							
										if ( this.groundReflector ) this.groundReflector.visible = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// render normals
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// render metalnesses
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.selective ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// render SSR
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
							 | 
						||
| 
								 | 
							
										this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
							 | 
						||
| 
								 | 
							
										this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
							 | 
						||
| 
								 | 
							
										this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// render blur
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.blur ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
							 | 
						||
| 
								 | 
							
											this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
							 | 
						||
| 
								 | 
							
											// this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// output result to screen
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										switch ( this.output ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case SSRPass.OUTPUT.Default:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( this.bouncing ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
							 | 
						||
| 
								 | 
							
													this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
													this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( this.blur )
							 | 
						||
| 
								 | 
							
														this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
							 | 
						||
| 
								 | 
							
													else
							 | 
						||
| 
								 | 
							
														this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
							 | 
						||
| 
								 | 
							
													this.copyMaterial.blending = NormalBlending;
							 | 
						||
| 
								 | 
							
													this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
							 | 
						||
| 
								 | 
							
													this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
													this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
							 | 
						||
| 
								 | 
							
													this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
													this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( this.blur )
							 | 
						||
| 
								 | 
							
														this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
							 | 
						||
| 
								 | 
							
													else
							 | 
						||
| 
								 | 
							
														this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
							 | 
						||
| 
								 | 
							
													this.copyMaterial.blending = NormalBlending;
							 | 
						||
| 
								 | 
							
													this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
											case SSRPass.OUTPUT.SSR:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( this.blur )
							 | 
						||
| 
								 | 
							
													this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
							 | 
						||
| 
								 | 
							
												else
							 | 
						||
| 
								 | 
							
													this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
							 | 
						||
| 
								 | 
							
												this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( this.bouncing ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( this.blur )
							 | 
						||
| 
								 | 
							
														this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
							 | 
						||
| 
								 | 
							
													else
							 | 
						||
| 
								 | 
							
														this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
							 | 
						||
| 
								 | 
							
													this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
													this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
							 | 
						||
| 
								 | 
							
													this.copyMaterial.blending = NormalBlending;
							 | 
						||
| 
								 | 
							
													this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case SSRPass.OUTPUT.Beauty:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
							 | 
						||
| 
								 | 
							
												this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case SSRPass.OUTPUT.Depth:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case SSRPass.OUTPUT.Normal:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
							 | 
						||
| 
								 | 
							
												this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case SSRPass.OUTPUT.Metalness:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
							 | 
						||
| 
								 | 
							
												this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											default:
							 | 
						||
| 
								 | 
							
												console.warn( 'THREE.SSRPass: Unknown output type.' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// save original state
							 | 
						||
| 
								 | 
							
										this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
							 | 
						||
| 
								 | 
							
										const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
							 | 
						||
| 
								 | 
							
										const originalAutoClear = renderer.autoClear;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.setRenderTarget( renderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// setup pass state
							 | 
						||
| 
								 | 
							
										renderer.autoClear = false;
							 | 
						||
| 
								 | 
							
										if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.setClearColor( clearColor );
							 | 
						||
| 
								 | 
							
											renderer.setClearAlpha( clearAlpha || 0.0 );
							 | 
						||
| 
								 | 
							
											renderer.clear();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fsQuad.material = passMaterial;
							 | 
						||
| 
								 | 
							
										this.fsQuad.render( renderer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// restore original state
							 | 
						||
| 
								 | 
							
										renderer.autoClear = originalAutoClear;
							 | 
						||
| 
								 | 
							
										renderer.setClearColor( this.originalClearColor );
							 | 
						||
| 
								 | 
							
										renderer.setClearAlpha( originalClearAlpha );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
							 | 
						||
| 
								 | 
							
										const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
							 | 
						||
| 
								 | 
							
										const originalAutoClear = renderer.autoClear;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.setRenderTarget( renderTarget );
							 | 
						||
| 
								 | 
							
										renderer.autoClear = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										clearColor = overrideMaterial.clearColor || clearColor;
							 | 
						||
| 
								 | 
							
										clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.setClearColor( clearColor );
							 | 
						||
| 
								 | 
							
											renderer.setClearAlpha( clearAlpha || 0.0 );
							 | 
						||
| 
								 | 
							
											renderer.clear();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.scene.overrideMaterial = overrideMaterial;
							 | 
						||
| 
								 | 
							
										renderer.render( this.scene, this.camera );
							 | 
						||
| 
								 | 
							
										this.scene.overrideMaterial = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// restore original state
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.autoClear = originalAutoClear;
							 | 
						||
| 
								 | 
							
										renderer.setClearColor( this.originalClearColor );
							 | 
						||
| 
								 | 
							
										renderer.setClearAlpha( originalClearAlpha );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
							 | 
						||
| 
								 | 
							
										const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
							 | 
						||
| 
								 | 
							
										const originalAutoClear = renderer.autoClear;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.setRenderTarget( renderTarget );
							 | 
						||
| 
								 | 
							
										renderer.autoClear = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										clearColor = overrideMaterial.clearColor || clearColor;
							 | 
						||
| 
								 | 
							
										clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.setClearColor( clearColor );
							 | 
						||
| 
								 | 
							
											renderer.setClearAlpha( clearAlpha || 0.0 );
							 | 
						||
| 
								 | 
							
											renderer.clear();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.scene.traverseVisible( child => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											child._SSRPassBackupMaterial = child.material;
							 | 
						||
| 
								 | 
							
											if ( this._selects.includes( child ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												child.material = this.metalnessOnMaterial;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												child.material = this.metalnessOffMaterial;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
										renderer.render( this.scene, this.camera );
							 | 
						||
| 
								 | 
							
										this.scene.traverseVisible( child => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											child.material = child._SSRPassBackupMaterial;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// restore original state
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.autoClear = originalAutoClear;
							 | 
						||
| 
								 | 
							
										renderer.setClearColor( this.originalClearColor );
							 | 
						||
| 
								 | 
							
										renderer.setClearAlpha( originalClearAlpha );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setSize( width, height ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.width = width;
							 | 
						||
| 
								 | 
							
										this.height = height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
							 | 
						||
| 
								 | 
							
										this.ssrMaterial.needsUpdate = true;
							 | 
						||
| 
								 | 
							
										this.beautyRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.prevRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.ssrRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.normalRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.metalnessRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.blurRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.blurRenderTarget2.setSize( width, height );
							 | 
						||
| 
								 | 
							
										// this.blurRenderTarget3.setSize(width, height);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
							 | 
						||
| 
								 | 
							
										this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
							 | 
						||
| 
								 | 
							
										this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
							 | 
						||
| 
								 | 
							
										this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								SSRPass.OUTPUT = {
							 | 
						||
| 
								 | 
							
									'Default': 0,
							 | 
						||
| 
								 | 
							
									'SSR': 1,
							 | 
						||
| 
								 | 
							
									'Beauty': 3,
							 | 
						||
| 
								 | 
							
									'Depth': 4,
							 | 
						||
| 
								 | 
							
									'Normal': 5,
							 | 
						||
| 
								 | 
							
									'Metalness': 7,
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { SSRPass };
							 |