583 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			583 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									AddEquation,
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									Color,
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									CustomBlending,
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									DataTexture,
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									DepthTexture,
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									DepthStencilFormat,
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									DstAlphaFactor,
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									DstColorFactor,
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									HalfFloatType,
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									MeshNormalMaterial,
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									NearestFilter,
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									NoBlending,
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									RepeatWrapping,
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									RGBAFormat,
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									ShaderMaterial,
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									UniformsUtils,
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									UnsignedByteType,
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									UnsignedInt248Type,
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									WebGLRenderTarget,
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									ZeroFactor
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								} from 'three';
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								import { Pass, FullScreenQuad } from './Pass.js';
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								import { generateMagicSquareNoise, GTAOShader, GTAODepthShader, GTAOBlendShader } from '../shaders/GTAOShader.js';
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								import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js';
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								import { CopyShader } from '../shaders/CopyShader.js';
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								import { SimplexNoise } from '../math/SimplexNoise.js';
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								class GTAOPass extends Pass {
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									constructor( scene, camera, width, height, parameters, aoParameters, pdParameters ) {
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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.camera = camera;
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										this.scene = scene;
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										this.output = 0;
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										this._renderGBuffer = true;
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										this._visibilityCache = new Map();
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										this.blendIntensity = 1.;
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										this.pdRings = 2.;
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										this.pdRadiusExponent = 2.;
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										this.pdSamples = 16;
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										this.gtaoNoiseTexture = generateMagicSquareNoise();
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										this.pdNoiseTexture = this.generateNoise();
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										this.gtaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
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										this.pdRenderTarget = this.gtaoRenderTarget.clone();
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										this.gtaoMaterial = new ShaderMaterial( {
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											defines: Object.assign( {}, GTAOShader.defines ),
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											uniforms: UniformsUtils.clone( GTAOShader.uniforms ),
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											vertexShader: GTAOShader.vertexShader,
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											fragmentShader: GTAOShader.fragmentShader,
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											blending: NoBlending,
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											depthTest: false,
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											depthWrite: false,
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										} );
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										this.gtaoMaterial.defines.PERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0;
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										this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture;
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										this.gtaoMaterial.uniforms.resolution.value.set( this.width, this.height );
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										this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
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										this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
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										this.normalMaterial = new MeshNormalMaterial();
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										this.normalMaterial.blending = NoBlending;
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										this.pdMaterial = new ShaderMaterial( {
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											defines: Object.assign( {}, PoissonDenoiseShader.defines ),
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											uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ),
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											vertexShader: PoissonDenoiseShader.vertexShader,
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											fragmentShader: PoissonDenoiseShader.fragmentShader,
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											depthTest: false,
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											depthWrite: false,
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										} );
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										this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
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										this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture;
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										this.pdMaterial.uniforms.resolution.value.set( this.width, this.height );
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										this.pdMaterial.uniforms.lumaPhi.value = 10;
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										this.pdMaterial.uniforms.depthPhi.value = 2;
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										this.pdMaterial.uniforms.normalPhi.value = 3;
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										this.pdMaterial.uniforms.radius.value = 8;
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										this.depthRenderMaterial = new ShaderMaterial( {
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											defines: Object.assign( {}, GTAODepthShader.defines ),
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											uniforms: UniformsUtils.clone( GTAODepthShader.uniforms ),
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											vertexShader: GTAODepthShader.vertexShader,
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											fragmentShader: GTAODepthShader.fragmentShader,
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											blending: NoBlending
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										} );
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										this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
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										this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
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										this.copyMaterial = new ShaderMaterial( {
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											uniforms: UniformsUtils.clone( CopyShader.uniforms ),
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											vertexShader: CopyShader.vertexShader,
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											fragmentShader: CopyShader.fragmentShader,
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											transparent: true,
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											depthTest: false,
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											depthWrite: false,
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											blendSrc: DstColorFactor,
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											blendDst: ZeroFactor,
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											blendEquation: AddEquation,
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											blendSrcAlpha: DstAlphaFactor,
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											blendDstAlpha: ZeroFactor,
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											blendEquationAlpha: AddEquation
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										} );
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										this.blendMaterial = new ShaderMaterial( {
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											uniforms: UniformsUtils.clone( GTAOBlendShader.uniforms ),
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											vertexShader: GTAOBlendShader.vertexShader,
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											fragmentShader: GTAOBlendShader.fragmentShader,
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											transparent: true,
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											depthTest: false,
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											depthWrite: false,
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											blending: CustomBlending,
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											blendSrc: DstColorFactor,
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											blendDst: ZeroFactor,
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											blendEquation: AddEquation,
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											blendSrcAlpha: DstAlphaFactor,
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											blendDstAlpha: ZeroFactor,
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											blendEquationAlpha: AddEquation
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										} );
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										this.fsQuad = new FullScreenQuad( null );
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										this.originalClearColor = new Color();
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										this.setGBuffer( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined );
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										if ( aoParameters !== undefined ) {
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											this.updateGtaoMaterial( aoParameters );
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										}
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										if ( pdParameters !== undefined ) {
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											this.updatePdMaterial( pdParameters );
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										}
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									}
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									dispose() {
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										this.gtaoNoiseTexture.dispose();
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										this.pdNoiseTexture.dispose();
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										this.normalRenderTarget.dispose();
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										this.gtaoRenderTarget.dispose();
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										this.pdRenderTarget.dispose();
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										this.normalMaterial.dispose();
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										this.pdMaterial.dispose();
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										this.copyMaterial.dispose();
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										this.depthRenderMaterial.dispose();
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										this.fsQuad.dispose();
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									}
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									get gtaoMap() {
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										return this.pdRenderTarget.texture;
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									}
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									setGBuffer( depthTexture, normalTexture ) {
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										if ( depthTexture !== undefined ) {
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											this.depthTexture = depthTexture;
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											this.normalTexture = normalTexture;
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											this._renderGBuffer = false;
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										} else {
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											this.depthTexture = new DepthTexture();
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											this.depthTexture.format = DepthStencilFormat;
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											this.depthTexture.type = UnsignedInt248Type;
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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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												depthTexture: this.depthTexture
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											} );
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											this.normalTexture = this.normalRenderTarget.texture;
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											this._renderGBuffer = true;
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										}
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										const normalVectorType = ( this.normalTexture ) ? 1 : 0;
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										const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 'w' : 'x';
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										this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
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										this.gtaoMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
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										this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture;
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										this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture;
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										this.pdMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
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										this.pdMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
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										this.pdMaterial.uniforms.tNormal.value = this.normalTexture;
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										this.pdMaterial.uniforms.tDepth.value = this.depthTexture;
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										this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture;
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									}
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									setSceneClipBox( box ) {
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										if ( box ) {
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											this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1;
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											this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1;
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											this.gtaoMaterial.uniforms.sceneBoxMin.value.copy( box.min );
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											this.gtaoMaterial.uniforms.sceneBoxMax.value.copy( box.max );
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										} else {
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											this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0;
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											this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0;
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										}
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									}
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									updateGtaoMaterial( parameters ) {
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										if ( parameters.radius !== undefined ) {
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											this.gtaoMaterial.uniforms.radius.value = parameters.radius;
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										}
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										if ( parameters.distanceExponent !== undefined ) {
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											this.gtaoMaterial.uniforms.distanceExponent.value = parameters.distanceExponent;
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										}
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										if ( parameters.thickness !== undefined ) {
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											this.gtaoMaterial.uniforms.thickness.value = parameters.thickness;
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										}
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										if ( parameters.distanceFallOff !== undefined ) {
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											this.gtaoMaterial.uniforms.distanceFallOff.value = parameters.distanceFallOff;
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											this.gtaoMaterial.needsUpdate = true;
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										}
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										if ( parameters.scale !== undefined ) {
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											this.gtaoMaterial.uniforms.scale.value = parameters.scale;
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										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.samples !== undefined && parameters.samples !== this.gtaoMaterial.defines.SAMPLES ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.gtaoMaterial.defines.SAMPLES = parameters.samples;
							 | 
						||
| 
								 | 
							
											this.gtaoMaterial.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.screenSpaceRadius !== undefined && ( parameters.screenSpaceRadius ? 1 : 0 ) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = parameters.screenSpaceRadius ? 1 : 0;
							 | 
						||
| 
								 | 
							
											this.gtaoMaterial.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									updatePdMaterial( parameters ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										let updateShader = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.lumaPhi !== undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.pdMaterial.uniforms.lumaPhi.value = parameters.lumaPhi;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.depthPhi !== undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.pdMaterial.uniforms.depthPhi.value = parameters.depthPhi;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.normalPhi !== undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.pdMaterial.uniforms.normalPhi.value = parameters.normalPhi;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.radius !== undefined && parameters.radius !== this.radius ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.pdMaterial.uniforms.radius.value = parameters.radius;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.radiusExponent !== undefined && parameters.radiusExponent !== this.pdRadiusExponent ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.pdRadiusExponent = parameters.radiusExponent;
							 | 
						||
| 
								 | 
							
											updateShader = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.rings !== undefined && parameters.rings !== this.pdRings ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.pdRings = parameters.rings;
							 | 
						||
| 
								 | 
							
											updateShader = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( parameters.samples !== undefined && parameters.samples !== this.pdSamples ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.pdSamples = parameters.samples;
							 | 
						||
| 
								 | 
							
											updateShader = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( updateShader ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.pdMaterial.defines.SAMPLES = this.pdSamples;
							 | 
						||
| 
								 | 
							
											this.pdMaterial.defines.SAMPLE_VECTORS = generatePdSamplePointInitializer( this.pdSamples, this.pdRings, this.pdRadiusExponent );
							 | 
						||
| 
								 | 
							
											this.pdMaterial.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// render normals and depth (honor only meshes, points and lines do not contribute to AO)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this._renderGBuffer ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.overrideVisibility();
							 | 
						||
| 
								 | 
							
											this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
							 | 
						||
| 
								 | 
							
											this.restoreVisibility();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// render AO
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
							 | 
						||
| 
								 | 
							
										this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
							 | 
						||
| 
								 | 
							
										this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
							 | 
						||
| 
								 | 
							
										this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
							 | 
						||
| 
								 | 
							
										this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy( this.camera.matrixWorld );
							 | 
						||
| 
								 | 
							
										this.renderPass( renderer, this.gtaoMaterial, this.gtaoRenderTarget, 0xffffff, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// render poisson denoise
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
							 | 
						||
| 
								 | 
							
										this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// output result to screen
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										switch ( this.output ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case GTAOPass.OUTPUT.Off:
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case GTAOPass.OUTPUT.Diffuse:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
							 | 
						||
| 
								 | 
							
												this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case GTAOPass.OUTPUT.AO:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
							 | 
						||
| 
								 | 
							
												this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case GTAOPass.OUTPUT.Denoise:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
							 | 
						||
| 
								 | 
							
												this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case GTAOPass.OUTPUT.Depth:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
							 | 
						||
| 
								 | 
							
												this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											case GTAOPass.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 GTAOPass.OUTPUT.Default:
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
							 | 
						||
| 
								 | 
							
												this.copyMaterial.blending = NoBlending;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.blendMaterial.uniforms.intensity.value = this.blendIntensity;
							 | 
						||
| 
								 | 
							
												this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
							 | 
						||
| 
								 | 
							
												this.renderPass( renderer, this.blendMaterial, this.renderToScreen ? null : writeBuffer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											default:
							 | 
						||
| 
								 | 
							
												console.warn( 'THREE.GTAOPass: Unknown output type.' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// save original state
							 | 
						||
| 
								 | 
							
										renderer.getClearColor( this.originalClearColor );
							 | 
						||
| 
								 | 
							
										const originalClearAlpha = renderer.getClearAlpha();
							 | 
						||
| 
								 | 
							
										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 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.getClearColor( this.originalClearColor );
							 | 
						||
| 
								 | 
							
										const originalClearAlpha = renderer.getClearAlpha();
							 | 
						||
| 
								 | 
							
										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;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.autoClear = originalAutoClear;
							 | 
						||
| 
								 | 
							
										renderer.setClearColor( this.originalClearColor );
							 | 
						||
| 
								 | 
							
										renderer.setClearAlpha( originalClearAlpha );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setSize( width, height ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.width = width;
							 | 
						||
| 
								 | 
							
										this.height = height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.gtaoRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.normalRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.pdRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.gtaoMaterial.uniforms.resolution.value.set( width, height );
							 | 
						||
| 
								 | 
							
										this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
							 | 
						||
| 
								 | 
							
										this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.pdMaterial.uniforms.resolution.value.set( width, height );
							 | 
						||
| 
								 | 
							
										this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									overrideVisibility() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const scene = this.scene;
							 | 
						||
| 
								 | 
							
										const cache = this._visibilityCache;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										scene.traverse( function ( object ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											cache.set( object, object.visible );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( object.isPoints || object.isLine ) object.visible = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									restoreVisibility() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const scene = this.scene;
							 | 
						||
| 
								 | 
							
										const cache = this._visibilityCache;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										scene.traverse( function ( object ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const visible = cache.get( object );
							 | 
						||
| 
								 | 
							
											object.visible = visible;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										cache.clear();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
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									generateNoise( size = 64 ) {
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										const simplex = new SimplexNoise();
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										const arraySize = size * size * 4;
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										const data = new Uint8Array( arraySize );
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										for ( let i = 0; i < size; i ++ ) {
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											for ( let j = 0; j < size; j ++ ) {
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												const x = i;
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												const y = j;
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												data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255;
							 | 
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								 | 
							
												data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255;
							 | 
						||
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								 | 
							
												data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255;
							 | 
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| 
								 | 
							
												data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255;
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											}
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								 | 
							
								
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								 | 
							
										}
							 | 
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								 | 
							
								
							 | 
						||
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								 | 
							
										const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType );
							 | 
						||
| 
								 | 
							
										noiseTexture.wrapS = RepeatWrapping;
							 | 
						||
| 
								 | 
							
										noiseTexture.wrapT = RepeatWrapping;
							 | 
						||
| 
								 | 
							
										noiseTexture.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return noiseTexture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
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| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								GTAOPass.OUTPUT = {
							 | 
						||
| 
								 | 
							
									'Off': - 1,
							 | 
						||
| 
								 | 
							
									'Default': 0,
							 | 
						||
| 
								 | 
							
									'Diffuse': 1,
							 | 
						||
| 
								 | 
							
									'Depth': 2,
							 | 
						||
| 
								 | 
							
									'Normal': 3,
							 | 
						||
| 
								 | 
							
									'AO': 4,
							 | 
						||
| 
								 | 
							
									'Denoise': 5,
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { GTAOPass };
							 |