416 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			416 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									AdditiveBlending,
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									Color,
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									HalfFloatType,
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									MeshBasicMaterial,
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									ShaderMaterial,
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									UniformsUtils,
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									Vector2,
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									Vector3,
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									WebGLRenderTarget
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								} from 'three';
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								import { Pass, FullScreenQuad } from './Pass.js';
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								import { CopyShader } from '../shaders/CopyShader.js';
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								import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
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								/**
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								 * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
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								 * mip map chain of bloom textures and blurs them with different radii. Because
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								 * of the weighted combination of mips, and because larger blurs are done on
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								 * higher mips, this effect provides good quality and performance.
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								 *
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								 * Reference:
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								 * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
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								 */
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								class UnrealBloomPass extends Pass {
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									constructor( resolution, strength, radius, threshold ) {
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										super();
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										this.strength = ( strength !== undefined ) ? strength : 1;
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										this.radius = radius;
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										this.threshold = threshold;
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										this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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										// create color only once here, reuse it later inside the render function
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										this.clearColor = new Color( 0, 0, 0 );
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										// render targets
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										this.renderTargetsHorizontal = [];
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										this.renderTargetsVertical = [];
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										this.nMips = 5;
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										let resx = Math.round( this.resolution.x / 2 );
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										let resy = Math.round( this.resolution.y / 2 );
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										this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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										this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
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										this.renderTargetBright.texture.generateMipmaps = false;
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										for ( let i = 0; i < this.nMips; i ++ ) {
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											const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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											renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
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											renderTargetHorizonal.texture.generateMipmaps = false;
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											this.renderTargetsHorizontal.push( renderTargetHorizonal );
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											const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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											renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
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											renderTargetVertical.texture.generateMipmaps = false;
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											this.renderTargetsVertical.push( renderTargetVertical );
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											resx = Math.round( resx / 2 );
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											resy = Math.round( resy / 2 );
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										}
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										// luminosity high pass material
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										const highPassShader = LuminosityHighPassShader;
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										this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
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										this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
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										this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
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										this.materialHighPassFilter = new ShaderMaterial( {
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											uniforms: this.highPassUniforms,
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											vertexShader: highPassShader.vertexShader,
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											fragmentShader: highPassShader.fragmentShader
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										} );
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										// gaussian blur materials
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										this.separableBlurMaterials = [];
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										const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
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										resx = Math.round( this.resolution.x / 2 );
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										resy = Math.round( this.resolution.y / 2 );
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										for ( let i = 0; i < this.nMips; i ++ ) {
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											this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
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											this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
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											resx = Math.round( resx / 2 );
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											resy = Math.round( resy / 2 );
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										}
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										// composite material
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										this.compositeMaterial = this.getCompositeMaterial( this.nMips );
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										this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
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										this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
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										this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
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										this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
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										this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
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										this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
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										this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
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										const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
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										this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
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										this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
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										this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
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										// blend material
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										const copyShader = CopyShader;
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										this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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										this.blendMaterial = new ShaderMaterial( {
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											uniforms: this.copyUniforms,
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											vertexShader: copyShader.vertexShader,
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											fragmentShader: copyShader.fragmentShader,
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											blending: AdditiveBlending,
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											depthTest: false,
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											depthWrite: false,
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											transparent: true
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										} );
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										this.enabled = true;
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										this.needsSwap = false;
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										this._oldClearColor = new Color();
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										this.oldClearAlpha = 1;
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										this.basic = new MeshBasicMaterial();
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										this.fsQuad = new FullScreenQuad( null );
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									}
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									dispose() {
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										for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
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											this.renderTargetsHorizontal[ i ].dispose();
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										}
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										for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
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											this.renderTargetsVertical[ i ].dispose();
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										}
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										this.renderTargetBright.dispose();
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										//
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										for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
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											this.separableBlurMaterials[ i ].dispose();
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										}
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										this.compositeMaterial.dispose();
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										this.blendMaterial.dispose();
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										this.basic.dispose();
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										//
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										this.fsQuad.dispose();
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									}
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									setSize( width, height ) {
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										let resx = Math.round( width / 2 );
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										let resy = Math.round( height / 2 );
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										this.renderTargetBright.setSize( resx, resy );
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										for ( let i = 0; i < this.nMips; i ++ ) {
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											this.renderTargetsHorizontal[ i ].setSize( resx, resy );
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											this.renderTargetsVertical[ i ].setSize( resx, resy );
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											this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
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											resx = Math.round( resx / 2 );
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											resy = Math.round( resy / 2 );
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										}
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									}
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									render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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										renderer.getClearColor( this._oldClearColor );
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										this.oldClearAlpha = renderer.getClearAlpha();
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										const oldAutoClear = renderer.autoClear;
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										renderer.autoClear = false;
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										renderer.setClearColor( this.clearColor, 0 );
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										if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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										// Render input to screen
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										if ( this.renderToScreen ) {
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											this.fsQuad.material = this.basic;
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											this.basic.map = readBuffer.texture;
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											renderer.setRenderTarget( null );
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											renderer.clear();
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											this.fsQuad.render( renderer );
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										}
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										// 1. Extract Bright Areas
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										this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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										this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
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										this.fsQuad.material = this.materialHighPassFilter;
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										renderer.setRenderTarget( this.renderTargetBright );
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										renderer.clear();
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										this.fsQuad.render( renderer );
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										// 2. Blur All the mips progressively
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										let inputRenderTarget = this.renderTargetBright;
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										for ( let i = 0; i < this.nMips; i ++ ) {
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											this.fsQuad.material = this.separableBlurMaterials[ i ];
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											this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
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											this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
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											renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
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											renderer.clear();
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											this.fsQuad.render( renderer );
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											this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
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											this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
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											renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
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											renderer.clear();
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											this.fsQuad.render( renderer );
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											inputRenderTarget = this.renderTargetsVertical[ i ];
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										}
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						||
| 
								 | 
							
										// Composite All the mips
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fsQuad.material = this.compositeMaterial;
							 | 
						||
| 
								 | 
							
										this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
							 | 
						||
| 
								 | 
							
										this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
							 | 
						||
| 
								 | 
							
										this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
							 | 
						||
| 
								 | 
							
										renderer.clear();
							 | 
						||
| 
								 | 
							
										this.fsQuad.render( renderer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// Blend it additively over the input texture
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fsQuad.material = this.blendMaterial;
							 | 
						||
| 
								 | 
							
										this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.renderToScreen ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.setRenderTarget( null );
							 | 
						||
| 
								 | 
							
											this.fsQuad.render( renderer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.setRenderTarget( readBuffer );
							 | 
						||
| 
								 | 
							
											this.fsQuad.render( renderer );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// Restore renderer settings
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
							 | 
						||
| 
								 | 
							
										renderer.autoClear = oldAutoClear;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									getSeperableBlurMaterial( kernelRadius ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const coefficients = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < kernelRadius; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return new ShaderMaterial( {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											defines: {
							 | 
						||
| 
								 | 
							
												'KERNEL_RADIUS': kernelRadius
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniforms: {
							 | 
						||
| 
								 | 
							
												'colorTexture': { value: null },
							 | 
						||
| 
								 | 
							
												'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
							 | 
						||
| 
								 | 
							
												'direction': { value: new Vector2( 0.5, 0.5 ) },
							 | 
						||
| 
								 | 
							
												'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vertexShader:
							 | 
						||
| 
								 | 
							
												`varying vec2 vUv;
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
													vUv = uv;
							 | 
						||
| 
								 | 
							
													gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
							 | 
						||
| 
								 | 
							
												}`,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fragmentShader:
							 | 
						||
| 
								 | 
							
												`#include <common>
							 | 
						||
| 
								 | 
							
												varying vec2 vUv;
							 | 
						||
| 
								 | 
							
												uniform sampler2D colorTexture;
							 | 
						||
| 
								 | 
							
												uniform vec2 invSize;
							 | 
						||
| 
								 | 
							
												uniform vec2 direction;
							 | 
						||
| 
								 | 
							
												uniform float gaussianCoefficients[KERNEL_RADIUS];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
													float weightSum = gaussianCoefficients[0];
							 | 
						||
| 
								 | 
							
													vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
							 | 
						||
| 
								 | 
							
													for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
							 | 
						||
| 
								 | 
							
														float x = float(i);
							 | 
						||
| 
								 | 
							
														float w = gaussianCoefficients[i];
							 | 
						||
| 
								 | 
							
														vec2 uvOffset = direction * invSize * x;
							 | 
						||
| 
								 | 
							
														vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
							 | 
						||
| 
								 | 
							
														vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
							 | 
						||
| 
								 | 
							
														diffuseSum += (sample1 + sample2) * w;
							 | 
						||
| 
								 | 
							
														weightSum += 2.0 * w;
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
													gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
							 | 
						||
| 
								 | 
							
												}`
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									getCompositeMaterial( nMips ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return new ShaderMaterial( {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											defines: {
							 | 
						||
| 
								 | 
							
												'NUM_MIPS': nMips
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniforms: {
							 | 
						||
| 
								 | 
							
												'blurTexture1': { value: null },
							 | 
						||
| 
								 | 
							
												'blurTexture2': { value: null },
							 | 
						||
| 
								 | 
							
												'blurTexture3': { value: null },
							 | 
						||
| 
								 | 
							
												'blurTexture4': { value: null },
							 | 
						||
| 
								 | 
							
												'blurTexture5': { value: null },
							 | 
						||
| 
								 | 
							
												'bloomStrength': { value: 1.0 },
							 | 
						||
| 
								 | 
							
												'bloomFactors': { value: null },
							 | 
						||
| 
								 | 
							
												'bloomTintColors': { value: null },
							 | 
						||
| 
								 | 
							
												'bloomRadius': { value: 0.0 }
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vertexShader:
							 | 
						||
| 
								 | 
							
												`varying vec2 vUv;
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
													vUv = uv;
							 | 
						||
| 
								 | 
							
													gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
							 | 
						||
| 
								 | 
							
												}`,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fragmentShader:
							 | 
						||
| 
								 | 
							
												`varying vec2 vUv;
							 | 
						||
| 
								 | 
							
												uniform sampler2D blurTexture1;
							 | 
						||
| 
								 | 
							
												uniform sampler2D blurTexture2;
							 | 
						||
| 
								 | 
							
												uniform sampler2D blurTexture3;
							 | 
						||
| 
								 | 
							
												uniform sampler2D blurTexture4;
							 | 
						||
| 
								 | 
							
												uniform sampler2D blurTexture5;
							 | 
						||
| 
								 | 
							
												uniform float bloomStrength;
							 | 
						||
| 
								 | 
							
												uniform float bloomRadius;
							 | 
						||
| 
								 | 
							
												uniform float bloomFactors[NUM_MIPS];
							 | 
						||
| 
								 | 
							
												uniform vec3 bloomTintColors[NUM_MIPS];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												float lerpBloomFactor(const in float factor) {
							 | 
						||
| 
								 | 
							
													float mirrorFactor = 1.2 - factor;
							 | 
						||
| 
								 | 
							
													return mix(factor, mirrorFactor, bloomRadius);
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
													gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
							 | 
						||
| 
								 | 
							
														lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
							 | 
						||
| 
								 | 
							
														lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
							 | 
						||
| 
								 | 
							
														lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
							 | 
						||
| 
								 | 
							
														lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
							 | 
						||
| 
								 | 
							
												}`
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
							 | 
						||
| 
								 | 
							
								UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { UnrealBloomPass };
							 |