335 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			335 lines
		
	
	
		
			11 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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									DepthTexture,
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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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									ShaderMaterial,
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									UniformsUtils,
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									DepthStencilFormat,
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									UnsignedInt248Type,
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									Vector2,
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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 { SAOShader } from '../shaders/SAOShader.js';
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								import { DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader.js';
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								import { BlurShaderUtils } from '../shaders/DepthLimitedBlurShader.js';
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								import { CopyShader } from '../shaders/CopyShader.js';
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								/**
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								 * SAO implementation inspired from bhouston previous SAO work
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								 */
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								class SAOPass extends Pass {
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									constructor( scene, camera, resolution = new Vector2( 256, 256 ) ) {
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										super();
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										this.scene = scene;
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										this.camera = camera;
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										this.clear = true;
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										this.needsSwap = false;
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										this.originalClearColor = new Color();
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										this._oldClearColor = new Color();
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										this.oldClearAlpha = 1;
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										this.params = {
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											output: 0,
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											saoBias: 0.5,
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											saoIntensity: 0.18,
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											saoScale: 1,
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											saoKernelRadius: 100,
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											saoMinResolution: 0,
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											saoBlur: true,
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											saoBlurRadius: 8,
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											saoBlurStdDev: 4,
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											saoBlurDepthCutoff: 0.01
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										};
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										this.resolution = new Vector2( resolution.x, resolution.y );
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										this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
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										this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
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										const depthTexture = new DepthTexture();
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										depthTexture.format = DepthStencilFormat;
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										depthTexture.type = UnsignedInt248Type;
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										this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
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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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										} );
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										this.normalMaterial = new MeshNormalMaterial();
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										this.normalMaterial.blending = NoBlending;
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										this.saoMaterial = new ShaderMaterial( {
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											defines: Object.assign( {}, SAOShader.defines ),
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											fragmentShader: SAOShader.fragmentShader,
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											vertexShader: SAOShader.vertexShader,
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											uniforms: UniformsUtils.clone( SAOShader.uniforms )
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										} );
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										this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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										this.saoMaterial.uniforms[ 'tDepth' ].value = depthTexture;
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										this.saoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
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										this.saoMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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										this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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										this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
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										this.saoMaterial.blending = NoBlending;
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										this.vBlurMaterial = new ShaderMaterial( {
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											uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
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											defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
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											vertexShader: DepthLimitedBlurShader.vertexShader,
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											fragmentShader: DepthLimitedBlurShader.fragmentShader
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										} );
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										this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0;
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										this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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										this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
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										this.vBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture;
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										this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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										this.vBlurMaterial.blending = NoBlending;
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										this.hBlurMaterial = new ShaderMaterial( {
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											uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
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											defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
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											vertexShader: DepthLimitedBlurShader.vertexShader,
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											fragmentShader: DepthLimitedBlurShader.fragmentShader
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										} );
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										this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0;
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										this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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										this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture;
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										this.hBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture;
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										this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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										this.hBlurMaterial.blending = NoBlending;
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										this.materialCopy = 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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											blending: NoBlending
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										} );
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										this.materialCopy.transparent = true;
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										this.materialCopy.depthTest = false;
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										this.materialCopy.depthWrite = false;
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										this.materialCopy.blending = CustomBlending;
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										this.materialCopy.blendSrc = DstColorFactor;
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										this.materialCopy.blendDst = ZeroFactor;
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										this.materialCopy.blendEquation = AddEquation;
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										this.materialCopy.blendSrcAlpha = DstAlphaFactor;
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										this.materialCopy.blendDstAlpha = ZeroFactor;
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										this.materialCopy.blendEquationAlpha = AddEquation;
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										this.fsQuad = new FullScreenQuad( null );
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									}
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									render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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										// Rendering readBuffer first when rendering to screen
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										if ( this.renderToScreen ) {
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											this.materialCopy.blending = NoBlending;
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											this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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											this.materialCopy.needsUpdate = true;
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											this.renderPass( renderer, this.materialCopy, null );
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										}
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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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										this.saoMaterial.uniforms[ 'bias' ].value = this.params.saoBias;
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										this.saoMaterial.uniforms[ 'intensity' ].value = this.params.saoIntensity;
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										this.saoMaterial.uniforms[ 'scale' ].value = this.params.saoScale;
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										this.saoMaterial.uniforms[ 'kernelRadius' ].value = this.params.saoKernelRadius;
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										this.saoMaterial.uniforms[ 'minResolution' ].value = this.params.saoMinResolution;
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										this.saoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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										this.saoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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										// this.saoMaterial.uniforms['randomSeed'].value = Math.random();
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										const depthCutoff = this.params.saoBlurDepthCutoff * ( this.camera.far - this.camera.near );
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										this.vBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
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										this.hBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
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										this.vBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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										this.vBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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										this.hBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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										this.hBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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										this.params.saoBlurRadius = Math.floor( this.params.saoBlurRadius );
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										if ( ( this.prevStdDev !== this.params.saoBlurStdDev ) || ( this.prevNumSamples !== this.params.saoBlurRadius ) ) {
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											BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
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											BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
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											this.prevStdDev = this.params.saoBlurStdDev;
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											this.prevNumSamples = this.params.saoBlurRadius;
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										}
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										// render normal and depth
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										this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
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										// Rendering SAO texture
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										this.renderPass( renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
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										// Blurring SAO texture
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										if ( this.params.saoBlur ) {
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											this.renderPass( renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0 );
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											this.renderPass( renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
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										}
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										const outputMaterial = this.materialCopy;
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										// Setting up SAO rendering
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										if ( this.params.output === SAOPass.OUTPUT.Normal ) {
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											this.materialCopy.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
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											this.materialCopy.needsUpdate = true;
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										} else {
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											this.materialCopy.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
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											this.materialCopy.needsUpdate = true;
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										}
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										// Blending depends on output
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										if ( this.params.output === SAOPass.OUTPUT.Default ) {
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											outputMaterial.blending = CustomBlending;
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										} else {
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											outputMaterial.blending = NoBlending;
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										}
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										// Rendering SAOPass result on top of previous pass
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										this.renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer );
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										renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
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										renderer.autoClear = oldAutoClear;
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									}
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									renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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										// save original state
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										renderer.getClearColor( this.originalClearColor );
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										const originalClearAlpha = renderer.getClearAlpha();
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										const originalAutoClear = renderer.autoClear;
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										renderer.setRenderTarget( renderTarget );
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										// setup pass state
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										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;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// restore original state
							 | 
						||
| 
								 | 
							
										renderer.autoClear = originalAutoClear;
							 | 
						||
| 
								 | 
							
										renderer.setClearColor( this.originalClearColor );
							 | 
						||
| 
								 | 
							
										renderer.setClearAlpha( originalClearAlpha );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setSize( width, height ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.saoRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.blurIntermediateRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
										this.normalRenderTarget.setSize( width, height );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.saoMaterial.uniforms[ 'size' ].value.set( width, height );
							 | 
						||
| 
								 | 
							
										this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
							 | 
						||
| 
								 | 
							
										this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
							 | 
						||
| 
								 | 
							
										this.saoMaterial.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.vBlurMaterial.uniforms[ 'size' ].value.set( width, height );
							 | 
						||
| 
								 | 
							
										this.vBlurMaterial.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.hBlurMaterial.uniforms[ 'size' ].value.set( width, height );
							 | 
						||
| 
								 | 
							
										this.hBlurMaterial.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									dispose() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.saoRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
										this.blurIntermediateRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
										this.normalRenderTarget.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.normalMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.saoMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.vBlurMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.hBlurMaterial.dispose();
							 | 
						||
| 
								 | 
							
										this.materialCopy.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fsQuad.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								SAOPass.OUTPUT = {
							 | 
						||
| 
								 | 
							
									'Default': 0,
							 | 
						||
| 
								 | 
							
									'SAO': 1,
							 | 
						||
| 
								 | 
							
									'Normal': 2
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { SAOPass };
							 |