398 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			398 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| 
								 | 
							
								import {
							 | 
						||
| 
								 | 
							
									AdditiveBlending,
							 | 
						||
| 
								 | 
							
									Box2,
							 | 
						||
| 
								 | 
							
									BufferGeometry,
							 | 
						||
| 
								 | 
							
									Color,
							 | 
						||
| 
								 | 
							
									FramebufferTexture,
							 | 
						||
| 
								 | 
							
									InterleavedBuffer,
							 | 
						||
| 
								 | 
							
									InterleavedBufferAttribute,
							 | 
						||
| 
								 | 
							
									Mesh,
							 | 
						||
| 
								 | 
							
									MeshBasicMaterial,
							 | 
						||
| 
								 | 
							
									RawShaderMaterial,
							 | 
						||
| 
								 | 
							
									UnsignedByteType,
							 | 
						||
| 
								 | 
							
									Vector2,
							 | 
						||
| 
								 | 
							
									Vector3,
							 | 
						||
| 
								 | 
							
									Vector4
							 | 
						||
| 
								 | 
							
								} from 'three';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class Lensflare extends Mesh {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super( Lensflare.Geometry, new MeshBasicMaterial( { opacity: 0, transparent: true } ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.isLensflare = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.type = 'Lensflare';
							 | 
						||
| 
								 | 
							
										this.frustumCulled = false;
							 | 
						||
| 
								 | 
							
										this.renderOrder = Infinity;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const positionScreen = new Vector3();
							 | 
						||
| 
								 | 
							
										const positionView = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// textures
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tempMap = new FramebufferTexture( 16, 16 );
							 | 
						||
| 
								 | 
							
										const occlusionMap = new FramebufferTexture( 16, 16 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										let currentType = UnsignedByteType;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// material
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const geometry = Lensflare.Geometry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const material1a = new RawShaderMaterial( {
							 | 
						||
| 
								 | 
							
											uniforms: {
							 | 
						||
| 
								 | 
							
												'scale': { value: null },
							 | 
						||
| 
								 | 
							
												'screenPosition': { value: null }
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
											vertexShader: /* glsl */`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												precision highp float;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uniform vec3 screenPosition;
							 | 
						||
| 
								 | 
							
												uniform vec2 scale;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												attribute vec3 position;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}`,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fragmentShader: /* glsl */`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												precision highp float;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}`,
							 | 
						||
| 
								 | 
							
											depthTest: true,
							 | 
						||
| 
								 | 
							
											depthWrite: false,
							 | 
						||
| 
								 | 
							
											transparent: false
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const material1b = new RawShaderMaterial( {
							 | 
						||
| 
								 | 
							
											uniforms: {
							 | 
						||
| 
								 | 
							
												'map': { value: tempMap },
							 | 
						||
| 
								 | 
							
												'scale': { value: null },
							 | 
						||
| 
								 | 
							
												'screenPosition': { value: null }
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
											vertexShader: /* glsl */`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												precision highp float;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uniform vec3 screenPosition;
							 | 
						||
| 
								 | 
							
												uniform vec2 scale;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												attribute vec3 position;
							 | 
						||
| 
								 | 
							
												attribute vec2 uv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												varying vec2 vUV;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													vUV = uv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}`,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fragmentShader: /* glsl */`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												precision highp float;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uniform sampler2D map;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												varying vec2 vUV;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													gl_FragColor = texture2D( map, vUV );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}`,
							 | 
						||
| 
								 | 
							
											depthTest: false,
							 | 
						||
| 
								 | 
							
											depthWrite: false,
							 | 
						||
| 
								 | 
							
											transparent: false
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// the following object is used for occlusionMap generation
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const mesh1 = new Mesh( geometry, material1a );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const elements = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const shader = LensflareElement.Shader;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const material2 = new RawShaderMaterial( {
							 | 
						||
| 
								 | 
							
											name: shader.name,
							 | 
						||
| 
								 | 
							
											uniforms: {
							 | 
						||
| 
								 | 
							
												'map': { value: null },
							 | 
						||
| 
								 | 
							
												'occlusionMap': { value: occlusionMap },
							 | 
						||
| 
								 | 
							
												'color': { value: new Color( 0xffffff ) },
							 | 
						||
| 
								 | 
							
												'scale': { value: new Vector2() },
							 | 
						||
| 
								 | 
							
												'screenPosition': { value: new Vector3() }
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
											vertexShader: shader.vertexShader,
							 | 
						||
| 
								 | 
							
											fragmentShader: shader.fragmentShader,
							 | 
						||
| 
								 | 
							
											blending: AdditiveBlending,
							 | 
						||
| 
								 | 
							
											transparent: true,
							 | 
						||
| 
								 | 
							
											depthWrite: false
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const mesh2 = new Mesh( geometry, material2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.addElement = function ( element ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											elements.push( element );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const scale = new Vector2();
							 | 
						||
| 
								 | 
							
										const screenPositionPixels = new Vector2();
							 | 
						||
| 
								 | 
							
										const validArea = new Box2();
							 | 
						||
| 
								 | 
							
										const viewport = new Vector4();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.onBeforeRender = function ( renderer, scene, camera ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.getCurrentViewport( viewport );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const renderTarget = renderer.getRenderTarget();
							 | 
						||
| 
								 | 
							
											const type = ( renderTarget !== null ) ? renderTarget.texture.type : UnsignedByteType;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( currentType !== type ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												tempMap.dispose();
							 | 
						||
| 
								 | 
							
												occlusionMap.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												tempMap.type = occlusionMap.type = type;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												currentType = type;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const invAspect = viewport.w / viewport.z;
							 | 
						||
| 
								 | 
							
											const halfViewportWidth = viewport.z / 2.0;
							 | 
						||
| 
								 | 
							
											const halfViewportHeight = viewport.w / 2.0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let size = 16 / viewport.w;
							 | 
						||
| 
								 | 
							
											scale.set( size * invAspect, size );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											validArea.min.set( viewport.x, viewport.y );
							 | 
						||
| 
								 | 
							
											validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// calculate position in screen space
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											positionView.setFromMatrixPosition( this.matrixWorld );
							 | 
						||
| 
								 | 
							
											positionView.applyMatrix4( camera.matrixWorldInverse );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( positionView.z > 0 ) return; // lensflare is behind the camera
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// horizontal and vertical coordinate of the lower left corner of the pixels to copy
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
							 | 
						||
| 
								 | 
							
											screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// screen cull
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( validArea.containsPoint( screenPositionPixels ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// save current RGB to temp texture
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.copyFramebufferToTexture( screenPositionPixels, tempMap );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// render pink quad
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												let uniforms = material1a.uniforms;
							 | 
						||
| 
								 | 
							
												uniforms[ 'scale' ].value = scale;
							 | 
						||
| 
								 | 
							
												uniforms[ 'screenPosition' ].value = positionScreen;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// copy result to occlusionMap
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// restore graphics
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												uniforms = material1b.uniforms;
							 | 
						||
| 
								 | 
							
												uniforms[ 'scale' ].value = scale;
							 | 
						||
| 
								 | 
							
												uniforms[ 'screenPosition' ].value = positionScreen;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// render elements
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const vecX = - positionScreen.x * 2;
							 | 
						||
| 
								 | 
							
												const vecY = - positionScreen.y * 2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0, l = elements.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const element = elements[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const uniforms = material2.uniforms;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													uniforms[ 'color' ].value.copy( element.color );
							 | 
						||
| 
								 | 
							
													uniforms[ 'map' ].value = element.texture;
							 | 
						||
| 
								 | 
							
													uniforms[ 'screenPosition' ].value.x = positionScreen.x + vecX * element.distance;
							 | 
						||
| 
								 | 
							
													uniforms[ 'screenPosition' ].value.y = positionScreen.y + vecY * element.distance;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													size = element.size / viewport.w;
							 | 
						||
| 
								 | 
							
													const invAspect = viewport.w / viewport.z;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													uniforms[ 'scale' ].value.set( size * invAspect, size );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material2.uniformsNeedUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.dispose = function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											material1a.dispose();
							 | 
						||
| 
								 | 
							
											material1b.dispose();
							 | 
						||
| 
								 | 
							
											material2.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											tempMap.dispose();
							 | 
						||
| 
								 | 
							
											occlusionMap.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, l = elements.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												elements[ i ].texture.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class LensflareElement {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.texture = texture;
							 | 
						||
| 
								 | 
							
										this.size = size;
							 | 
						||
| 
								 | 
							
										this.distance = distance;
							 | 
						||
| 
								 | 
							
										this.color = color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								LensflareElement.Shader = {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									name: 'LensflareElementShader',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									uniforms: {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										'map': { value: null },
							 | 
						||
| 
								 | 
							
										'occlusionMap': { value: null },
							 | 
						||
| 
								 | 
							
										'color': { value: null },
							 | 
						||
| 
								 | 
							
										'scale': { value: null },
							 | 
						||
| 
								 | 
							
										'screenPosition': { value: null }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									vertexShader: /* glsl */`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										precision highp float;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										uniform vec3 screenPosition;
							 | 
						||
| 
								 | 
							
										uniform vec2 scale;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										uniform sampler2D occlusionMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										attribute vec3 position;
							 | 
						||
| 
								 | 
							
										attribute vec2 uv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										varying vec2 vUV;
							 | 
						||
| 
								 | 
							
										varying float vVisibility;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vUV = uv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vec2 pos = position.xy;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
							 | 
						||
| 
								 | 
							
											visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
							 | 
						||
| 
								 | 
							
											visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
							 | 
						||
| 
								 | 
							
											visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
							 | 
						||
| 
								 | 
							
											visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
							 | 
						||
| 
								 | 
							
											visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
							 | 
						||
| 
								 | 
							
											visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
							 | 
						||
| 
								 | 
							
											visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
							 | 
						||
| 
								 | 
							
											visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vVisibility =        visibility.r / 9.0;
							 | 
						||
| 
								 | 
							
											vVisibility *= 1.0 - visibility.g / 9.0;
							 | 
						||
| 
								 | 
							
											vVisibility *=       visibility.b / 9.0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}`,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									fragmentShader: /* glsl */`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										precision highp float;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										uniform sampler2D map;
							 | 
						||
| 
								 | 
							
										uniform vec3 color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										varying vec2 vUV;
							 | 
						||
| 
								 | 
							
										varying float vVisibility;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vec4 texture = texture2D( map, vUV );
							 | 
						||
| 
								 | 
							
											texture.a *= vVisibility;
							 | 
						||
| 
								 | 
							
											gl_FragColor = texture;
							 | 
						||
| 
								 | 
							
											gl_FragColor.rgb *= color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								Lensflare.Geometry = ( function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									const geometry = new BufferGeometry();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									const float32Array = new Float32Array( [
							 | 
						||
| 
								 | 
							
										- 1, - 1, 0, 0, 0,
							 | 
						||
| 
								 | 
							
										1, - 1, 0, 1, 0,
							 | 
						||
| 
								 | 
							
										1, 1, 0, 1, 1,
							 | 
						||
| 
								 | 
							
										- 1, 1, 0, 0, 1
							 | 
						||
| 
								 | 
							
									] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									geometry.setIndex( [ 0, 1, 2,	0, 2, 3 ] );
							 | 
						||
| 
								 | 
							
									geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
							 | 
						||
| 
								 | 
							
									geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									return geometry;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								} )();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { Lensflare, LensflareElement };
							 |