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