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