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83
HTML/ThreeJS/node_modules/three/examples/js/postprocessing/BloomPass.js
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83
HTML/ThreeJS/node_modules/three/examples/js/postprocessing/BloomPass.js
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( function () {
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class BloomPass extends THREE.Pass {
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constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) {
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super(); // render targets
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const pars = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat
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};
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this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
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this.renderTargetX.texture.name = 'BloomPass.x';
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this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
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this.renderTargetY.texture.name = 'BloomPass.y'; // copy material
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if ( THREE.CopyShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.CopyShader' );
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const copyShader = THREE.CopyShader;
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this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
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this.copyUniforms[ 'opacity' ].value = strength;
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this.materialCopy = new THREE.ShaderMaterial( {
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uniforms: this.copyUniforms,
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vertexShader: copyShader.vertexShader,
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fragmentShader: copyShader.fragmentShader,
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blending: THREE.AdditiveBlending,
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transparent: true
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} ); // convolution material
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if ( THREE.ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.ConvolutionShader' );
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const convolutionShader = THREE.ConvolutionShader;
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this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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this.convolutionUniforms[ 'cKernel' ].value = THREE.ConvolutionShader.buildKernel( sigma );
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this.materialConvolution = new THREE.ShaderMaterial( {
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uniforms: this.convolutionUniforms,
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vertexShader: convolutionShader.vertexShader,
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fragmentShader: convolutionShader.fragmentShader,
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defines: {
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'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
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'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
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}
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} );
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this.needsSwap = false;
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this.fsQuad = new THREE.FullScreenQuad( null );
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}
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render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render quad with blured scene into texture (convolution pass 1)
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this.fsQuad.material = this.materialConvolution;
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this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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renderer.setRenderTarget( this.renderTargetX );
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renderer.clear();
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this.fsQuad.render( renderer ); // Render quad with blured scene into texture (convolution pass 2)
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this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
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renderer.setRenderTarget( this.renderTargetY );
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renderer.clear();
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this.fsQuad.render( renderer ); // Render original scene with superimposed blur to texture
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this.fsQuad.material = this.materialCopy;
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this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
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if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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renderer.setRenderTarget( readBuffer );
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if ( this.clear ) renderer.clear();
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this.fsQuad.render( renderer );
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}
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}
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BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
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BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
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THREE.BloomPass = BloomPass;
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} )();
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