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555
HTML/ThreeJS/node_modules/three/examples/js/postprocessing/SSRPass.js
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555
HTML/ThreeJS/node_modules/three/examples/js/postprocessing/SSRPass.js
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( function () {
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class SSRPass extends THREE.Pass {
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constructor( {
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renderer,
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scene,
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camera,
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width,
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height,
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selects,
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bouncing = false,
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groundReflector
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} ) {
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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 = THREE.SSRShader.uniforms.opacity.value;
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this.output = 0;
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this.maxDistance = THREE.SSRShader.uniforms.maxDistance.value;
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this.thickness = THREE.SSRShader.uniforms.thickness.value;
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this.tempColor = new THREE.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 = THREE.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 = THREE.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 = THREE.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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} ); // beauty render target with depth buffer
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const depthTexture = new THREE.DepthTexture();
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depthTexture.type = THREE.UnsignedShortType;
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depthTexture.minFilter = THREE.NearestFilter;
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depthTexture.magFilter = THREE.NearestFilter;
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this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat,
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depthTexture: depthTexture,
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depthBuffer: true
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} ); //for bouncing
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this.prevRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat
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} ); // normal render target
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this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat,
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type: THREE.HalfFloatType
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} ); // metalness render target
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this.metalnessRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat
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} ); // ssr render target
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this.ssrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat
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} );
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this.blurRenderTarget = this.ssrRenderTarget.clone();
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this.blurRenderTarget2 = this.ssrRenderTarget.clone(); // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
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// ssr material
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if ( THREE.SSRShader === undefined ) {
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console.error( 'THREE.SSRPass: The pass relies on THREE.SSRShader.' );
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}
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this.ssrMaterial = new THREE.ShaderMaterial( {
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defines: Object.assign( {}, THREE.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: THREE.UniformsUtils.clone( THREE.SSRShader.uniforms ),
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vertexShader: THREE.SSRShader.vertexShader,
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fragmentShader: THREE.SSRShader.fragmentShader,
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blending: THREE.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 ); // normal material
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this.normalMaterial = new THREE.MeshNormalMaterial();
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this.normalMaterial.blending = THREE.NoBlending; // metalnessOn material
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this.metalnessOnMaterial = new THREE.MeshBasicMaterial( {
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color: 'white'
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} ); // metalnessOff material
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this.metalnessOffMaterial = new THREE.MeshBasicMaterial( {
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color: 'black'
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} ); // blur material
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this.blurMaterial = new THREE.ShaderMaterial( {
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defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
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uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
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vertexShader: THREE.SSRBlurShader.vertexShader,
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fragmentShader: THREE.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 ); // blur material 2
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this.blurMaterial2 = new THREE.ShaderMaterial( {
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defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
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uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
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vertexShader: THREE.SSRBlurShader.vertexShader,
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fragmentShader: THREE.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 ); // // blur material 3
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// this.blurMaterial3 = new THREE.ShaderMaterial({
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// defines: Object.assign({}, THREE.SSRBlurShader.defines),
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// uniforms: THREE.UniformsUtils.clone(THREE.SSRBlurShader.uniforms),
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// vertexShader: THREE.SSRBlurShader.vertexShader,
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// fragmentShader: THREE.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 THREE.ShaderMaterial( {
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defines: Object.assign( {}, THREE.SSRDepthShader.defines ),
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uniforms: THREE.UniformsUtils.clone( THREE.SSRDepthShader.uniforms ),
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vertexShader: THREE.SSRDepthShader.vertexShader,
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fragmentShader: THREE.SSRDepthShader.fragmentShader,
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blending: THREE.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; // material for rendering the content of a render target
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this.copyMaterial = new THREE.ShaderMaterial( {
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uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
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vertexShader: THREE.CopyShader.vertexShader,
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fragmentShader: THREE.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: THREE.SrcAlphaFactor,
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blendDst: THREE.OneMinusSrcAlphaFactor,
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blendEquation: THREE.AddEquation,
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blendSrcAlpha: THREE.SrcAlphaFactor,
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blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
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blendEquationAlpha: THREE.AddEquation // premultipliedAlpha:true,
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} );
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this.fsQuad = new THREE.FullScreenQuad( null );
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this.originalClearColor = new THREE.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(); // 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(); // dipsose full screen quad
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this.fsQuad.dispose();
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}
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render( renderer, writeBuffer
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/*, readBuffer, deltaTime, maskActive */
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) {
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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; // render normals
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this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 ); // 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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} // 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 ); // 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 ); // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
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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 = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
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if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
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this.copyMaterial.blending = THREE.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 = THREE.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 = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
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this.copyMaterial.blending = THREE.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 ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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if ( this.bouncing ) {
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if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
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this.copyMaterial.blending = THREE.NormalBlending;
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this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
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}
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break;
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case SSRPass.OUTPUT.Beauty:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSRPass.OUTPUT.Depth:
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this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSRPass.OUTPUT.Normal:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSRPass.OUTPUT.Metalness:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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default:
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console.warn( 'THREE.SSRPass: Unknown output type.' );
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}
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}
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renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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// save original state
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this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
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const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget ); // setup pass state
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renderer.autoClear = false;
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if ( clearColor !== undefined && clearColor !== null ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this.fsQuad.material = passMaterial;
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this.fsQuad.render( renderer ); // restore original state
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||||
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this.originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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||||
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}
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renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
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||||
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this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
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||||
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
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||||
const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget );
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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
|
||||
};
|
||||
|
||||
THREE.SSRPass = SSRPass;
|
||||
|
||||
} )();
|
||||
Reference in New Issue
Block a user