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583 lines
16 KiB
583 lines
16 KiB
2 years ago
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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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RGBAFormat,
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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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MeshStandardMaterial
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} from '../../../build/three.module.js';
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import { Pass, FullScreenQuad } from '../postprocessing/Pass.js';
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import { SSRrShader } from '../shaders/SSRrShader.js';
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import { SSRrDepthShader } from '../shaders/SSRrShader.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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class SSRrPass extends Pass {
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constructor( { renderer, scene, camera, width, height, selects, encoding, morphTargets = false } ) {
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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.output = 0;
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// this.output = 1;
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this.ior = SSRrShader.uniforms.ior.value;
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this.maxDistance = SSRrShader.uniforms.maxDistance.value;
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this.surfDist = SSRrShader.uniforms.surfDist.value;
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this.encoding = encoding;
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this.tempColor = new Color();
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this.selects = selects;
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this._specular = SSRrShader.defines.SPECULAR;
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Object.defineProperty( this, 'specular', {
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get() {
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return this._specular;
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},
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set( val ) {
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if ( this._specular === val ) return;
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this._specular = val;
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this.ssrrMaterial.defines.SPECULAR = val;
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this.ssrrMaterial.needsUpdate = true;
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}
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} );
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this._fillHole = SSRrShader.defines.FILL_HOLE;
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Object.defineProperty( this, 'fillHole', {
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get() {
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return this._fillHole;
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},
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set( val ) {
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if ( this._fillHole === val ) return;
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this._fillHole = val;
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this.ssrrMaterial.defines.FILL_HOLE = val;
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this.ssrrMaterial.needsUpdate = true;
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}
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} );
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this._infiniteThick = SSRrShader.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.ssrrMaterial.defines.INFINITE_THICK = val;
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this.ssrrMaterial.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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format: RGBAFormat,
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depthTexture: depthTexture,
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depthBuffer: true
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} );
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this.specularRenderTarget = new WebGLRenderTarget( this.width, this.height, { // TODO: Can merge with refractiveRenderTarget?
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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format: RGBAFormat,
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} );
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// normalSelects render target
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const depthTextureSelects = new DepthTexture();
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depthTextureSelects.type = UnsignedShortType;
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depthTextureSelects.minFilter = NearestFilter;
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depthTextureSelects.magFilter = NearestFilter;
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this.normalSelectsRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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format: RGBAFormat,
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type: HalfFloatType,
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depthTexture: depthTextureSelects,
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depthBuffer: true
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} );
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// refractive render target
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this.refractiveRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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format: RGBAFormat
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} );
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// ssrr render target
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this.ssrrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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format: RGBAFormat
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} );
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// ssrr material
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if ( SSRrShader === undefined ) {
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console.error( 'THREE.SSRrPass: The pass relies on SSRrShader.' );
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}
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this.ssrrMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SSRrShader.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( SSRrShader.uniforms ),
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vertexShader: SSRrShader.vertexShader,
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fragmentShader: SSRrShader.fragmentShader,
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blending: NoBlending
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} );
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this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
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this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;
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this.ssrrMaterial.needsUpdate = true;
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this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;
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this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
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this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;
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this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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// normal material
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this.normalMaterial = new MeshNormalMaterial( { morphTargets } );
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this.normalMaterial.blending = NoBlending;
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// refractiveOn material
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this.refractiveOnMaterial = new MeshBasicMaterial( {
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color: 'white'
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} );
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// refractiveOff material
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this.refractiveOffMaterial = new MeshBasicMaterial( {
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color: 'black'
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} );
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// specular material
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this.specularMaterial = new MeshStandardMaterial( {
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color: 'black',
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metalness: 0,
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roughness: .2,
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} );
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// material for rendering the depth
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this.depthRenderMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SSRrDepthShader.defines ),
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uniforms: UniformsUtils.clone( SSRrDepthShader.uniforms ),
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vertexShader: SSRrDepthShader.vertexShader,
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fragmentShader: SSRrDepthShader.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.specularRenderTarget.dispose();
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this.normalSelectsRenderTarget.dispose();
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this.refractiveRenderTarget.dispose();
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this.ssrrRenderTarget.dispose();
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// dispose materials
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this.normalMaterial.dispose();
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this.refractiveOnMaterial.dispose();
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this.refractiveOffMaterial.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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if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
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renderer.setRenderTarget( this.beautyRenderTarget );
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renderer.clear();
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this.scene.children.forEach( child => {
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if ( this.selects.includes( child ) ) {
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child.visible = false;
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} else {
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child.visible = true;
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}
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} );
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renderer.render( this.scene, this.camera );
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renderer.setRenderTarget( this.specularRenderTarget );
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renderer.clear();
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this.scene.children.forEach( child => {
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if ( this.selects.includes( child ) ) {
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child.visible = true;
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child._SSRrPassBackupMaterial = child.material;
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child.material = this.specularMaterial;
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} else if ( ! child.isLight ) {
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child.visible = false;
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}
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} );
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renderer.render( this.scene, this.camera );
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this.scene.children.forEach( child => {
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if ( this.selects.includes( child ) ) {
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child.material = child._SSRrPassBackupMaterial;
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}
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} );
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// render normalSelectss
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this.scene.children.forEach( child => {
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if ( this.selects.includes( child ) ) {
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child.visible = true;
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} else {
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child.visible = false;
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}
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} );
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this.renderOverride( renderer, this.normalMaterial, this.normalSelectsRenderTarget, 0, 0 );
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this.renderRefractive( renderer, this.refractiveOnMaterial, this.refractiveRenderTarget, 0, 0 );
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// render SSRr
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this.ssrrMaterial.uniforms[ 'ior' ].value = this.ior;
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this.ssrrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
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this.ssrrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
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this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
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this.renderPass( renderer, this.ssrrMaterial, this.ssrrRenderTarget );
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// output result to screen
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switch ( this.output ) {
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case SSRrPass.OUTPUT.Default:
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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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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.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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break;
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case SSRrPass.OUTPUT.SSRr:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.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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break;
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case SSRrPass.OUTPUT.Beauty:
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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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break;
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case SSRrPass.OUTPUT.Depth:
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this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
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this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSRrPass.OUTPUT.DepthSelects:
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this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalSelectsRenderTarget.depthTexture;
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this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSRrPass.OUTPUT.NormalSelects:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalSelectsRenderTarget.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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break;
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case SSRrPass.OUTPUT.Refractive:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.refractiveRenderTarget.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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break;
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case SSRrPass.OUTPUT.Specular:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.specularRenderTarget.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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||
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break;
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default:
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console.warn( 'THREE.SSRrPass: Unknown output type.' );
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||
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}
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||
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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 );
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||
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// setup pass state
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||
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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 );
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||
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// restore original state
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||
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renderer.autoClear = originalAutoClear;
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||
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renderer.setClearColor( this.originalClearColor );
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||
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renderer.setClearAlpha( originalClearAlpha );
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||
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||
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}
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||
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renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
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this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
|
||
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const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
|
||
|
const originalAutoClear = renderer.autoClear;
|
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renderer.setRenderTarget( renderTarget );
|
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renderer.autoClear = false;
|
||
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|
||
|
clearColor = overrideMaterial.clearColor || clearColor;
|
||
|
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
|
||
|
|
||
|
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
|
||
|
|
||
|
renderer.setClearColor( clearColor );
|
||
|
renderer.setClearAlpha( clearAlpha || 0.0 );
|
||
|
renderer.clear();
|
||
|
|
||
|
}
|
||
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|
||
|
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 );
|
||
|
|
||
|
}
|
||
|
|
||
|
renderRefractive( 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.children.forEach( child => {
|
||
|
|
||
|
child.visible = true;
|
||
|
|
||
|
} );
|
||
|
this.scene.traverse( child => {
|
||
|
|
||
|
child._SSRrPassBackupMaterial = child.material;
|
||
|
if ( this.selects.includes( child ) ) {
|
||
|
|
||
|
child.material = this.refractiveOnMaterial;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
child.material = this.refractiveOffMaterial;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
this.scene._SSRrPassBackupBackground = this.scene.background;
|
||
|
this.scene.background = null;
|
||
|
this.scene._SSRrPassBackupFog = this.scene.fog;
|
||
|
this.scene.fog = null;
|
||
|
renderer.render( this.scene, this.camera );
|
||
|
this.scene.fog = this.scene._SSRrPassBackupFog;
|
||
|
this.scene.background = this.scene._SSRrPassBackupBackground;
|
||
|
this.scene.traverse( child => {
|
||
|
|
||
|
child.material = child._SSRrPassBackupMaterial;
|
||
|
|
||
|
} );
|
||
|
|
||
|
// restore original state
|
||
|
|
||
|
renderer.autoClear = originalAutoClear;
|
||
|
renderer.setClearColor( this.originalClearColor );
|
||
|
renderer.setClearAlpha( originalClearAlpha );
|
||
|
|
||
|
}
|
||
|
|
||
|
setSize( width, height ) {
|
||
|
|
||
|
this.width = width;
|
||
|
this.height = height;
|
||
|
|
||
|
this.ssrrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
|
||
|
this.ssrrMaterial.needsUpdate = true;
|
||
|
this.beautyRenderTarget.setSize( width, height );
|
||
|
this.specularRenderTarget.setSize( width, height );
|
||
|
this.ssrrRenderTarget.setSize( width, height );
|
||
|
this.normalSelectsRenderTarget.setSize( width, height );
|
||
|
this.refractiveRenderTarget.setSize( width, height );
|
||
|
|
||
|
this.ssrrMaterial.uniforms[ 'resolution' ].value.set( width, height );
|
||
|
this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
|
||
|
this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
SSRrPass.OUTPUT = {
|
||
|
'Default': 0,
|
||
|
'SSRr': 1,
|
||
|
'Beauty': 3,
|
||
|
'Depth': 4,
|
||
|
'DepthSelects': 9,
|
||
|
'NormalSelects': 5,
|
||
|
'Refractive': 7,
|
||
|
'Specular': 8,
|
||
|
};
|
||
|
|
||
|
export { SSRrPass };
|