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372 lines
9.3 KiB
372 lines
9.3 KiB
2 years ago
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import {
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LinearFilter,
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LinearMipmapLinearFilter,
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MeshBasicMaterial,
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NoBlending,
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RGBAFormat,
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ShaderMaterial,
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UniformsUtils,
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WebGLRenderTarget
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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 { CopyShader } from '../shaders/CopyShader.js';
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import { LuminosityShader } from '../shaders/LuminosityShader.js';
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import { ToneMapShader } from '../shaders/ToneMapShader.js';
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/**
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* Generate a texture that represents the luminosity of the current scene, adapted over time
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* to simulate the optic nerve responding to the amount of light it is receiving.
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* Based on a GDC2007 presentation by Wolfgang Engel titled "Post-Processing Pipeline"
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*
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* Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
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*/
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class AdaptiveToneMappingPass extends Pass {
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constructor( adaptive, resolution ) {
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super();
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this.resolution = ( resolution !== undefined ) ? resolution : 256;
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this.needsInit = true;
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this.adaptive = adaptive !== undefined ? !! adaptive : true;
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this.luminanceRT = null;
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this.previousLuminanceRT = null;
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this.currentLuminanceRT = null;
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if ( CopyShader === undefined ) console.error( 'THREE.AdaptiveToneMappingPass relies on CopyShader' );
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const copyShader = CopyShader;
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this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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this.materialCopy = new 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: NoBlending,
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depthTest: false
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} );
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if ( LuminosityShader === undefined )
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console.error( 'THREE.AdaptiveToneMappingPass relies on LuminosityShader' );
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this.materialLuminance = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( LuminosityShader.uniforms ),
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vertexShader: LuminosityShader.vertexShader,
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fragmentShader: LuminosityShader.fragmentShader,
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blending: NoBlending
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} );
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this.adaptLuminanceShader = {
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defines: {
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'MIP_LEVEL_1X1': ( Math.log( this.resolution ) / Math.log( 2.0 ) ).toFixed( 1 )
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},
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uniforms: {
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'lastLum': { value: null },
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'currentLum': { value: null },
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'minLuminance': { value: 0.01 },
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'delta': { value: 0.016 },
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'tau': { value: 1.0 }
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},
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vertexShader:
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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 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader:
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`varying vec2 vUv;
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uniform sampler2D lastLum;
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uniform sampler2D currentLum;
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uniform float minLuminance;
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uniform float delta;
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uniform float tau;
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void main() {
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vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );
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vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );
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float fLastLum = max( minLuminance, lastLum.r );
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float fCurrentLum = max( minLuminance, currentLum.r );
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//The adaption seems to work better in extreme lighting differences
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//if the input luminance is squared.
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fCurrentLum *= fCurrentLum;
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// Adapt the luminance using Pattanaik's technique
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float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));
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// "fAdaptedLum = sqrt(fAdaptedLum);
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gl_FragColor.r = fAdaptedLum;
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}`
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};
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this.materialAdaptiveLum = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
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vertexShader: this.adaptLuminanceShader.vertexShader,
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fragmentShader: this.adaptLuminanceShader.fragmentShader,
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defines: Object.assign( {}, this.adaptLuminanceShader.defines ),
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blending: NoBlending
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} );
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if ( ToneMapShader === undefined )
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console.error( 'THREE.AdaptiveToneMappingPass relies on ToneMapShader' );
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this.materialToneMap = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( ToneMapShader.uniforms ),
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vertexShader: ToneMapShader.vertexShader,
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fragmentShader: ToneMapShader.fragmentShader,
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blending: NoBlending
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} );
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this.fsQuad = new FullScreenQuad( null );
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}
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render( renderer, writeBuffer, readBuffer, deltaTime/*, maskActive*/ ) {
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if ( this.needsInit ) {
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this.reset( renderer );
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this.luminanceRT.texture.type = readBuffer.texture.type;
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this.previousLuminanceRT.texture.type = readBuffer.texture.type;
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this.currentLuminanceRT.texture.type = readBuffer.texture.type;
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this.needsInit = false;
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}
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if ( this.adaptive ) {
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//Render the luminance of the current scene into a render target with mipmapping enabled
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this.fsQuad.material = this.materialLuminance;
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this.materialLuminance.uniforms.tDiffuse.value = readBuffer.texture;
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renderer.setRenderTarget( this.currentLuminanceRT );
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this.fsQuad.render( renderer );
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//Use the new luminance values, the previous luminance and the frame delta to
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//adapt the luminance over time.
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this.fsQuad.material = this.materialAdaptiveLum;
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this.materialAdaptiveLum.uniforms.delta.value = deltaTime;
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this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT.texture;
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this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT.texture;
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renderer.setRenderTarget( this.luminanceRT );
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this.fsQuad.render( renderer );
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//Copy the new adapted luminance value so that it can be used by the next frame.
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this.fsQuad.material = this.materialCopy;
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this.copyUniforms.tDiffuse.value = this.luminanceRT.texture;
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renderer.setRenderTarget( this.previousLuminanceRT );
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this.fsQuad.render( renderer );
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}
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this.fsQuad.material = this.materialToneMap;
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this.materialToneMap.uniforms.tDiffuse.value = readBuffer.texture;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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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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reset() {
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// render targets
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if ( this.luminanceRT ) {
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this.luminanceRT.dispose();
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}
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if ( this.currentLuminanceRT ) {
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this.currentLuminanceRT.dispose();
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}
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if ( this.previousLuminanceRT ) {
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this.previousLuminanceRT.dispose();
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}
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const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; // was RGB format. changed to RGBA format. see discussion in #8415 / #8450
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this.luminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
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this.luminanceRT.texture.name = 'AdaptiveToneMappingPass.l';
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this.luminanceRT.texture.generateMipmaps = false;
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this.previousLuminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
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this.previousLuminanceRT.texture.name = 'AdaptiveToneMappingPass.pl';
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this.previousLuminanceRT.texture.generateMipmaps = false;
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// We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
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pars.minFilter = LinearMipmapLinearFilter;
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pars.generateMipmaps = true;
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this.currentLuminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
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this.currentLuminanceRT.texture.name = 'AdaptiveToneMappingPass.cl';
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if ( this.adaptive ) {
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this.materialToneMap.defines[ 'ADAPTED_LUMINANCE' ] = '';
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this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
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}
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//Put something in the adaptive luminance texture so that the scene can render initially
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this.fsQuad.material = new MeshBasicMaterial( { color: 0x777777 } );
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this.materialLuminance.needsUpdate = true;
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this.materialAdaptiveLum.needsUpdate = true;
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this.materialToneMap.needsUpdate = true;
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// renderer.render( this.scene, this.camera, this.luminanceRT );
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// renderer.render( this.scene, this.camera, this.previousLuminanceRT );
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// renderer.render( this.scene, this.camera, this.currentLuminanceRT );
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}
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setAdaptive( adaptive ) {
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if ( adaptive ) {
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this.adaptive = true;
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this.materialToneMap.defines[ 'ADAPTED_LUMINANCE' ] = '';
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this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
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} else {
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this.adaptive = false;
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delete this.materialToneMap.defines[ 'ADAPTED_LUMINANCE' ];
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this.materialToneMap.uniforms.luminanceMap.value = null;
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}
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this.materialToneMap.needsUpdate = true;
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}
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setAdaptionRate( rate ) {
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if ( rate ) {
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this.materialAdaptiveLum.uniforms.tau.value = Math.abs( rate );
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}
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}
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setMinLuminance( minLum ) {
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if ( minLum ) {
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this.materialToneMap.uniforms.minLuminance.value = minLum;
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this.materialAdaptiveLum.uniforms.minLuminance.value = minLum;
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}
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}
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setMaxLuminance( maxLum ) {
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if ( maxLum ) {
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this.materialToneMap.uniforms.maxLuminance.value = maxLum;
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}
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}
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setAverageLuminance( avgLum ) {
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if ( avgLum ) {
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this.materialToneMap.uniforms.averageLuminance.value = avgLum;
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}
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}
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setMiddleGrey( middleGrey ) {
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if ( middleGrey ) {
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this.materialToneMap.uniforms.middleGrey.value = middleGrey;
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}
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}
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dispose() {
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if ( this.luminanceRT ) {
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this.luminanceRT.dispose();
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}
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if ( this.previousLuminanceRT ) {
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this.previousLuminanceRT.dispose();
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}
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if ( this.currentLuminanceRT ) {
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this.currentLuminanceRT.dispose();
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}
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if ( this.materialLuminance ) {
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this.materialLuminance.dispose();
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}
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if ( this.materialAdaptiveLum ) {
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this.materialAdaptiveLum.dispose();
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}
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if ( this.materialCopy ) {
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this.materialCopy.dispose();
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}
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if ( this.materialToneMap ) {
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this.materialToneMap.dispose();
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}
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}
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}
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export { AdaptiveToneMappingPass };
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