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					335 lines
				
				8.0 KiB
			
		
		
			
		
	
	
					335 lines
				
				8.0 KiB
			| 
								 
											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - postprocessing - unreal bloom selective</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> Click on a sphere to toggle bloom<br>By <a href="http://github.com/Temdog007" target="_blank" rel="noopener">Temdog007</a>
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										</div>
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										<script type="x-shader/x-vertex" id="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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										</script>
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										<script type="x-shader/x-fragment" id="fragmentshader">
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											uniform sampler2D baseTexture;
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											uniform sampler2D bloomTexture;
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											varying vec2 vUv;
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											void main() {
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												gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
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											}
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										</script>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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											import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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											import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
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											import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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											const ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
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											const bloomLayer = new THREE.Layers();
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											bloomLayer.set( BLOOM_SCENE );
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											const params = {
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												exposure: 1,
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												bloomStrength: 5,
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												bloomThreshold: 0,
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												bloomRadius: 0,
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												scene: 'Scene with Glow'
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											};
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											const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
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											const materials = {};
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											const renderer = new THREE.WebGLRenderer( { antialias: true } );
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											renderer.setPixelRatio( window.devicePixelRatio );
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											renderer.setSize( window.innerWidth, window.innerHeight );
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											renderer.toneMapping = THREE.ReinhardToneMapping;
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											document.body.appendChild( renderer.domElement );
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											const scene = new THREE.Scene();
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											const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
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											camera.position.set( 0, 0, 20 );
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											camera.lookAt( 0, 0, 0 );
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											const controls = new OrbitControls( camera, renderer.domElement );
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											controls.maxPolarAngle = Math.PI * 0.5;
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											controls.minDistance = 1;
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											controls.maxDistance = 100;
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											controls.addEventListener( 'change', render );
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											scene.add( new THREE.AmbientLight( 0x404040 ) );
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											const renderScene = new RenderPass( scene, camera );
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											const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
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											bloomPass.threshold = params.bloomThreshold;
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											bloomPass.strength = params.bloomStrength;
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											bloomPass.radius = params.bloomRadius;
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											const bloomComposer = new EffectComposer( renderer );
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											bloomComposer.renderToScreen = false;
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											bloomComposer.addPass( renderScene );
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											bloomComposer.addPass( bloomPass );
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											const finalPass = new ShaderPass(
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												new THREE.ShaderMaterial( {
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													uniforms: {
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														baseTexture: { value: null },
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														bloomTexture: { value: bloomComposer.renderTarget2.texture }
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													},
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													vertexShader: document.getElementById( 'vertexshader' ).textContent,
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													fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
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													defines: {}
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												} ), 'baseTexture'
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											);
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											finalPass.needsSwap = true;
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											const finalComposer = new EffectComposer( renderer );
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											finalComposer.addPass( renderScene );
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											finalComposer.addPass( finalPass );
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											const raycaster = new THREE.Raycaster();
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											const mouse = new THREE.Vector2();
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											window.addEventListener( 'pointerdown', onPointerDown );
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											const gui = new GUI();
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											gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
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												switch ( value ) 	{
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													case 'Scene with Glow':
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														bloomComposer.renderToScreen = false;
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														break;
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													case 'Glow only':
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														bloomComposer.renderToScreen = true;
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														break;
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													case 'Scene only':
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														// nothing to do
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														break;
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												}
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												render();
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											} );
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											const folder = gui.addFolder( 'Bloom Parameters' );
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											folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
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												renderer.toneMappingExposure = Math.pow( value, 4.0 );
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												render();
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											} );
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											folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
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												bloomPass.threshold = Number( value );
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												render();
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											} );
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											folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
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												bloomPass.strength = Number( value );
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												render();
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											} );
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											folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
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												bloomPass.radius = Number( value );
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												render();
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											} );
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											setupScene();
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											function onPointerDown( event ) {
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												mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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												mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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												raycaster.setFromCamera( mouse, camera );
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												const intersects = raycaster.intersectObjects( scene.children, false );
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												if ( intersects.length > 0 ) {
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													const object = intersects[ 0 ].object;
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													object.layers.toggle( BLOOM_SCENE );
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													render();
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												}
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											}
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											window.onresize = function () {
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												const width = window.innerWidth;
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												const height = window.innerHeight;
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												camera.aspect = width / height;
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												camera.updateProjectionMatrix();
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												renderer.setSize( width, height );
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												bloomComposer.setSize( width, height );
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												finalComposer.setSize( width, height );
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												render();
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											};
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											function setupScene() {
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												scene.traverse( disposeMaterial );
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												scene.children.length = 0;
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												const geometry = new THREE.IcosahedronGeometry( 1, 15 );
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												for ( let i = 0; i < 50; i ++ ) {
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													const color = new THREE.Color();
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													color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
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													const material = new THREE.MeshBasicMaterial( { color: color } );
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													const sphere = new THREE.Mesh( geometry, material );
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													sphere.position.x = Math.random() * 10 - 5;
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													sphere.position.y = Math.random() * 10 - 5;
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													sphere.position.z = Math.random() * 10 - 5;
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													sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
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													sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
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													scene.add( sphere );
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													if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
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												}
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												render();
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											}
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											function disposeMaterial( obj ) {
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												if ( obj.material ) {
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													obj.material.dispose();
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												}
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											}
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											function render() {
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												switch ( params.scene ) {
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													case 'Scene only':
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| 
								 | 
							
														renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
													case 'Glow only':
							 | 
						||
| 
								 | 
							
														renderBloom( false );
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
													case 'Scene with Glow':
							 | 
						||
| 
								 | 
							
													default:
							 | 
						||
| 
								 | 
							
														// render scene with bloom
							 | 
						||
| 
								 | 
							
														renderBloom( true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// render the entire scene, then render bloom scene on top
							 | 
						||
| 
								 | 
							
														finalComposer.render();
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function renderBloom( mask ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( mask === true ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													scene.traverse( darkenNonBloomed );
							 | 
						||
| 
								 | 
							
													bloomComposer.render();
							 | 
						||
| 
								 | 
							
													scene.traverse( restoreMaterial );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													camera.layers.set( BLOOM_SCENE );
							 | 
						||
| 
								 | 
							
													bloomComposer.render();
							 | 
						||
| 
								 | 
							
													camera.layers.set( ENTIRE_SCENE );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function darkenNonBloomed( obj ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													materials[ obj.uuid ] = obj.material;
							 | 
						||
| 
								 | 
							
													obj.material = darkMaterial;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function restoreMaterial( obj ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( materials[ obj.uuid ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													obj.material = materials[ obj.uuid ];
							 | 
						||
| 
								 | 
							
													delete materials[ obj.uuid ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								</html>
							 |