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420 lines
12 KiB
420 lines
12 KiB
2 years ago
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import {
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AdditiveBlending,
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Color,
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MeshBasicMaterial,
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ShaderMaterial,
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UniformsUtils,
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Vector2,
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Vector3,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
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/**
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* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
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* mip map chain of bloom textures and blurs them with different radii. Because
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* of the weighted combination of mips, and because larger blurs are done on
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* higher mips, this effect provides good quality and performance.
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*
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* Reference:
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* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
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*/
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class UnrealBloomPass extends Pass {
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constructor( resolution, strength, radius, threshold ) {
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super();
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this.strength = ( strength !== undefined ) ? strength : 1;
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this.radius = radius;
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this.threshold = threshold;
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this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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// create color only once here, reuse it later inside the render function
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this.clearColor = new Color( 0, 0, 0 );
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// render targets
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this.renderTargetsHorizontal = [];
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this.renderTargetsVertical = [];
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this.nMips = 5;
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let resx = Math.round( this.resolution.x / 2 );
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let resy = Math.round( this.resolution.y / 2 );
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this.renderTargetBright = new WebGLRenderTarget( resx, resy );
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this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
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this.renderTargetBright.texture.generateMipmaps = false;
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for ( let i = 0; i < this.nMips; i ++ ) {
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const renderTargetHorizonal = new WebGLRenderTarget( resx, resy );
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renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
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renderTargetHorizonal.texture.generateMipmaps = false;
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this.renderTargetsHorizontal.push( renderTargetHorizonal );
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const renderTargetVertical = new WebGLRenderTarget( resx, resy );
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renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
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renderTargetVertical.texture.generateMipmaps = false;
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this.renderTargetsVertical.push( renderTargetVertical );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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}
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// luminosity high pass material
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if ( LuminosityHighPassShader === undefined )
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console.error( 'THREE.UnrealBloomPass relies on LuminosityHighPassShader' );
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const highPassShader = LuminosityHighPassShader;
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this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
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this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
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this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
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this.materialHighPassFilter = new ShaderMaterial( {
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uniforms: this.highPassUniforms,
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vertexShader: highPassShader.vertexShader,
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fragmentShader: highPassShader.fragmentShader,
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defines: {}
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} );
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// Gaussian Blur Materials
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this.separableBlurMaterials = [];
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const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
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resx = Math.round( this.resolution.x / 2 );
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resy = Math.round( this.resolution.y / 2 );
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for ( let i = 0; i < this.nMips; i ++ ) {
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this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
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this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new Vector2( resx, resy );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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}
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// Composite material
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this.compositeMaterial = this.getCompositeMaterial( this.nMips );
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this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
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this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
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this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
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this.compositeMaterial.needsUpdate = true;
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const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
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this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
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this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
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this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
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// copy material
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if ( CopyShader === undefined ) {
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console.error( 'THREE.UnrealBloomPass relies on CopyShader' );
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}
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const copyShader = CopyShader;
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this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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this.copyUniforms[ 'opacity' ].value = 1.0;
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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: AdditiveBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this.enabled = true;
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this.needsSwap = false;
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this._oldClearColor = new Color();
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this.oldClearAlpha = 1;
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this.basic = new MeshBasicMaterial();
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this.fsQuad = new FullScreenQuad( null );
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}
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dispose() {
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for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
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this.renderTargetsHorizontal[ i ].dispose();
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}
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for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
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this.renderTargetsVertical[ i ].dispose();
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}
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this.renderTargetBright.dispose();
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//
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for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
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this.separableBlurMaterials[ i ].dispose();
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}
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this.compositeMaterial.dispose();
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this.materialCopy.dispose();
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this.basic.dispose();
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//
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this.fsQuad.dispose();
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}
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setSize( width, height ) {
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let resx = Math.round( width / 2 );
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let resy = Math.round( height / 2 );
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this.renderTargetBright.setSize( resx, resy );
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for ( let i = 0; i < this.nMips; i ++ ) {
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this.renderTargetsHorizontal[ i ].setSize( resx, resy );
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this.renderTargetsVertical[ i ].setSize( resx, resy );
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this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new Vector2( resx, resy );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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}
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}
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render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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renderer.getClearColor( this._oldClearColor );
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this.oldClearAlpha = renderer.getClearAlpha();
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.setClearColor( this.clearColor, 0 );
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if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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// Render input to screen
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if ( this.renderToScreen ) {
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this.fsQuad.material = this.basic;
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this.basic.map = readBuffer.texture;
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renderer.setRenderTarget( null );
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renderer.clear();
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this.fsQuad.render( renderer );
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}
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// 1. Extract Bright Areas
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this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
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this.fsQuad.material = this.materialHighPassFilter;
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renderer.setRenderTarget( this.renderTargetBright );
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renderer.clear();
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this.fsQuad.render( renderer );
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// 2. Blur All the mips progressively
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let inputRenderTarget = this.renderTargetBright;
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for ( let i = 0; i < this.nMips; i ++ ) {
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this.fsQuad.material = this.separableBlurMaterials[ i ];
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this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
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this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
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renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
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renderer.clear();
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this.fsQuad.render( renderer );
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this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
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this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
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renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
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renderer.clear();
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this.fsQuad.render( renderer );
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inputRenderTarget = this.renderTargetsVertical[ i ];
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}
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// Composite All the mips
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this.fsQuad.material = this.compositeMaterial;
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this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
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this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
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this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
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renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
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renderer.clear();
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this.fsQuad.render( renderer );
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// Blend it additively over the input texture
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this.fsQuad.material = this.materialCopy;
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this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
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if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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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( readBuffer );
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this.fsQuad.render( renderer );
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}
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// Restore renderer settings
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renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
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renderer.autoClear = oldAutoClear;
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}
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getSeperableBlurMaterial( kernelRadius ) {
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return new ShaderMaterial( {
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defines: {
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'KERNEL_RADIUS': kernelRadius,
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'SIGMA': kernelRadius
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},
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uniforms: {
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'colorTexture': { value: null },
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'texSize': { value: new Vector2( 0.5, 0.5 ) },
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'direction': { value: new Vector2( 0.5, 0.5 ) }
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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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`#include <common>
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varying vec2 vUv;
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uniform sampler2D colorTexture;
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uniform vec2 texSize;
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uniform vec2 direction;
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float gaussianPdf(in float x, in float sigma) {
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return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
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}
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void main() {
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vec2 invSize = 1.0 / texSize;
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float fSigma = float(SIGMA);
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float weightSum = gaussianPdf(0.0, fSigma);
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vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
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for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
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float x = float(i);
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float w = gaussianPdf(x, fSigma);
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vec2 uvOffset = direction * invSize * x;
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vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;
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vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;
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diffuseSum += (sample1 + sample2) * w;
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weightSum += 2.0 * w;
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}
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gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
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}`
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} );
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}
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getCompositeMaterial( nMips ) {
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return new ShaderMaterial( {
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defines: {
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'NUM_MIPS': nMips
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},
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uniforms: {
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'blurTexture1': { value: null },
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'blurTexture2': { value: null },
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'blurTexture3': { value: null },
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'blurTexture4': { value: null },
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'blurTexture5': { value: null },
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'bloomStrength': { value: 1.0 },
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'bloomFactors': { value: null },
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'bloomTintColors': { value: null },
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'bloomRadius': { value: 0.0 }
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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 blurTexture1;
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uniform sampler2D blurTexture2;
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uniform sampler2D blurTexture3;
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uniform sampler2D blurTexture4;
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uniform sampler2D blurTexture5;
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uniform float bloomStrength;
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uniform float bloomRadius;
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uniform float bloomFactors[NUM_MIPS];
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uniform vec3 bloomTintColors[NUM_MIPS];
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float lerpBloomFactor(const in float factor) {
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float mirrorFactor = 1.2 - factor;
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return mix(factor, mirrorFactor, bloomRadius);
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}
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void main() {
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gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
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lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
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lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
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lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
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lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
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}`
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} );
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}
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}
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UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
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UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
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export { UnrealBloomPass };
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