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( function () {
class BloomPass extends THREE.Pass {
constructor( strength = 1, kernelSize = 25, sigma = 4 ) {
super();
// render targets
this.renderTargetX = new THREE.WebGLRenderTarget(); // will be resized later
this.renderTargetX.texture.name = 'BloomPass.x';
this.renderTargetY = new THREE.WebGLRenderTarget(); // will be resized later
this.renderTargetY.texture.name = 'BloomPass.y';
// combine material
this.combineUniforms = THREE.UniformsUtils.clone( CombineShader.uniforms );
this.combineUniforms[ 'strength' ].value = strength;
this.materialCombine = new THREE.ShaderMaterial( {
uniforms: this.combineUniforms,
vertexShader: CombineShader.vertexShader,
fragmentShader: CombineShader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true
} );
// convolution material
if ( THREE.ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.ConvolutionShader' );
const convolutionShader = THREE.ConvolutionShader;
this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
this.convolutionUniforms[ 'cKernel' ].value = THREE.ConvolutionShader.buildKernel( sigma );
this.materialConvolution = new THREE.ShaderMaterial( {
uniforms: this.convolutionUniforms,
vertexShader: convolutionShader.vertexShader,
fragmentShader: convolutionShader.fragmentShader,
defines: {
'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
}
} );
this.needsSwap = false;
this.fsQuad = new THREE.FullScreenQuad( null );
}
render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
// Render quad with blured scene into texture (convolution pass 1)
this.fsQuad.material = this.materialConvolution;
this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
renderer.setRenderTarget( this.renderTargetX );
renderer.clear();
this.fsQuad.render( renderer );
// Render quad with blured scene into texture (convolution pass 2)
this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
renderer.setRenderTarget( this.renderTargetY );
renderer.clear();
this.fsQuad.render( renderer );
// Render original scene with superimposed blur to texture
this.fsQuad.material = this.materialCombine;
this.combineUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
renderer.setRenderTarget( readBuffer );
if ( this.clear ) renderer.clear();
this.fsQuad.render( renderer );
}
setSize( width, height ) {
this.renderTargetX.setSize( width, height );
this.renderTargetY.setSize( width, height );
}
dispose() {
this.renderTargetX.dispose();
this.renderTargetY.dispose();
this.materialCombine.dispose();
this.materialConvolution.dispose();
this.fsQuad.dispose();
}
}
const CombineShader = {
uniforms: {
'tDiffuse': {
value: null
},
'strength': {
value: 1.0
}
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform float strength;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = strength * texel;
}`
};
BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
THREE.BloomPass = BloomPass;
} )();