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+/**
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+ * Depth-of-field post-process with bokeh shader
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+ */
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+
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+import {
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+ Color,
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+ LinearFilter,
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+ MeshDepthMaterial,
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+ NoBlending,
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+ RGBADepthPacking,
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+ RGBFormat,
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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 } from "../postprocessing/Pass.js";
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+import { BokehShader } from "../shaders/BokehShader.js";
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+
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+var BokehPass = function ( scene, camera, params ) {
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+
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+ Pass.call( this );
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+
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+ this.scene = scene;
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+ this.camera = camera;
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+
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+ var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
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+ var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
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+ var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
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+ var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
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+
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+ // render targets
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+
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+ var width = params.width || window.innerWidth || 1;
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+ var height = params.height || window.innerHeight || 1;
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+
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+ this.renderTargetColor = new WebGLRenderTarget( width, height, {
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+ minFilter: LinearFilter,
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+ magFilter: LinearFilter,
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+ format: RGBFormat
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+ } );
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+ this.renderTargetColor.texture.name = "BokehPass.color";
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+
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+ this.renderTargetDepth = this.renderTargetColor.clone();
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+ this.renderTargetDepth.texture.name = "BokehPass.depth";
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+
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+ // depth material
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+
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+ this.materialDepth = new MeshDepthMaterial();
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+ this.materialDepth.depthPacking = RGBADepthPacking;
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+ this.materialDepth.blending = NoBlending;
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+
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+ // bokeh material
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+
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+ if ( BokehShader === undefined ) {
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+
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+ console.error( "BokehPass relies on BokehShader" );
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+
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+ }
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+
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+ var bokehShader = BokehShader;
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+ var bokehUniforms = UniformsUtils.clone( bokehShader.uniforms );
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+
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+ bokehUniforms[ "tDepth" ].value = this.renderTargetDepth.texture;
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+
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+ bokehUniforms[ "focus" ].value = focus;
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+ bokehUniforms[ "aspect" ].value = aspect;
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+ bokehUniforms[ "aperture" ].value = aperture;
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+ bokehUniforms[ "maxblur" ].value = maxblur;
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+ bokehUniforms[ "nearClip" ].value = camera.near;
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+ bokehUniforms[ "farClip" ].value = camera.far;
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+
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+ this.materialBokeh = new ShaderMaterial( {
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+ defines: Object.assign( {}, bokehShader.defines ),
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+ uniforms: bokehUniforms,
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+ vertexShader: bokehShader.vertexShader,
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+ fragmentShader: bokehShader.fragmentShader
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+ } );
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+
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+ this.uniforms = bokehUniforms;
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+ this.needsSwap = false;
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+
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+ this.fsQuad = new Pass.FullScreenQuad( this.materialBokeh );
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+
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+ this.oldClearColor = new Color();
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+
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+};
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+
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+BokehPass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: BokehPass,
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+
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+ render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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+
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+ // Render depth into texture
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+
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+ this.scene.overrideMaterial = this.materialDepth;
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+
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+ this.oldClearColor.copy( renderer.getClearColor() );
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+ var oldClearAlpha = renderer.getClearAlpha();
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+ var oldAutoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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+
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+ renderer.setClearColor( 0xffffff );
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+ renderer.setClearAlpha( 1.0 );
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+ renderer.setRenderTarget( this.renderTargetDepth );
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+ renderer.clear();
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+ renderer.render( this.scene, this.camera );
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+
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+ // Render bokeh composite
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+
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+ this.uniforms[ "tColor" ].value = readBuffer.texture;
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+ this.uniforms[ "nearClip" ].value = this.camera.near;
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+ this.uniforms[ "farClip" ].value = this.camera.far;
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+
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+ if ( this.renderToScreen ) {
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+
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+ renderer.setRenderTarget( null );
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+ this.fsQuad.render( renderer );
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+
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+ } else {
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+
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+ renderer.setRenderTarget( writeBuffer );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ }
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+
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+ this.scene.overrideMaterial = null;
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+ renderer.setClearColor( this.oldClearColor );
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+ renderer.setClearAlpha( oldClearAlpha );
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+ renderer.autoClear = oldAutoClear;
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+
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+ }
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+
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+} );
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+
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+export { BokehPass };
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