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@@ -0,0 +1,96 @@
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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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+
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+THREE.BokehPass = function ( scene, camera, params ) {
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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 THREE.WebGLRenderTarget( width, height, {
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+ minFilter: THREE.LinearFilter,
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+ magFilter: THREE.LinearFilter,
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+ format: THREE.RGBFormat
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+ } );
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+
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+ this.renderTargetDepth = this.renderTargetColor.clone();
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+
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+ // depth material
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+
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+ this.materialDepth = new THREE.MeshDepthMaterial();
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+
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+ // bokeh material
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+
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+ if ( THREE.BokehShader === undefined ) {
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+ console.error( "THREE.BokehPass relies on THREE.BokehShader" );
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+ }
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+
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+ var bokehShader = THREE.BokehShader;
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+ var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
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+
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+ bokehUniforms[ "tDepth" ].value = this.renderTargetDepth;
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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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+
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+ this.materialBokeh = new THREE.ShaderMaterial({
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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.enabled = true;
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+ this.needsSwap = false;
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+ this.renderToScreen = false;
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+ this.clear = false;
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+
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+};
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+
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+THREE.BokehPass.prototype = {
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+
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+ render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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+
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+ var composer = THREE.EffectComposer;
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+
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+ composer.quad.material = this.materialBokeh;
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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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+ renderer.render( this.scene, this.camera, this.renderTargetDepth, true );
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+
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+ // Render bokeh composite
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+
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+ this.uniforms[ "tColor" ].value = readBuffer;
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+
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+ if ( this.renderToScreen ) {
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+
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+ renderer.render( composer.scene, composer.camera );
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+
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+ } else {
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+
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+ renderer.render( composer.scene, composer.camera, writeBuffer, this.clear );
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+
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+ }
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+
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+ this.scene.overrideMaterial = null;
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+
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+ }
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+
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+};
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+
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