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+/**
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+ * @author spidersharma / http://eduperiment.com/
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+ */
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+
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+import {
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+ AdditiveBlending,
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+ Color,
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+ DoubleSide,
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+ LinearFilter,
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+ Matrix4,
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+ MeshBasicMaterial,
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+ MeshDepthMaterial,
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+ NoBlending,
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+ RGBADepthPacking,
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+ RGBAFormat,
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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 "../../../build/three.module.js";
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+import { Pass } from "../postprocessing/Pass.js";
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+import { CopyShader } from "../shaders/CopyShader.js";
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+
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+var OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
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+
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+ this.renderScene = scene;
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+ this.renderCamera = camera;
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+ this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
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+ this.visibleEdgeColor = new Color( 1, 1, 1 );
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+ this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
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+ this.edgeGlow = 0.0;
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+ this.usePatternTexture = false;
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+ this.edgeThickness = 1.0;
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+ this.edgeStrength = 3.0;
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+ this.downSampleRatio = 2;
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+ this.pulsePeriod = 0;
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+
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+ Pass.call( this );
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+
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+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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+
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+ var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
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+
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+ var resx = Math.round( this.resolution.x / this.downSampleRatio );
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+ var resy = Math.round( this.resolution.y / this.downSampleRatio );
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+
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+ this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } );
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+ this.maskBufferMaterial.side = DoubleSide;
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+ this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
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+ this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
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+ this.renderTargetMaskBuffer.texture.generateMipmaps = false;
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+
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+ this.depthMaterial = new MeshDepthMaterial();
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+ this.depthMaterial.side = DoubleSide;
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+ this.depthMaterial.depthPacking = RGBADepthPacking;
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+ this.depthMaterial.blending = NoBlending;
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+
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+ this.prepareMaskMaterial = this.getPrepareMaskMaterial();
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+ this.prepareMaskMaterial.side = DoubleSide;
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+ this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
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+
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+ this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
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+ this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
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+ this.renderTargetDepthBuffer.texture.generateMipmaps = false;
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+
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+ this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
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+ this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
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+
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+ this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
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+ this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
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+ this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
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+ this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
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+ this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
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+
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+ this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
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+ this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
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+ this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
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+ this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
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+ this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
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+ this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
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+
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+ var MAX_EDGE_THICKNESS = 4;
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+ var MAX_EDGE_GLOW = 4;
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+
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+ this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
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+ this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy );
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+ this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
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+ this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
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+ this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) );
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+ this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW;
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+
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+ // Overlay material
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+ this.overlayMaterial = this.getOverlayMaterial();
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+
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+ // copy material
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+ if ( CopyShader === undefined )
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+ console.error( "OutlinePass relies on CopyShader" );
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+
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+ var copyShader = CopyShader;
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+
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+ this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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+ this.copyUniforms[ "opacity" ].value = 1.0;
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+
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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: NoBlending,
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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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+
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+ this.enabled = true;
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+ this.needsSwap = false;
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+
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+ this.oldClearColor = new Color();
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+ this.oldClearAlpha = 1;
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+
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+ this.fsQuad = new Pass.FullScreenQuad( null );
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+
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+ this.tempPulseColor1 = new Color();
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+ this.tempPulseColor2 = new Color();
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+ this.textureMatrix = new Matrix4();
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+
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+ function replaceDepthToViewZ( string, camera ) {
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+
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+ var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
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+
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+ return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
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+
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+ }
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+
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+};
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+
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+OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: OutlinePass,
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+
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+ dispose: function () {
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+
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+ this.renderTargetMaskBuffer.dispose();
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+ this.renderTargetDepthBuffer.dispose();
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+ this.renderTargetMaskDownSampleBuffer.dispose();
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+ this.renderTargetBlurBuffer1.dispose();
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+ this.renderTargetBlurBuffer2.dispose();
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+ this.renderTargetEdgeBuffer1.dispose();
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+ this.renderTargetEdgeBuffer2.dispose();
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+
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+ },
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+
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+ setSize: function ( width, height ) {
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+
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+ this.renderTargetMaskBuffer.setSize( width, height );
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+
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+ var resx = Math.round( width / this.downSampleRatio );
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+ var resy = Math.round( height / this.downSampleRatio );
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+ this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
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+ this.renderTargetBlurBuffer1.setSize( resx, resy );
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+ this.renderTargetEdgeBuffer1.setSize( resx, resy );
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+ this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy );
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+
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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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+ this.renderTargetBlurBuffer2.setSize( resx, resy );
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+ this.renderTargetEdgeBuffer2.setSize( resx, resy );
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+
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+ this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( resx, resy );
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+
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+ },
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+
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+ changeVisibilityOfSelectedObjects: function ( bVisible ) {
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+
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+ function gatherSelectedMeshesCallBack( object ) {
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+
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+ if ( object.isMesh ) {
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+
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+ if ( bVisible ) {
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+
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+ object.visible = object.userData.oldVisible;
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+ delete object.userData.oldVisible;
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+
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+ } else {
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+
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+ object.userData.oldVisible = object.visible;
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+ object.visible = bVisible;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
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+
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+ var selectedObject = this.selectedObjects[ i ];
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+ selectedObject.traverse( gatherSelectedMeshesCallBack );
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+
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+ }
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+
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+ },
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+
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+ changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
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+
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+ var selectedMeshes = [];
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+
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+ function gatherSelectedMeshesCallBack( object ) {
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+
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+ if ( object.isMesh ) selectedMeshes.push( object );
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+
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+ }
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+
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+ for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
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+
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+ var selectedObject = this.selectedObjects[ i ];
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+ selectedObject.traverse( gatherSelectedMeshesCallBack );
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+
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+ }
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+
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+ function VisibilityChangeCallBack( object ) {
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+
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+ if ( object.isMesh || object.isLine || object.isSprite ) {
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+
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+ var bFound = false;
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+
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+ for ( var i = 0; i < selectedMeshes.length; i ++ ) {
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+
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+ var selectedObjectId = selectedMeshes[ i ].id;
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+
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+ if ( selectedObjectId === object.id ) {
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+
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+ bFound = true;
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+ break;
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+
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+ }
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+
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+ }
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+
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+ if ( ! bFound ) {
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+
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+ var visibility = object.visible;
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+
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+ if ( ! bVisible || object.bVisible ) object.visible = bVisible;
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+
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+ object.bVisible = visibility;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ this.renderScene.traverse( VisibilityChangeCallBack );
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+
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+ },
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+
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+ updateTextureMatrix: function () {
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+
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+ this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
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+ 0.0, 0.5, 0.0, 0.5,
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+ 0.0, 0.0, 0.5, 0.5,
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+ 0.0, 0.0, 0.0, 1.0 );
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+ this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
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+ this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
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+
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+ },
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+
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+ render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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+
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+ if ( this.selectedObjects.length > 0 ) {
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+
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+ this.oldClearColor.copy( renderer.getClearColor() );
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+ this.oldClearAlpha = renderer.getClearAlpha();
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+ var oldAutoClear = renderer.autoClear;
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+
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+ renderer.autoClear = false;
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+
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+ if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
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+
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+ renderer.setClearColor( 0xffffff, 1 );
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+
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+ // Make selected objects invisible
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+ this.changeVisibilityOfSelectedObjects( false );
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+
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+ var currentBackground = this.renderScene.background;
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+ this.renderScene.background = null;
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+
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+ // 1. Draw Non Selected objects in the depth buffer
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+ this.renderScene.overrideMaterial = this.depthMaterial;
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+ renderer.setRenderTarget( this.renderTargetDepthBuffer );
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+ renderer.clear();
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+ renderer.render( this.renderScene, this.renderCamera );
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+
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+ // Make selected objects visible
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+ this.changeVisibilityOfSelectedObjects( true );
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+
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+ // Update Texture Matrix for Depth compare
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+ this.updateTextureMatrix();
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+
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+ // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
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+ this.changeVisibilityOfNonSelectedObjects( false );
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+ this.renderScene.overrideMaterial = this.prepareMaskMaterial;
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+ this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new Vector2( this.renderCamera.near, this.renderCamera.far );
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+ this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
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+ this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
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+ renderer.setRenderTarget( this.renderTargetMaskBuffer );
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+ renderer.clear();
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+ renderer.render( this.renderScene, this.renderCamera );
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+ this.renderScene.overrideMaterial = null;
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+ this.changeVisibilityOfNonSelectedObjects( true );
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+
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+ this.renderScene.background = currentBackground;
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+
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+ // 2. Downsample to Half resolution
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+ this.fsQuad.material = this.materialCopy;
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+ this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture;
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+ renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ this.tempPulseColor1.copy( this.visibleEdgeColor );
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+ this.tempPulseColor2.copy( this.hiddenEdgeColor );
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+
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+ if ( this.pulsePeriod > 0 ) {
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+
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+ var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
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+ this.tempPulseColor1.multiplyScalar( scalar );
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+ this.tempPulseColor2.multiplyScalar( scalar );
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+
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+ }
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+
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+ // 3. Apply Edge Detection Pass
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+ this.fsQuad.material = this.edgeDetectionMaterial;
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+ this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
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+ this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
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+ this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
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+ this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
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+ renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ // 4. Apply Blur on Half res
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+ this.fsQuad.material = this.separableBlurMaterial1;
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+ this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
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+ this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
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+ this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness;
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+ renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+ this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture;
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+ this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
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+ renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ // Apply Blur on quarter res
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+ this.fsQuad.material = this.separableBlurMaterial2;
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+ this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
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+ this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
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+ renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+ this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture;
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+ this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
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+ renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ // Blend it additively over the input texture
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+ this.fsQuad.material = this.overlayMaterial;
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+ this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;
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+ this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture;
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+ this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture;
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+ this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture;
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|
+ this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
|
|
|
+ this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
|
|
|
+ this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
|
|
|
+
|
|
|
+
|
|
|
+ if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
|
|
|
+
|
|
|
+ renderer.setRenderTarget( readBuffer );
|
|
|
+ this.fsQuad.render( renderer );
|
|
|
+
|
|
|
+ renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
|
|
|
+ renderer.autoClear = oldAutoClear;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.renderToScreen ) {
|
|
|
+
|
|
|
+ this.fsQuad.material = this.materialCopy;
|
|
|
+ this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture;
|
|
|
+ renderer.setRenderTarget( null );
|
|
|
+ this.fsQuad.render( renderer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getPrepareMaskMaterial: function () {
|
|
|
+
|
|
|
+ return new ShaderMaterial( {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "depthTexture": { value: null },
|
|
|
+ "cameraNearFar": { value: new Vector2( 0.5, 0.5 ) },
|
|
|
+ "textureMatrix": { value: new Matrix4() }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+ 'varying vec4 projTexCoord;',
|
|
|
+ 'varying vec4 vPosition;',
|
|
|
+ 'uniform mat4 textureMatrix;',
|
|
|
+
|
|
|
+ 'void main() {',
|
|
|
+
|
|
|
+ ' vPosition = modelViewMatrix * vec4( position, 1.0 );',
|
|
|
+ ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
|
|
|
+ ' projTexCoord = textureMatrix * worldPosition;',
|
|
|
+ ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
|
|
|
+
|
|
|
+ '}'
|
|
|
+ ].join( '\n' ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+ '#include <packing>',
|
|
|
+ 'varying vec4 vPosition;',
|
|
|
+ 'varying vec4 projTexCoord;',
|
|
|
+ 'uniform sampler2D depthTexture;',
|
|
|
+ 'uniform vec2 cameraNearFar;',
|
|
|
+
|
|
|
+ 'void main() {',
|
|
|
+
|
|
|
+ ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
|
|
|
+ ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
|
|
|
+ ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
|
|
|
+ ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
|
|
|
+
|
|
|
+ '}'
|
|
|
+ ].join( '\n' )
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getEdgeDetectionMaterial: function () {
|
|
|
+
|
|
|
+ return new ShaderMaterial( {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "maskTexture": { value: null },
|
|
|
+ "texSize": { value: new Vector2( 0.5, 0.5 ) },
|
|
|
+ "visibleEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
|
|
|
+ "hiddenEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ fragmentShader:
|
|
|
+ "varying vec2 vUv;\
|
|
|
+ uniform sampler2D maskTexture;\
|
|
|
+ uniform vec2 texSize;\
|
|
|
+ uniform vec3 visibleEdgeColor;\
|
|
|
+ uniform vec3 hiddenEdgeColor;\
|
|
|
+ \
|
|
|
+ void main() {\n\
|
|
|
+ vec2 invSize = 1.0 / texSize;\
|
|
|
+ vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
|
|
|
+ vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
|
|
|
+ vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
|
|
|
+ vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
|
|
|
+ vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
|
|
|
+ float diff1 = (c1.r - c2.r)*0.5;\
|
|
|
+ float diff2 = (c3.r - c4.r)*0.5;\
|
|
|
+ float d = length( vec2(diff1, diff2) );\
|
|
|
+ float a1 = min(c1.g, c2.g);\
|
|
|
+ float a2 = min(c3.g, c4.g);\
|
|
|
+ float visibilityFactor = min(a1, a2);\
|
|
|
+ vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
|
|
|
+ gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
|
|
|
+ }"
|
|
|
+ } );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getSeperableBlurMaterial: function ( maxRadius ) {
|
|
|
+
|
|
|
+ return new ShaderMaterial( {
|
|
|
+
|
|
|
+ defines: {
|
|
|
+ "MAX_RADIUS": maxRadius,
|
|
|
+ },
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "colorTexture": { value: null },
|
|
|
+ "texSize": { value: new Vector2( 0.5, 0.5 ) },
|
|
|
+ "direction": { value: new Vector2( 0.5, 0.5 ) },
|
|
|
+ "kernelRadius": { value: 1.0 }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ fragmentShader:
|
|
|
+ "#include <common>\
|
|
|
+ varying vec2 vUv;\
|
|
|
+ uniform sampler2D colorTexture;\
|
|
|
+ uniform vec2 texSize;\
|
|
|
+ uniform vec2 direction;\
|
|
|
+ uniform float kernelRadius;\
|
|
|
+ \
|
|
|
+ float gaussianPdf(in float x, in float sigma) {\
|
|
|
+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
|
|
|
+ }\
|
|
|
+ void main() {\
|
|
|
+ vec2 invSize = 1.0 / texSize;\
|
|
|
+ float weightSum = gaussianPdf(0.0, kernelRadius);\
|
|
|
+ vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
|
|
|
+ vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
|
|
|
+ vec2 uvOffset = delta;\
|
|
|
+ for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
|
|
|
+ float w = gaussianPdf(uvOffset.x, kernelRadius);\
|
|
|
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
|
|
|
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
|
|
|
+ diffuseSum += ((sample1 + sample2) * w);\
|
|
|
+ weightSum += (2.0 * w);\
|
|
|
+ uvOffset += delta;\
|
|
|
+ }\
|
|
|
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
|
|
|
+ }"
|
|
|
+ } );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getOverlayMaterial: function () {
|
|
|
+
|
|
|
+ return new ShaderMaterial( {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "maskTexture": { value: null },
|
|
|
+ "edgeTexture1": { value: null },
|
|
|
+ "edgeTexture2": { value: null },
|
|
|
+ "patternTexture": { value: null },
|
|
|
+ "edgeStrength": { value: 1.0 },
|
|
|
+ "edgeGlow": { value: 1.0 },
|
|
|
+ "usePatternTexture": { value: 0.0 }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ fragmentShader:
|
|
|
+ "varying vec2 vUv;\
|
|
|
+ uniform sampler2D maskTexture;\
|
|
|
+ uniform sampler2D edgeTexture1;\
|
|
|
+ uniform sampler2D edgeTexture2;\
|
|
|
+ uniform sampler2D patternTexture;\
|
|
|
+ uniform float edgeStrength;\
|
|
|
+ uniform float edgeGlow;\
|
|
|
+ uniform bool usePatternTexture;\
|
|
|
+ \
|
|
|
+ void main() {\
|
|
|
+ vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
|
|
|
+ vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
|
|
|
+ vec4 maskColor = texture2D(maskTexture, vUv);\
|
|
|
+ vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
|
|
|
+ float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
|
|
|
+ vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
|
|
|
+ vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
|
|
|
+ if(usePatternTexture)\
|
|
|
+ finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
|
|
|
+ gl_FragColor = finalColor;\
|
|
|
+ }",
|
|
|
+ blending: AdditiveBlending,
|
|
|
+ depthTest: false,
|
|
|
+ depthWrite: false,
|
|
|
+ transparent: true
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+} );
|
|
|
+
|
|
|
+OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
|
|
|
+OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
|
|
|
+
|
|
|
+export { OutlinePass };
|