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+/**
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+ * @author HypnosNova / https://www.threejs.org.cn/gallery/
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+ */
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+
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+import {
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+ LinearFilter,
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+ MeshBasicMaterial,
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+ NearestFilter,
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+ RGBAFormat,
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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 { AfterimageShader } from "../shaders/AfterimageShader.js";
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+
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+var AfterimagePass = function ( damp ) {
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+
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+ Pass.call( this );
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+
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+ if ( AfterimageShader === undefined )
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+ console.error( "AfterimagePass relies on AfterimageShader" );
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+
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+ this.shader = AfterimageShader;
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+
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+ this.uniforms = UniformsUtils.clone( this.shader.uniforms );
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+
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+ this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96;
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+
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+ this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
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+
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+ minFilter: LinearFilter,
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+ magFilter: NearestFilter,
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+ format: RGBAFormat
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+
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+ } );
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+
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+ this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
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+
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+ minFilter: LinearFilter,
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+ magFilter: NearestFilter,
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+ format: RGBAFormat
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+
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+ } );
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+
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+ this.shaderMaterial = new ShaderMaterial( {
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+
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+ uniforms: this.uniforms,
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+ vertexShader: this.shader.vertexShader,
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+ fragmentShader: this.shader.fragmentShader
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+
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+ } );
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+
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+ this.compFsQuad = new Pass.FullScreenQuad( this.shaderMaterial );
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+
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+ var material = new MeshBasicMaterial();
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+ this.copyFsQuad = new Pass.FullScreenQuad( material );
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+
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+};
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+
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+AfterimagePass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: AfterimagePass,
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+
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+ render: function ( renderer, writeBuffer, readBuffer ) {
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+
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+ this.uniforms[ "tOld" ].value = this.textureOld.texture;
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+ this.uniforms[ "tNew" ].value = readBuffer.texture;
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+
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+ renderer.setRenderTarget( this.textureComp );
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+ this.compFsQuad.render( renderer );
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+
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+ this.copyFsQuad.material.map = this.textureComp.texture;
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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.copyFsQuad.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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+
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+ if ( this.clear ) renderer.clear();
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+
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+ this.copyFsQuad.render( renderer );
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+
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+ }
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+
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+ // Swap buffers.
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+ var temp = this.textureOld;
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+ this.textureOld = this.textureComp;
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+ this.textureComp = temp;
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+ // Now textureOld contains the latest image, ready for the next frame.
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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.textureComp.setSize( width, height );
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+ this.textureOld.setSize( width, height );
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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 { AfterimagePass };
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