BloomPass.js 3.2 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
  5. strength = ( strength !== undefined ) ? strength : 1;
  6. kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
  7. sigma = ( sigma !== undefined ) ? sigma : 4.0;
  8. resolution = ( resolution !== undefined ) ? resolution : 256;
  9. // render targets
  10. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  11. this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  12. this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  13. // screen material
  14. var screenShader = THREE.ShaderExtras[ "screen" ];
  15. this.screenUniforms = THREE.UniformsUtils.clone( screenShader.uniforms );
  16. this.screenUniforms[ "opacity" ].value = strength;
  17. this.materialScreen = new THREE.ShaderMaterial( {
  18. uniforms: this.screenUniforms,
  19. vertexShader: screenShader.vertexShader,
  20. fragmentShader: screenShader.fragmentShader,
  21. blending: THREE.AdditiveBlending,
  22. transparent: true
  23. } );
  24. // convolution material
  25. var convolutionShader = THREE.ShaderExtras[ "convolution" ];
  26. this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
  27. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
  28. this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderExtras.buildKernel( sigma );
  29. this.materialConvolution = new THREE.ShaderMaterial( {
  30. uniforms: this.convolutionUniforms,
  31. vertexShader: convolutionShader.vertexShader,
  32. fragmentShader: convolutionShader.fragmentShader,
  33. defines: {
  34. "KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
  35. "KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
  36. }
  37. } );
  38. this.enabled = true;
  39. this.needsSwap = false;
  40. this.clear = false;
  41. };
  42. THREE.BloomPass.prototype = {
  43. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  44. if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
  45. // Render quad with blured scene into texture (convolution pass 1)
  46. THREE.EffectComposer.quad.material = this.materialConvolution;
  47. this.convolutionUniforms[ "tDiffuse" ].value = readBuffer;
  48. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
  49. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetX, true );
  50. // Render quad with blured scene into texture (convolution pass 2)
  51. this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX;
  52. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
  53. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetY, true );
  54. // Render original scene with superimposed blur to texture
  55. THREE.EffectComposer.quad.material = this.materialScreen;
  56. this.screenUniforms[ "tDiffuse" ].value = this.renderTargetY;
  57. if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
  58. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer, this.clear );
  59. }
  60. };
  61. THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
  62. THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );