BloomPass.js 3.5 KB

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  1. ( function () {
  2. var BloomPass = function ( strength, kernelSize, sigma, resolution ) {
  3. THREE.Pass.call( this );
  4. strength = strength !== undefined ? strength : 1;
  5. kernelSize = kernelSize !== undefined ? kernelSize : 25;
  6. sigma = sigma !== undefined ? sigma : 4.0;
  7. resolution = resolution !== undefined ? resolution : 256; // render targets
  8. var pars = {
  9. minFilter: THREE.LinearFilter,
  10. magFilter: THREE.LinearFilter,
  11. format: THREE.RGBAFormat
  12. };
  13. this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  14. this.renderTargetX.texture.name = 'BloomPass.x';
  15. this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  16. this.renderTargetY.texture.name = 'BloomPass.y'; // copy material
  17. if ( THREE.CopyShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.CopyShader' );
  18. var copyShader = THREE.CopyShader;
  19. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  20. this.copyUniforms[ 'opacity' ].value = strength;
  21. this.materialCopy = new THREE.ShaderMaterial( {
  22. uniforms: this.copyUniforms,
  23. vertexShader: copyShader.vertexShader,
  24. fragmentShader: copyShader.fragmentShader,
  25. blending: THREE.AdditiveBlending,
  26. transparent: true
  27. } ); // convolution material
  28. if ( THREE.ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.ConvolutionShader' );
  29. var convolutionShader = THREE.ConvolutionShader;
  30. this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
  31. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
  32. this.convolutionUniforms[ 'cKernel' ].value = THREE.ConvolutionShader.buildKernel( sigma );
  33. this.materialConvolution = new THREE.ShaderMaterial( {
  34. uniforms: this.convolutionUniforms,
  35. vertexShader: convolutionShader.vertexShader,
  36. fragmentShader: convolutionShader.fragmentShader,
  37. defines: {
  38. 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
  39. 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
  40. }
  41. } );
  42. this.needsSwap = false;
  43. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  44. };
  45. BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  46. constructor: BloomPass,
  47. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  48. if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render quad with blured scene into texture (convolution pass 1)
  49. this.fsQuad.material = this.materialConvolution;
  50. this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  51. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
  52. renderer.setRenderTarget( this.renderTargetX );
  53. renderer.clear();
  54. this.fsQuad.render( renderer ); // Render quad with blured scene into texture (convolution pass 2)
  55. this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
  56. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
  57. renderer.setRenderTarget( this.renderTargetY );
  58. renderer.clear();
  59. this.fsQuad.render( renderer ); // Render original scene with superimposed blur to texture
  60. this.fsQuad.material = this.materialCopy;
  61. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
  62. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  63. renderer.setRenderTarget( readBuffer );
  64. if ( this.clear ) renderer.clear();
  65. this.fsQuad.render( renderer );
  66. }
  67. } );
  68. BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
  69. BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
  70. THREE.BloomPass = BloomPass;
  71. } )();