WebGLDeferredRenderer.js 21 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. */
  5. THREE.WebGLDeferredRenderer = function ( parameters ) {
  6. var _this = this;
  7. var width = parameters.width;
  8. var height = parameters.height;
  9. var scale = parameters.scale;
  10. var scaledWidth = Math.floor( scale * width );
  11. var scaledHeight = Math.floor( scale * height );
  12. var brightness = parameters.brightness !== undefined ? parameters.brightness : 1;
  13. var antialias = parameters.antialias !== undefined ? parameters.antialias : false;
  14. this.renderer = parameters.renderer;
  15. if ( this.renderer === undefined ) {
  16. this.renderer = new THREE.WebGLRenderer( { alpha: false, antialias: false } );
  17. this.renderer.setSize( width, height );
  18. this.renderer.setClearColorHex( 0x000000, 0 );
  19. this.renderer.autoClear = false;
  20. }
  21. this.domElement = this.renderer.domElement;
  22. //
  23. var gl = this.renderer.context;
  24. //
  25. var geometryLightSphere = new THREE.SphereGeometry( 1, 16, 8 );
  26. var geometryLightPlane = new THREE.PlaneGeometry( 2, 2 );
  27. var black = new THREE.Color( 0x000000 );
  28. var colorShader = THREE.ShaderDeferred[ "color" ];
  29. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  30. //
  31. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  32. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  33. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  34. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  35. //
  36. var compColor, compNormal, compDepth, compLight, compFinal;
  37. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  38. var effectFXAA;
  39. //
  40. var lightSceneFullscreen, lightSceneProxy;
  41. var lightMaterials = [];
  42. //
  43. var invisibleMaterial = new THREE.ShaderMaterial();
  44. invisibleMaterial.visible = false;
  45. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  46. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  47. vertexShader: normalDepthShader.vertexShader,
  48. fragmentShader: normalDepthShader.fragmentShader,
  49. blending: THREE.NoBlending
  50. } );
  51. //
  52. var initDeferredMaterials = function ( object ) {
  53. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  54. var colorMaterials = [];
  55. var normalDepthMaterials = [];
  56. var materials = object.material.materials;
  57. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  58. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  59. if ( deferredMaterials.transparent ) {
  60. colorMaterials.push( invisibleMaterial );
  61. normalDepthMaterials.push( invisibleMaterial );
  62. } else {
  63. colorMaterials.push( deferredMaterials.colorMaterial );
  64. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  65. }
  66. }
  67. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  68. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  69. } else {
  70. var deferredMaterials = createDeferredMaterials( object.material );
  71. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  72. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  73. object.properties.transparent = deferredMaterials.transparent;
  74. }
  75. };
  76. var createDeferredMaterials = function ( originalMaterial ) {
  77. var deferredMaterials = {};
  78. // color material
  79. // -----------------
  80. // diffuse color
  81. // specular color
  82. // shininess
  83. // diffuse map
  84. // vertex colors
  85. // alphaTest
  86. // morphs
  87. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  88. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  89. var material = new THREE.ShaderMaterial( {
  90. fragmentShader: colorShader.fragmentShader,
  91. vertexShader: colorShader.vertexShader,
  92. uniforms: uniforms,
  93. defines: defines,
  94. shading: originalMaterial.shading
  95. } );
  96. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  97. var diffuse = black;
  98. var emissive = originalMaterial.color;
  99. } else {
  100. var diffuse = originalMaterial.color;
  101. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  102. }
  103. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  104. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  105. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  106. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  107. uniforms.emissive.value.copyGammaToLinear( emissive );
  108. uniforms.diffuse.value.copyGammaToLinear( diffuse );
  109. uniforms.specular.value.copyGammaToLinear( specular );
  110. uniforms.shininess.value = shininess;
  111. uniforms.wrapAround.value = wrapAround;
  112. uniforms.additiveSpecular.value = additiveSpecular;
  113. uniforms.map.value = originalMaterial.map;
  114. material.vertexColors = originalMaterial.vertexColors;
  115. material.morphTargets = originalMaterial.morphTargets;
  116. material.morphNormals = originalMaterial.morphNormals;
  117. material.skinning = originalMaterial.skinning;
  118. material.alphaTest = originalMaterial.alphaTest;
  119. material.wireframe = originalMaterial.wireframe;
  120. // uv repeat and offset setting priorities
  121. // 1. color map
  122. // 2. specular map
  123. // 3. normal map
  124. // 4. bump map
  125. var uvScaleMap;
  126. if ( originalMaterial.map ) {
  127. uvScaleMap = originalMaterial.map;
  128. } else if ( originalMaterial.specularMap ) {
  129. uvScaleMap = originalMaterial.specularMap;
  130. } else if ( originalMaterial.normalMap ) {
  131. uvScaleMap = originalMaterial.normalMap;
  132. } else if ( originalMaterial.bumpMap ) {
  133. uvScaleMap = originalMaterial.bumpMap;
  134. }
  135. if ( uvScaleMap !== undefined ) {
  136. var offset = uvScaleMap.offset;
  137. var repeat = uvScaleMap.repeat;
  138. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  139. }
  140. deferredMaterials.colorMaterial = material;
  141. // normal + depth material
  142. // -----------------
  143. // vertex normals
  144. // morph normals
  145. // bump map
  146. // bump scale
  147. // clip depth
  148. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  149. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  150. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  151. var normalDepthMaterial = new THREE.ShaderMaterial( {
  152. uniforms: uniforms,
  153. vertexShader: normalDepthShader.vertexShader,
  154. fragmentShader: normalDepthShader.fragmentShader,
  155. shading: originalMaterial.shading,
  156. defines: defines,
  157. blending: THREE.NoBlending
  158. } );
  159. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  160. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  161. normalDepthMaterial.skinning = originalMaterial.skinning;
  162. if ( originalMaterial.bumpMap ) {
  163. uniforms.bumpMap.value = originalMaterial.bumpMap;
  164. uniforms.bumpScale.value = originalMaterial.bumpScale;
  165. var offset = originalMaterial.bumpMap.offset;
  166. var repeat = originalMaterial.bumpMap.repeat;
  167. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  168. }
  169. } else {
  170. var normalDepthMaterial = defaultNormalDepthMaterial.clone();
  171. }
  172. normalDepthMaterial.wireframe = originalMaterial.wireframe;
  173. normalDepthMaterial.vertexColors = originalMaterial.vertexColors;
  174. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  175. //
  176. deferredMaterials.transparent = originalMaterial.transparent;
  177. return deferredMaterials;
  178. };
  179. var createDeferredPointLight = function ( light ) {
  180. // setup light material
  181. var materialLight = new THREE.ShaderMaterial( {
  182. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  183. vertexShader: pointLightShader.vertexShader,
  184. fragmentShader: pointLightShader.fragmentShader,
  185. blending: THREE.AdditiveBlending,
  186. depthWrite: false,
  187. transparent: true,
  188. side: THREE.BackSide
  189. } );
  190. // infinite pointlights use full-screen quad proxy
  191. // regular pointlights use sphere proxy
  192. var distance, geometry;
  193. if ( light.distance > 0 ) {
  194. distance = light.distance;
  195. geometry = geometryLightSphere;
  196. } else {
  197. distance = Infinity;
  198. geometry = geometryLightPlane;
  199. materialLight.depthTest = false;
  200. materialLight.side = THREE.FrontSide;
  201. }
  202. // linear space
  203. var intensity = light.intensity * light.intensity;
  204. materialLight.uniforms[ "lightPos" ].value = light.position;
  205. materialLight.uniforms[ "lightRadius" ].value = distance;
  206. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  207. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  208. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  209. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  210. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  211. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  212. // create light proxy mesh
  213. var meshLight = new THREE.Mesh( geometry, materialLight );
  214. if ( light.distance > 0 ) {
  215. meshLight.position = light.position;
  216. meshLight.scale.multiplyScalar( distance );
  217. }
  218. // keep reference for color and intensity updates
  219. meshLight.properties.originalLight = light;
  220. // keep reference for size reset
  221. lightMaterials.push( materialLight );
  222. return meshLight;
  223. };
  224. var createDeferredDirectionalLight = function ( light ) {
  225. // setup light material
  226. var materialLight = new THREE.ShaderMaterial( {
  227. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  228. vertexShader: directionalLightShader.vertexShader,
  229. fragmentShader: directionalLightShader.fragmentShader,
  230. blending: THREE.AdditiveBlending,
  231. depthWrite: false,
  232. depthTest: false,
  233. transparent: true
  234. } );
  235. // linear space
  236. var intensity = light.intensity * light.intensity;
  237. materialLight.uniforms[ "lightDir" ].value = light.position;
  238. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  239. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  240. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  241. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  242. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  243. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  244. // create light proxy mesh
  245. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  246. // keep reference for color and intensity updates
  247. meshLight.properties.originalLight = light;
  248. // keep reference for size reset
  249. lightMaterials.push( materialLight );
  250. return meshLight;
  251. };
  252. var createDeferredEmissiveLight = function () {
  253. // setup light material
  254. var materialLight = new THREE.ShaderMaterial( {
  255. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  256. vertexShader: emissiveLightShader.vertexShader,
  257. fragmentShader: emissiveLightShader.fragmentShader,
  258. depthTest: false,
  259. depthWrite: false,
  260. blending: THREE.NoBlending
  261. } );
  262. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  263. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  264. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  265. // create light proxy mesh
  266. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  267. // keep reference for size reset
  268. lightMaterials.push( materialLight );
  269. return meshLight;
  270. };
  271. var initDeferredProperties = function ( object ) {
  272. if ( object.properties.deferredInitialized ) return;
  273. if ( object.material ) initDeferredMaterials( object );
  274. if ( object instanceof THREE.PointLight ) {
  275. var meshLight = createDeferredPointLight( object );
  276. if ( object.distance > 0 ) {
  277. lightSceneProxy.add( meshLight );
  278. } else {
  279. lightSceneFullscreen.add( meshLight );
  280. }
  281. } else if ( object instanceof THREE.DirectionalLight ) {
  282. var meshLight = createDeferredDirectionalLight( object );
  283. lightSceneFullscreen.add( meshLight );
  284. }
  285. object.properties.deferredInitialized = true;
  286. };
  287. //
  288. var setMaterialColor = function ( object ) {
  289. if ( object.material ) {
  290. if ( object.properties.transparent ) {
  291. object.material = invisibleMaterial;
  292. } else {
  293. object.material = object.properties.colorMaterial;
  294. }
  295. }
  296. };
  297. var setMaterialNormalDepth = function ( object ) {
  298. if ( object.material ) {
  299. if ( object.properties.transparent ) {
  300. object.material = invisibleMaterial;
  301. } else {
  302. object.material = object.properties.normalDepthMaterial;
  303. }
  304. }
  305. };
  306. // external API
  307. this.setAntialias = function ( enabled ) {
  308. antialias = enabled;
  309. if ( antialias ) {
  310. effectFXAA.enabled = true;
  311. compositePass.renderToScreen = false;
  312. } else {
  313. effectFXAA.enabled = false;
  314. compositePass.renderToScreen = true;
  315. }
  316. };
  317. this.getAntialias = function () {
  318. return antialias;
  319. };
  320. this.setSize = function ( width, height ) {
  321. this.renderer.setSize( width, height );
  322. scaledWidth = Math.floor( scale * width );
  323. scaledHeight = Math.floor( scale * height );
  324. compNormalDepth.setSize( scaledWidth, scaledHeight );
  325. compColor.setSize( scaledWidth, scaledHeight );
  326. compLight.setSize( scaledWidth, scaledHeight );
  327. compFinal.setSize( scaledWidth, scaledHeight );
  328. compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  329. compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  330. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  331. var uniforms = lightMaterials[ i ].uniforms;
  332. uniforms[ "viewWidth" ].value = scaledWidth;
  333. uniforms[ "viewHeight" ].value = scaledHeight;
  334. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  335. if ( uniforms[ 'samplerNormalDepth' ] ) {
  336. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  337. }
  338. }
  339. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  340. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  341. };
  342. //
  343. function updateLightProxy ( lightProxy, camera ) {
  344. var uniforms = lightProxy.material.uniforms;
  345. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  346. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  347. var originalLight = lightProxy.properties.originalLight;
  348. if ( originalLight ) {
  349. if ( uniforms[ "lightColor" ] ) uniforms[ "lightColor" ].value.copyGammaToLinear( originalLight.color );
  350. if ( uniforms[ "lightIntensity" ] ) uniforms[ "lightIntensity" ].value = originalLight.intensity * originalLight.intensity;
  351. lightProxy.visible = originalLight.visible;
  352. if ( originalLight instanceof THREE.PointLight ) {
  353. var distance = originalLight.distance;
  354. // skip infinite pointlights
  355. // right now you can't switch between infinite and finite pointlights
  356. // it's just too messy as they use different proxies
  357. if ( distance > 0 ) {
  358. lightProxy.scale.set( 1, 1, 1 ).multiplyScalar( distance );
  359. if ( uniforms[ "lightRadius" ] ) uniforms[ "lightRadius" ].value = distance;
  360. }
  361. }
  362. }
  363. };
  364. this.render = function ( scene, camera ) {
  365. // setup deferred properties
  366. if ( ! scene.properties.lightSceneProxy ) {
  367. scene.properties.lightSceneProxy = new THREE.Scene();
  368. scene.properties.lightSceneFullscreen = new THREE.Scene();
  369. var meshLight = createDeferredEmissiveLight();
  370. scene.properties.lightSceneFullscreen.add( meshLight );
  371. }
  372. lightSceneProxy = scene.properties.lightSceneProxy;
  373. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  374. passColor.camera = camera;
  375. passNormalDepth.camera = camera;
  376. passLightProxy.camera = camera;
  377. passLightFullscreen.camera = THREE.EffectComposer.camera;
  378. passColor.scene = scene;
  379. passNormalDepth.scene = scene;
  380. passLightFullscreen.scene = lightSceneFullscreen;
  381. passLightProxy.scene = lightSceneProxy;
  382. scene.traverse( initDeferredProperties );
  383. // update scene graph only once per frame
  384. // (both color and normalDepth passes use exactly the same scene state)
  385. this.renderer.autoUpdateScene = false;
  386. scene.updateMatrixWorld();
  387. // 1) g-buffer normals + depth pass
  388. scene.traverse( setMaterialNormalDepth );
  389. // clear shared depth buffer
  390. this.renderer.autoClearDepth = true;
  391. this.renderer.autoClearStencil = true;
  392. // write 1 to shared stencil buffer
  393. // for non-background pixels
  394. gl.enable( gl.STENCIL_TEST );
  395. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  396. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  397. gl.clearStencil( 0 );
  398. compNormalDepth.render();
  399. // just touch foreground pixels (stencil == 1)
  400. // both in color and light passes
  401. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  402. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  403. // 2) g-buffer color pass
  404. scene.traverse( setMaterialColor );
  405. // must use clean slate depth buffer
  406. // otherwise there are z-fighting glitches
  407. // not enough precision between two geometry passes
  408. // just to use EQUAL depth test
  409. this.renderer.autoClearDepth = true;
  410. this.renderer.autoClearStencil = false;
  411. compColor.render();
  412. // 3) light pass
  413. // do not clear depth buffer in this pass
  414. // depth from geometry pass is used for light culling
  415. // (write light proxy color pixel if behind scene pixel)
  416. this.renderer.autoClearDepth = false;
  417. this.renderer.autoUpdateScene = true;
  418. gl.depthFunc( gl.GEQUAL );
  419. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  420. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  421. var lightProxy = lightSceneProxy.children[ i ];
  422. updateLightProxy( lightProxy, camera );
  423. }
  424. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  425. var lightProxy = lightSceneFullscreen.children[ i ];
  426. updateLightProxy( lightProxy, camera );
  427. }
  428. compLight.render();
  429. // 4) composite pass
  430. // return back to usual depth and stencil handling state
  431. this.renderer.autoClearDepth = true;
  432. this.renderer.autoClearStencil = true;
  433. gl.depthFunc( gl.LEQUAL );
  434. gl.disable( gl.STENCIL_TEST );
  435. compFinal.render( 0.1 );
  436. };
  437. //
  438. var createRenderTargets = function ( ) {
  439. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  440. format: THREE.RGBAFormat, type: THREE.FloatType };
  441. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  442. format: THREE.RGBAFormat, type: THREE.FloatType };
  443. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  444. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  445. // g-buffers
  446. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  447. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  448. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  449. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  450. rtColor.generateMipmaps = false;
  451. rtNormalDepth.generateMipmaps = false;
  452. rtLight.generateMipmaps = false;
  453. rtFinal.generateMipmaps = false;
  454. // normal + depth composer
  455. passNormalDepth = new THREE.RenderPass();
  456. passNormalDepth.clear = true;
  457. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  458. compNormalDepth.addPass( passNormalDepth );
  459. // color composer
  460. passColor = new THREE.RenderPass();
  461. passColor.clear = true;
  462. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  463. compColor.addPass( passColor );
  464. compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  465. // light composer
  466. passLightFullscreen = new THREE.RenderPass();
  467. passLightFullscreen.clear = true;
  468. passLightProxy = new THREE.RenderPass();
  469. passLightProxy.clear = false;
  470. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  471. compLight.addPass( passLightFullscreen );
  472. compLight.addPass( passLightProxy );
  473. compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  474. // final composer
  475. compositePass = new THREE.ShaderPass( compositeShader );
  476. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  477. compositePass.uniforms[ 'brightness' ].value = brightness;
  478. compositePass.material.blending = THREE.NoBlending;
  479. compositePass.clear = true;
  480. // FXAA
  481. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  482. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  483. effectFXAA.renderToScreen = true;
  484. //
  485. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  486. compFinal.addPass( compositePass );
  487. compFinal.addPass( effectFXAA );
  488. if ( antialias ) {
  489. effectFXAA.enabled = true;
  490. compositePass.renderToScreen = false;
  491. } else {
  492. effectFXAA.enabled = false;
  493. compositePass.renderToScreen = true;
  494. }
  495. };
  496. // init
  497. createRenderTargets();
  498. };