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. var defaultNormalDepthMaterialWireframe = defaultNormalDepthMaterial.clone();
  52. defaultNormalDepthMaterialWireframe.wireframe = true;
  53. //
  54. var initDeferredMaterials = function ( object ) {
  55. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  56. var colorMaterials = [];
  57. var normalDepthMaterials = [];
  58. var materials = object.material.materials;
  59. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  60. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  61. if ( deferredMaterials.transparent ) {
  62. colorMaterials.push( invisibleMaterial );
  63. normalDepthMaterials.push( invisibleMaterial );
  64. } else {
  65. colorMaterials.push( deferredMaterials.colorMaterial );
  66. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  67. }
  68. }
  69. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  70. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  71. } else {
  72. var deferredMaterials = createDeferredMaterials( object.material );
  73. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  74. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  75. object.properties.transparent = deferredMaterials.transparent;
  76. }
  77. };
  78. var createDeferredMaterials = function ( originalMaterial ) {
  79. var deferredMaterials = {};
  80. // color material
  81. // -----------------
  82. // diffuse color
  83. // specular color
  84. // shininess
  85. // diffuse map
  86. // vertex colors
  87. // alphaTest
  88. // morphs
  89. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  90. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  91. var material = new THREE.ShaderMaterial( {
  92. fragmentShader: colorShader.fragmentShader,
  93. vertexShader: colorShader.vertexShader,
  94. uniforms: uniforms,
  95. defines: defines,
  96. shading: originalMaterial.shading
  97. } );
  98. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  99. var diffuse = black;
  100. var emissive = originalMaterial.color;
  101. } else {
  102. var diffuse = originalMaterial.color;
  103. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  104. }
  105. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  106. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  107. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  108. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  109. uniforms.emissive.value.copyGammaToLinear( emissive );
  110. uniforms.diffuse.value.copyGammaToLinear( diffuse );
  111. uniforms.specular.value.copyGammaToLinear( specular );
  112. uniforms.shininess.value = shininess;
  113. uniforms.wrapAround.value = wrapAround;
  114. uniforms.additiveSpecular.value = additiveSpecular;
  115. uniforms.map.value = originalMaterial.map;
  116. material.vertexColors = originalMaterial.vertexColors;
  117. material.morphTargets = originalMaterial.morphTargets;
  118. material.morphNormals = originalMaterial.morphNormals;
  119. material.skinning = originalMaterial.skinning;
  120. material.alphaTest = originalMaterial.alphaTest;
  121. material.wireframe = originalMaterial.wireframe;
  122. // uv repeat and offset setting priorities
  123. // 1. color map
  124. // 2. specular map
  125. // 3. normal map
  126. // 4. bump map
  127. var uvScaleMap;
  128. if ( originalMaterial.map ) {
  129. uvScaleMap = originalMaterial.map;
  130. } else if ( originalMaterial.specularMap ) {
  131. uvScaleMap = originalMaterial.specularMap;
  132. } else if ( originalMaterial.normalMap ) {
  133. uvScaleMap = originalMaterial.normalMap;
  134. } else if ( originalMaterial.bumpMap ) {
  135. uvScaleMap = originalMaterial.bumpMap;
  136. }
  137. if ( uvScaleMap !== undefined ) {
  138. var offset = uvScaleMap.offset;
  139. var repeat = uvScaleMap.repeat;
  140. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  141. }
  142. deferredMaterials.colorMaterial = material;
  143. // normal + depth material
  144. // -----------------
  145. // vertex normals
  146. // morph normals
  147. // bump map
  148. // bump scale
  149. // clip depth
  150. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  151. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  152. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  153. var normalDepthMaterial = new THREE.ShaderMaterial( {
  154. uniforms: uniforms,
  155. vertexShader: normalDepthShader.vertexShader,
  156. fragmentShader: normalDepthShader.fragmentShader,
  157. shading: originalMaterial.shading,
  158. defines: defines,
  159. blending: THREE.NoBlending
  160. } );
  161. if ( originalMaterial.morphTargets ) {
  162. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  163. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  164. }
  165. if ( originalMaterial.skinning ) {
  166. normalDepthMaterial.skinning = originalMaterial.skinning;
  167. }
  168. if ( originalMaterial.bumpMap ) {
  169. uniforms.bumpMap.value = originalMaterial.bumpMap;
  170. uniforms.bumpScale.value = originalMaterial.bumpScale;
  171. var offset = originalMaterial.bumpMap.offset;
  172. var repeat = originalMaterial.bumpMap.repeat;
  173. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  174. }
  175. normalDepthMaterial.wireframe = originalMaterial.wireframe;
  176. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  177. } else {
  178. deferredMaterials.normalDepthMaterial = originalMaterial.wireframe ? defaultNormalDepthMaterialWireframe : defaultNormalDepthMaterial;
  179. }
  180. deferredMaterials.transparent = originalMaterial.transparent;
  181. return deferredMaterials;
  182. };
  183. var createDeferredPointLight = function ( light ) {
  184. // setup light material
  185. var materialLight = new THREE.ShaderMaterial( {
  186. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  187. vertexShader: pointLightShader.vertexShader,
  188. fragmentShader: pointLightShader.fragmentShader,
  189. blending: THREE.AdditiveBlending,
  190. depthWrite: false,
  191. transparent: true,
  192. side: THREE.BackSide
  193. } );
  194. // infinite pointlights use full-screen quad proxy
  195. // regular pointlights use sphere proxy
  196. var distance, geometry;
  197. if ( light.distance > 0 ) {
  198. distance = light.distance;
  199. geometry = geometryLightSphere;
  200. } else {
  201. distance = Infinity;
  202. geometry = geometryLightPlane;
  203. materialLight.depthTest = false;
  204. materialLight.side = THREE.FrontSide;
  205. }
  206. // linear space
  207. var intensity = light.intensity * light.intensity;
  208. materialLight.uniforms[ "lightPos" ].value = light.position;
  209. materialLight.uniforms[ "lightRadius" ].value = distance;
  210. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  211. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  212. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  213. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  214. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  215. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  216. // create light proxy mesh
  217. var meshLight = new THREE.Mesh( geometry, materialLight );
  218. if ( light.distance > 0 ) {
  219. meshLight.position = light.position;
  220. meshLight.scale.multiplyScalar( distance );
  221. }
  222. // keep reference for color and intensity updates
  223. meshLight.properties.originalLight = light;
  224. // keep reference for size reset
  225. lightMaterials.push( materialLight );
  226. return meshLight;
  227. };
  228. var createDeferredDirectionalLight = function ( light ) {
  229. // setup light material
  230. var materialLight = new THREE.ShaderMaterial( {
  231. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  232. vertexShader: directionalLightShader.vertexShader,
  233. fragmentShader: directionalLightShader.fragmentShader,
  234. blending: THREE.AdditiveBlending,
  235. depthWrite: false,
  236. depthTest: false,
  237. transparent: true
  238. } );
  239. // linear space
  240. var intensity = light.intensity * light.intensity;
  241. materialLight.uniforms[ "lightDir" ].value = light.position;
  242. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  243. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  244. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  245. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  246. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  247. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  248. // create light proxy mesh
  249. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  250. // keep reference for color and intensity updates
  251. meshLight.properties.originalLight = light;
  252. // keep reference for size reset
  253. lightMaterials.push( materialLight );
  254. return meshLight;
  255. };
  256. var createDeferredEmissiveLight = function () {
  257. // setup light material
  258. var materialLight = new THREE.ShaderMaterial( {
  259. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  260. vertexShader: emissiveLightShader.vertexShader,
  261. fragmentShader: emissiveLightShader.fragmentShader,
  262. depthTest: false,
  263. depthWrite: false,
  264. blending: THREE.NoBlending
  265. } );
  266. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  267. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  268. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  269. // create light proxy mesh
  270. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  271. // keep reference for size reset
  272. lightMaterials.push( materialLight );
  273. return meshLight;
  274. };
  275. var initDeferredProperties = function ( object ) {
  276. if ( object.properties.deferredInitialized ) return;
  277. if ( object.material ) initDeferredMaterials( object );
  278. if ( object instanceof THREE.PointLight ) {
  279. var meshLight = createDeferredPointLight( object );
  280. if ( object.distance > 0 ) {
  281. lightSceneProxy.add( meshLight );
  282. } else {
  283. lightSceneFullscreen.add( meshLight );
  284. }
  285. } else if ( object instanceof THREE.DirectionalLight ) {
  286. var meshLight = createDeferredDirectionalLight( object );
  287. lightSceneFullscreen.add( meshLight );
  288. }
  289. object.properties.deferredInitialized = true;
  290. };
  291. //
  292. var setMaterialColor = function ( object ) {
  293. if ( object.material ) {
  294. if ( object.properties.transparent ) {
  295. object.material = invisibleMaterial;
  296. } else {
  297. object.material = object.properties.colorMaterial;
  298. }
  299. }
  300. };
  301. var setMaterialNormalDepth = function ( object ) {
  302. if ( object.material ) {
  303. if ( object.properties.transparent ) {
  304. object.material = invisibleMaterial;
  305. } else {
  306. object.material = object.properties.normalDepthMaterial;
  307. }
  308. }
  309. };
  310. // external API
  311. this.setAntialias = function ( enabled ) {
  312. antialias = enabled;
  313. if ( antialias ) {
  314. effectFXAA.enabled = true;
  315. compositePass.renderToScreen = false;
  316. } else {
  317. effectFXAA.enabled = false;
  318. compositePass.renderToScreen = true;
  319. }
  320. };
  321. this.getAntialias = function () {
  322. return antialias;
  323. };
  324. this.setSize = function ( width, height ) {
  325. this.renderer.setSize( width, height );
  326. scaledWidth = Math.floor( scale * width );
  327. scaledHeight = Math.floor( scale * height );
  328. compColor.setSize( scaledWidth, scaledHeight );
  329. compNormalDepth.setSize( scaledWidth, scaledHeight );
  330. compLight.setSize( scaledWidth, scaledHeight );
  331. compFinal.setSize( scaledWidth, scaledHeight );
  332. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  333. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  334. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  335. var uniforms = lightMaterials[ i ].uniforms;
  336. uniforms[ "viewWidth" ].value = scaledWidth;
  337. uniforms[ "viewHeight" ].value = scaledHeight;
  338. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  339. if ( uniforms[ 'samplerNormalDepth' ] ) {
  340. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  341. }
  342. }
  343. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  344. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  345. };
  346. //
  347. function updateLightProxy ( lightProxy, camera ) {
  348. var uniforms = lightProxy.material.uniforms;
  349. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  350. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  351. var originalLight = lightProxy.properties.originalLight;
  352. if ( originalLight ) {
  353. if ( uniforms[ "lightColor" ] ) uniforms[ "lightColor" ].value.copyGammaToLinear( originalLight.color );
  354. if ( uniforms[ "lightIntensity" ] ) uniforms[ "lightIntensity" ].value = originalLight.intensity * originalLight.intensity;
  355. lightProxy.visible = originalLight.visible;
  356. if ( originalLight instanceof THREE.PointLight ) {
  357. var distance = originalLight.distance;
  358. // skip infinite pointlights
  359. // right now you can't switch between infinite and finite pointlights
  360. // it's just too messy as they use different proxies
  361. if ( distance > 0 ) {
  362. lightProxy.scale.set( 1, 1, 1 ).multiplyScalar( distance );
  363. if ( uniforms[ "lightRadius" ] ) uniforms[ "lightRadius" ].value = distance;
  364. }
  365. }
  366. }
  367. };
  368. this.render = function ( scene, camera ) {
  369. // setup deferred properties
  370. if ( ! scene.properties.lightSceneProxy ) {
  371. scene.properties.lightSceneProxy = new THREE.Scene();
  372. scene.properties.lightSceneFullscreen = new THREE.Scene();
  373. var meshLight = createDeferredEmissiveLight();
  374. scene.properties.lightSceneFullscreen.add( meshLight );
  375. }
  376. lightSceneProxy = scene.properties.lightSceneProxy;
  377. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  378. passColor.camera = camera;
  379. passNormalDepth.camera = camera;
  380. passLightProxy.camera = camera;
  381. passLightFullscreen.camera = THREE.EffectComposer.camera;
  382. passColor.scene = scene;
  383. passNormalDepth.scene = scene;
  384. passLightFullscreen.scene = lightSceneFullscreen;
  385. passLightProxy.scene = lightSceneProxy;
  386. scene.traverse( initDeferredProperties );
  387. // update scene graph only once per frame
  388. // (both color and normalDepth passes use exactly the same scene state)
  389. this.renderer.autoUpdateScene = false;
  390. scene.updateMatrixWorld();
  391. // 1) g-buffer color pass
  392. scene.traverse( setMaterialColor );
  393. // clear shared depth buffer
  394. this.renderer.autoClearDepth = true;
  395. this.renderer.autoClearStencil = true;
  396. // write 1 to shared stencil buffer
  397. // for non-background pixels
  398. gl.enable( gl.STENCIL_TEST );
  399. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  400. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  401. gl.clearStencil( 0 );
  402. compColor.render();
  403. // just touch foreground pixels (stencil == 1)
  404. // both in normalDepth and light passes
  405. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  406. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  407. // 2) g-buffer normals + depth pass
  408. scene.traverse( setMaterialNormalDepth );
  409. // must use clean slate depth buffer
  410. // otherwise there are z-fighting glitches
  411. // not enough precision between two geometry passes
  412. // just to use EQUAL depth test
  413. this.renderer.autoClearDepth = true;
  414. this.renderer.autoClearStencil = false;
  415. compNormalDepth.render();
  416. // 3) light pass
  417. // do not clear depth buffer in this pass
  418. // depth from geometry pass is used for light culling
  419. // (write light proxy color pixel if behind scene pixel)
  420. this.renderer.autoClearDepth = false;
  421. this.renderer.autoUpdateScene = true;
  422. gl.depthFunc( gl.GEQUAL );
  423. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  424. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  425. var lightProxy = lightSceneProxy.children[ i ];
  426. updateLightProxy( lightProxy, camera );
  427. }
  428. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  429. var lightProxy = lightSceneFullscreen.children[ i ];
  430. updateLightProxy( lightProxy, camera );
  431. }
  432. compLight.render();
  433. // 4) composite pass
  434. // return back to usual depth and stencil handling state
  435. this.renderer.autoClearDepth = true;
  436. this.renderer.autoClearStencil = true;
  437. gl.depthFunc( gl.LEQUAL );
  438. gl.disable( gl.STENCIL_TEST );
  439. compFinal.render( 0.1 );
  440. };
  441. //
  442. var createRenderTargets = function ( ) {
  443. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  444. format: THREE.RGBAFormat, type: THREE.FloatType };
  445. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  446. format: THREE.RGBAFormat, type: THREE.FloatType };
  447. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  448. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  449. // g-buffers
  450. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  451. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  452. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  453. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  454. rtColor.generateMipmaps = false;
  455. rtNormalDepth.generateMipmaps = false;
  456. rtLight.generateMipmaps = false;
  457. rtFinal.generateMipmaps = false;
  458. // color composer
  459. passColor = new THREE.RenderPass();
  460. passColor.clear = true;
  461. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  462. compColor.addPass( passColor );
  463. // normal + depth composer
  464. passNormalDepth = new THREE.RenderPass();
  465. passNormalDepth.clear = true;
  466. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  467. compNormalDepth.addPass( passNormalDepth );
  468. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  469. // light composer
  470. passLightFullscreen = new THREE.RenderPass();
  471. passLightFullscreen.clear = true;
  472. passLightProxy = new THREE.RenderPass();
  473. passLightProxy.clear = false;
  474. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  475. compLight.addPass( passLightFullscreen );
  476. compLight.addPass( passLightProxy );
  477. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  478. // final composer
  479. compositePass = new THREE.ShaderPass( compositeShader );
  480. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  481. compositePass.uniforms[ 'brightness' ].value = brightness;
  482. compositePass.material.blending = THREE.NoBlending;
  483. compositePass.clear = true;
  484. // FXAA
  485. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  486. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  487. effectFXAA.renderToScreen = true;
  488. //
  489. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  490. compFinal.addPass( compositePass );
  491. compFinal.addPass( effectFXAA );
  492. if ( antialias ) {
  493. effectFXAA.enabled = true;
  494. compositePass.renderToScreen = false;
  495. } else {
  496. effectFXAA.enabled = false;
  497. compositePass.renderToScreen = true;
  498. }
  499. };
  500. // init
  501. createRenderTargets();
  502. };