BloomPass.js 3.5 KB

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