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- ( function () {
- class BloomPass extends THREE.Pass {
- constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) {
- super(); // render targets
- this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution );
- this.renderTargetX.texture.name = 'BloomPass.x';
- this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution );
- this.renderTargetY.texture.name = 'BloomPass.y'; // combine material
- this.combineUniforms = THREE.UniformsUtils.clone( CombineShader.uniforms );
- this.combineUniforms[ 'strength' ].value = strength;
- this.materialCombine = new THREE.ShaderMaterial( {
- uniforms: this.combineUniforms,
- vertexShader: CombineShader.vertexShader,
- fragmentShader: CombineShader.fragmentShader,
- blending: THREE.AdditiveBlending,
- transparent: true
- } ); // convolution material
- if ( THREE.ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.ConvolutionShader' );
- const convolutionShader = THREE.ConvolutionShader;
- this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
- this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
- this.convolutionUniforms[ 'cKernel' ].value = THREE.ConvolutionShader.buildKernel( sigma );
- this.materialConvolution = new THREE.ShaderMaterial( {
- uniforms: this.convolutionUniforms,
- vertexShader: convolutionShader.vertexShader,
- fragmentShader: convolutionShader.fragmentShader,
- defines: {
- 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
- 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
- }
- } );
- this.needsSwap = false;
- this.fsQuad = new THREE.FullScreenQuad( null );
- }
- render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
- if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render quad with blured scene into texture (convolution pass 1)
- this.fsQuad.material = this.materialConvolution;
- this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
- this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
- renderer.setRenderTarget( this.renderTargetX );
- renderer.clear();
- this.fsQuad.render( renderer ); // Render quad with blured scene into texture (convolution pass 2)
- this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
- this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
- renderer.setRenderTarget( this.renderTargetY );
- renderer.clear();
- this.fsQuad.render( renderer ); // Render original scene with superimposed blur to texture
- this.fsQuad.material = this.materialCombine;
- this.combineUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
- if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
- renderer.setRenderTarget( readBuffer );
- if ( this.clear ) renderer.clear();
- this.fsQuad.render( renderer );
- }
- }
- const CombineShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'strength': {
- value: 1.0
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform float strength;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- vec4 texel = texture2D( tDiffuse, vUv );
- gl_FragColor = strength * texel;
- }`
- };
- BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
- BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
- THREE.BloomPass = BloomPass;
- } )();
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