BloomPass.js 3.5 KB

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  1. ( function () {
  2. class BloomPass extends THREE.Pass {
  3. constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) {
  4. super(); // render targets
  5. this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution );
  6. this.renderTargetX.texture.name = 'BloomPass.x';
  7. this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution );
  8. this.renderTargetY.texture.name = 'BloomPass.y'; // combine material
  9. this.combineUniforms = THREE.UniformsUtils.clone( CombineShader.uniforms );
  10. this.combineUniforms[ 'strength' ].value = strength;
  11. this.materialCombine = new THREE.ShaderMaterial( {
  12. uniforms: this.combineUniforms,
  13. vertexShader: CombineShader.vertexShader,
  14. fragmentShader: CombineShader.fragmentShader,
  15. blending: THREE.AdditiveBlending,
  16. transparent: true
  17. } ); // convolution material
  18. if ( THREE.ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.ConvolutionShader' );
  19. const convolutionShader = THREE.ConvolutionShader;
  20. this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
  21. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
  22. this.convolutionUniforms[ 'cKernel' ].value = THREE.ConvolutionShader.buildKernel( sigma );
  23. this.materialConvolution = new THREE.ShaderMaterial( {
  24. uniforms: this.convolutionUniforms,
  25. vertexShader: convolutionShader.vertexShader,
  26. fragmentShader: convolutionShader.fragmentShader,
  27. defines: {
  28. 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
  29. 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
  30. }
  31. } );
  32. this.needsSwap = false;
  33. this.fsQuad = new THREE.FullScreenQuad( null );
  34. }
  35. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  36. if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render quad with blured scene into texture (convolution pass 1)
  37. this.fsQuad.material = this.materialConvolution;
  38. this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  39. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
  40. renderer.setRenderTarget( this.renderTargetX );
  41. renderer.clear();
  42. this.fsQuad.render( renderer ); // Render quad with blured scene into texture (convolution pass 2)
  43. this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
  44. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
  45. renderer.setRenderTarget( this.renderTargetY );
  46. renderer.clear();
  47. this.fsQuad.render( renderer ); // Render original scene with superimposed blur to texture
  48. this.fsQuad.material = this.materialCombine;
  49. this.combineUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
  50. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  51. renderer.setRenderTarget( readBuffer );
  52. if ( this.clear ) renderer.clear();
  53. this.fsQuad.render( renderer );
  54. }
  55. }
  56. const CombineShader = {
  57. uniforms: {
  58. 'tDiffuse': {
  59. value: null
  60. },
  61. 'strength': {
  62. value: 1.0
  63. }
  64. },
  65. vertexShader:
  66. /* glsl */
  67. `
  68. varying vec2 vUv;
  69. void main() {
  70. vUv = uv;
  71. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  72. }`,
  73. fragmentShader:
  74. /* glsl */
  75. `
  76. uniform float strength;
  77. uniform sampler2D tDiffuse;
  78. varying vec2 vUv;
  79. void main() {
  80. vec4 texel = texture2D( tDiffuse, vUv );
  81. gl_FragColor = strength * texel;
  82. }`
  83. };
  84. BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
  85. BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
  86. THREE.BloomPass = BloomPass;
  87. } )();