Initial project import
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110
node_modules/three-stdlib/postprocessing/BloomPass.js
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110
node_modules/three-stdlib/postprocessing/BloomPass.js
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var __defProp = Object.defineProperty;
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var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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var __publicField = (obj, key, value) => {
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__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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return value;
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};
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import { Pass, FullScreenQuad } from "./Pass.js";
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import { Vector2, WebGLRenderTarget, UniformsUtils, ShaderMaterial, AdditiveBlending } from "three";
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import { ConvolutionShader } from "../shaders/ConvolutionShader.js";
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class BloomPass extends Pass {
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constructor(strength = 1, kernelSize = 25, sigma = 4, resolution = 256) {
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super();
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__publicField(this, "renderTargetX");
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__publicField(this, "renderTargetY");
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__publicField(this, "materialCombine");
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__publicField(this, "materialConvolution");
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__publicField(this, "fsQuad");
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__publicField(this, "combineUniforms");
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__publicField(this, "convolutionUniforms");
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__publicField(this, "blurX", new Vector2(1953125e-9, 0));
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__publicField(this, "blurY", new Vector2(0, 1953125e-9));
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this.renderTargetX = new WebGLRenderTarget(resolution, resolution);
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this.renderTargetX.texture.name = "BloomPass.x";
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this.renderTargetY = new WebGLRenderTarget(resolution, resolution);
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this.renderTargetY.texture.name = "BloomPass.y";
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this.combineUniforms = UniformsUtils.clone(CombineShader.uniforms);
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this.combineUniforms["strength"].value = strength;
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this.materialCombine = new ShaderMaterial({
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uniforms: this.combineUniforms,
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vertexShader: CombineShader.vertexShader,
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fragmentShader: CombineShader.fragmentShader,
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blending: AdditiveBlending,
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transparent: true
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});
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if (ConvolutionShader === void 0)
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console.error("BloomPass relies on ConvolutionShader");
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const convolutionShader = ConvolutionShader;
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this.convolutionUniforms = UniformsUtils.clone(convolutionShader.uniforms);
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this.convolutionUniforms["uImageIncrement"].value = this.blurX;
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this.convolutionUniforms["cKernel"].value = ConvolutionShader.buildKernel(sigma);
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this.materialConvolution = new ShaderMaterial({
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uniforms: this.convolutionUniforms,
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vertexShader: convolutionShader.vertexShader,
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fragmentShader: convolutionShader.fragmentShader,
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defines: {
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KERNEL_SIZE_FLOAT: kernelSize.toFixed(1),
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KERNEL_SIZE_INT: kernelSize.toFixed(0)
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}
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});
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this.needsSwap = false;
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this.fsQuad = new FullScreenQuad(this.materialConvolution);
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}
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render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
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if (maskActive)
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renderer.state.buffers.stencil.setTest(false);
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this.fsQuad.material = this.materialConvolution;
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this.convolutionUniforms["tDiffuse"].value = readBuffer.texture;
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this.convolutionUniforms["uImageIncrement"].value = this.blurX;
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renderer.setRenderTarget(this.renderTargetX);
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renderer.clear();
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this.fsQuad.render(renderer);
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this.convolutionUniforms["tDiffuse"].value = this.renderTargetX.texture;
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this.convolutionUniforms["uImageIncrement"].value = this.blurY;
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renderer.setRenderTarget(this.renderTargetY);
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renderer.clear();
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this.fsQuad.render(renderer);
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this.fsQuad.material = this.materialCombine;
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this.combineUniforms["tDiffuse"].value = this.renderTargetY.texture;
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if (maskActive)
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renderer.state.buffers.stencil.setTest(true);
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renderer.setRenderTarget(readBuffer);
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if (this.clear)
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renderer.clear();
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this.fsQuad.render(renderer);
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}
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}
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const CombineShader = {
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uniforms: {
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tDiffuse: {
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value: null
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},
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strength: {
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value: 1
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}
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform float strength;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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gl_FragColor = strength * texel;
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}`
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)
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};
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export {
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BloomPass
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};
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//# sourceMappingURL=BloomPass.js.map
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