Initial project import
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91
node_modules/three-stdlib/postprocessing/BokehPass.js
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91
node_modules/three-stdlib/postprocessing/BokehPass.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 { WebGLRenderTarget, NearestFilter, MeshDepthMaterial, RGBADepthPacking, NoBlending, UniformsUtils, ShaderMaterial, Color } from "three";
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import { BokehShader } from "../shaders/BokehShader.js";
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class BokehPass extends Pass {
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constructor(scene, camera, params) {
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super();
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__publicField(this, "scene");
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__publicField(this, "camera");
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__publicField(this, "renderTargetDepth");
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__publicField(this, "materialDepth");
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__publicField(this, "materialBokeh");
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__publicField(this, "fsQuad");
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__publicField(this, "_oldClearColor");
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__publicField(this, "uniforms");
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this.scene = scene;
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this.camera = camera;
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const focus = params.focus !== void 0 ? params.focus : 1;
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const aspect = params.aspect !== void 0 ? params.aspect : camera.aspect;
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const aperture = params.aperture !== void 0 ? params.aperture : 0.025;
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const maxblur = params.maxblur !== void 0 ? params.maxblur : 1;
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const width = params.width || window.innerWidth || 1;
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const height = params.height || window.innerHeight || 1;
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this.renderTargetDepth = new WebGLRenderTarget(width, height, {
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minFilter: NearestFilter,
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magFilter: NearestFilter
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});
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this.renderTargetDepth.texture.name = "BokehPass.depth";
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this.materialDepth = new MeshDepthMaterial();
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this.materialDepth.depthPacking = RGBADepthPacking;
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this.materialDepth.blending = NoBlending;
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if (BokehShader === void 0) {
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console.error("BokehPass relies on BokehShader");
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}
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const bokehShader = BokehShader;
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const bokehUniforms = UniformsUtils.clone(bokehShader.uniforms);
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bokehUniforms["tDepth"].value = this.renderTargetDepth.texture;
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bokehUniforms["focus"].value = focus;
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bokehUniforms["aspect"].value = aspect;
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bokehUniforms["aperture"].value = aperture;
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bokehUniforms["maxblur"].value = maxblur;
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bokehUniforms["nearClip"].value = camera.near;
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bokehUniforms["farClip"].value = camera.far;
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this.materialBokeh = new ShaderMaterial({
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defines: Object.assign({}, bokehShader.defines),
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uniforms: bokehUniforms,
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vertexShader: bokehShader.vertexShader,
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fragmentShader: bokehShader.fragmentShader
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});
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this.uniforms = bokehUniforms;
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this.needsSwap = false;
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this.fsQuad = new FullScreenQuad(this.materialBokeh);
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this._oldClearColor = new Color();
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}
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render(renderer, writeBuffer, readBuffer) {
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this.scene.overrideMaterial = this.materialDepth;
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renderer.getClearColor(this._oldClearColor);
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const oldClearAlpha = renderer.getClearAlpha();
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.setClearColor(16777215);
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renderer.setClearAlpha(1);
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renderer.setRenderTarget(this.renderTargetDepth);
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renderer.clear();
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renderer.render(this.scene, this.camera);
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this.uniforms["tColor"].value = readBuffer.texture;
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this.uniforms["nearClip"].value = this.camera.near;
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this.uniforms["farClip"].value = this.camera.far;
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if (this.renderToScreen) {
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renderer.setRenderTarget(null);
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this.fsQuad.render(renderer);
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} else {
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renderer.setRenderTarget(writeBuffer);
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renderer.clear();
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this.fsQuad.render(renderer);
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}
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this.scene.overrideMaterial = null;
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renderer.setClearColor(this._oldClearColor);
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renderer.setClearAlpha(oldClearAlpha);
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renderer.autoClear = oldAutoClear;
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}
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}
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export {
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BokehPass
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};
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//# sourceMappingURL=BokehPass.js.map
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