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118
node_modules/three/examples/js/postprocessing/BokehPass.js
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node_modules/three/examples/js/postprocessing/BokehPass.js
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/**
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* Depth-of-field post-process with bokeh shader
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*/
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THREE.BokehPass = function ( scene, camera, params ) {
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THREE.Pass.call( this );
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this.scene = scene;
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this.camera = camera;
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var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
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var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
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var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
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var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
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// render targets
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var width = params.width || window.innerWidth || 1;
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var height = params.height || window.innerHeight || 1;
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this.renderTargetDepth = new THREE.WebGLRenderTarget( width, height, {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter
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} );
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this.renderTargetDepth.texture.name = 'BokehPass.depth';
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// depth material
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this.materialDepth = new THREE.MeshDepthMaterial();
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this.materialDepth.depthPacking = THREE.RGBADepthPacking;
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this.materialDepth.blending = THREE.NoBlending;
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// bokeh material
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if ( THREE.BokehShader === undefined ) {
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console.error( 'THREE.BokehPass relies on THREE.BokehShader' );
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}
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var bokehShader = THREE.BokehShader;
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var bokehUniforms = THREE.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 THREE.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 THREE.Pass.FullScreenQuad( this.materialBokeh );
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this._oldClearColor = new THREE.Color();
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};
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THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.BokehPass,
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render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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// Render depth into texture
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this.scene.overrideMaterial = this.materialDepth;
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renderer.getClearColor( this._oldClearColor );
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var oldClearAlpha = renderer.getClearAlpha();
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var oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.setClearColor( 0xffffff );
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renderer.setClearAlpha( 1.0 );
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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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// Render bokeh composite
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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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