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https://github.com/DanielnetoDotCom/YouPHPTube
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4563 changed files with 1246712 additions and 17558 deletions
393
node_modules/three/examples/jsm/objects/Lensflare.js
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393
node_modules/three/examples/jsm/objects/Lensflare.js
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import {
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AdditiveBlending,
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Box2,
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BufferGeometry,
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ClampToEdgeWrapping,
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Color,
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DataTexture,
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InterleavedBuffer,
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InterleavedBufferAttribute,
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Mesh,
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MeshBasicMaterial,
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NearestFilter,
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RGBFormat,
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RawShaderMaterial,
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Vector2,
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Vector3,
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Vector4
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} from '../../../build/three.module.js';
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var Lensflare = function () {
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Mesh.call( this, Lensflare.Geometry, new MeshBasicMaterial( { opacity: 0, transparent: true } ) );
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this.type = 'Lensflare';
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this.frustumCulled = false;
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this.renderOrder = Infinity;
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//
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var positionScreen = new Vector3();
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var positionView = new Vector3();
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// textures
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var tempMap = new DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, RGBFormat );
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tempMap.minFilter = NearestFilter;
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tempMap.magFilter = NearestFilter;
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tempMap.wrapS = ClampToEdgeWrapping;
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tempMap.wrapT = ClampToEdgeWrapping;
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var occlusionMap = new DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, RGBFormat );
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occlusionMap.minFilter = NearestFilter;
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occlusionMap.magFilter = NearestFilter;
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occlusionMap.wrapS = ClampToEdgeWrapping;
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occlusionMap.wrapT = ClampToEdgeWrapping;
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// material
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var geometry = Lensflare.Geometry;
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var material1a = new RawShaderMaterial( {
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uniforms: {
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'scale': { value: null },
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'screenPosition': { value: null }
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},
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vertexShader: [
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'precision highp float;',
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'uniform vec3 screenPosition;',
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'uniform vec2 scale;',
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'attribute vec3 position;',
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'void main() {',
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' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'precision highp float;',
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'void main() {',
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' gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );',
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'}'
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].join( '\n' ),
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depthTest: true,
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depthWrite: false,
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transparent: false
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} );
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var material1b = new RawShaderMaterial( {
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uniforms: {
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'map': { value: tempMap },
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'scale': { value: null },
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'screenPosition': { value: null }
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},
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vertexShader: [
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'precision highp float;',
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'uniform vec3 screenPosition;',
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'uniform vec2 scale;',
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'attribute vec3 position;',
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'attribute vec2 uv;',
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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 = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'precision highp float;',
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'uniform sampler2D map;',
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'varying vec2 vUV;',
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'void main() {',
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' gl_FragColor = texture2D( map, vUV );',
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'}'
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].join( '\n' ),
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depthTest: false,
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depthWrite: false,
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transparent: false
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} );
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// the following object is used for occlusionMap generation
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var mesh1 = new Mesh( geometry, material1a );
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//
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var elements = [];
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var shader = LensflareElement.Shader;
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var material2 = new RawShaderMaterial( {
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uniforms: {
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'map': { value: null },
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'occlusionMap': { value: occlusionMap },
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'color': { value: new Color( 0xffffff ) },
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'scale': { value: new Vector2() },
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'screenPosition': { value: new Vector3() }
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},
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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blending: AdditiveBlending,
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transparent: true,
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depthWrite: false
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} );
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var mesh2 = new Mesh( geometry, material2 );
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this.addElement = function ( element ) {
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elements.push( element );
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};
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//
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var scale = new Vector2();
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var screenPositionPixels = new Vector2();
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var validArea = new Box2();
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var viewport = new Vector4();
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this.onBeforeRender = function ( renderer, scene, camera ) {
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renderer.getCurrentViewport( viewport );
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var invAspect = viewport.w / viewport.z;
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var halfViewportWidth = viewport.z / 2.0;
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var halfViewportHeight = viewport.w / 2.0;
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var size = 16 / viewport.w;
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scale.set( size * invAspect, size );
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validArea.min.set( viewport.x, viewport.y );
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validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
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// calculate position in screen space
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positionView.setFromMatrixPosition( this.matrixWorld );
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positionView.applyMatrix4( camera.matrixWorldInverse );
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if ( positionView.z > 0 ) return; // lensflare is behind the camera
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positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
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// horizontal and vertical coordinate of the lower left corner of the pixels to copy
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screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
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screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
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// screen cull
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if ( validArea.containsPoint( screenPositionPixels ) ) {
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// save current RGB to temp texture
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renderer.copyFramebufferToTexture( screenPositionPixels, tempMap );
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// render pink quad
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var uniforms = material1a.uniforms;
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uniforms[ 'scale' ].value = scale;
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uniforms[ 'screenPosition' ].value = positionScreen;
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renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null );
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// copy result to occlusionMap
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renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap );
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// restore graphics
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var uniforms = material1b.uniforms;
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uniforms[ 'scale' ].value = scale;
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uniforms[ 'screenPosition' ].value = positionScreen;
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renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null );
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// render elements
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var vecX = - positionScreen.x * 2;
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var vecY = - positionScreen.y * 2;
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for ( var i = 0, l = elements.length; i < l; i ++ ) {
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var element = elements[ i ];
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var uniforms = material2.uniforms;
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uniforms[ 'color' ].value.copy( element.color );
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uniforms[ 'map' ].value = element.texture;
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uniforms[ 'screenPosition' ].value.x = positionScreen.x + vecX * element.distance;
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uniforms[ 'screenPosition' ].value.y = positionScreen.y + vecY * element.distance;
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var size = element.size / viewport.w;
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var invAspect = viewport.w / viewport.z;
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uniforms[ 'scale' ].value.set( size * invAspect, size );
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material2.uniformsNeedUpdate = true;
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renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null );
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}
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}
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};
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this.dispose = function () {
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material1a.dispose();
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material1b.dispose();
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material2.dispose();
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tempMap.dispose();
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occlusionMap.dispose();
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for ( var i = 0, l = elements.length; i < l; i ++ ) {
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elements[ i ].texture.dispose();
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}
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};
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};
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Lensflare.prototype = Object.create( Mesh.prototype );
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Lensflare.prototype.constructor = Lensflare;
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Lensflare.prototype.isLensflare = true;
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//
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var LensflareElement = function ( texture, size, distance, color ) {
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this.texture = texture;
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this.size = size || 1;
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this.distance = distance || 0;
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this.color = color || new Color( 0xffffff );
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};
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LensflareElement.Shader = {
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uniforms: {
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'map': { value: null },
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'occlusionMap': { value: null },
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'color': { value: null },
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'scale': { value: null },
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'screenPosition': { value: null }
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},
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vertexShader: [
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'precision highp float;',
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'uniform vec3 screenPosition;',
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'uniform vec2 scale;',
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'uniform sampler2D occlusionMap;',
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'attribute vec3 position;',
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'attribute vec2 uv;',
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'varying vec2 vUV;',
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'varying float vVisibility;',
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'void main() {',
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' vUV = uv;',
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' vec2 pos = position.xy;',
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' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );',
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' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );',
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' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );',
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' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );',
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' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );',
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' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );',
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' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );',
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' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );',
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' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );',
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' vVisibility = visibility.r / 9.0;',
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' vVisibility *= 1.0 - visibility.g / 9.0;',
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' vVisibility *= visibility.b / 9.0;',
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' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'precision highp float;',
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'uniform sampler2D map;',
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'uniform vec3 color;',
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'varying vec2 vUV;',
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'varying float vVisibility;',
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'void main() {',
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' vec4 texture = texture2D( map, vUV );',
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' texture.a *= vVisibility;',
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' gl_FragColor = texture;',
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' gl_FragColor.rgb *= color;',
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'}'
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].join( '\n' )
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};
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Lensflare.Geometry = ( function () {
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var geometry = new BufferGeometry();
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var float32Array = new Float32Array( [
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- 1, - 1, 0, 0, 0,
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1, - 1, 0, 1, 0,
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1, 1, 0, 1, 1,
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- 1, 1, 0, 0, 1
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] );
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var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
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geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
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geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
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geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
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return geometry;
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} )();
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export { Lensflare, LensflareElement };
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