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https://github.com/DanielnetoDotCom/YouPHPTube
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131 lines
3.7 KiB
JavaScript
131 lines
3.7 KiB
JavaScript
import {
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AdditiveBlending,
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LinearFilter,
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RGBAFormat,
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ShaderMaterial,
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UniformsUtils,
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Vector2,
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WebGLRenderTarget
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} from '../../../build/three.module.js';
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import { Pass } from '../postprocessing/Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
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var BloomPass = function ( strength, kernelSize, sigma, resolution ) {
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Pass.call( this );
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strength = ( strength !== undefined ) ? strength : 1;
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kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
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sigma = ( sigma !== undefined ) ? sigma : 4.0;
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resolution = ( resolution !== undefined ) ? resolution : 256;
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// render targets
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var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
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this.renderTargetX = new WebGLRenderTarget( resolution, resolution, pars );
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this.renderTargetX.texture.name = 'BloomPass.x';
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this.renderTargetY = new WebGLRenderTarget( resolution, resolution, pars );
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this.renderTargetY.texture.name = 'BloomPass.y';
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// copy material
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if ( CopyShader === undefined )
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console.error( 'THREE.BloomPass relies on CopyShader' );
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var copyShader = CopyShader;
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this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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this.copyUniforms[ 'opacity' ].value = strength;
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this.materialCopy = new ShaderMaterial( {
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uniforms: this.copyUniforms,
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vertexShader: copyShader.vertexShader,
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fragmentShader: copyShader.fragmentShader,
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blending: AdditiveBlending,
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transparent: true
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} );
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// convolution material
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if ( ConvolutionShader === undefined )
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console.error( 'THREE.BloomPass relies on ConvolutionShader' );
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var convolutionShader = ConvolutionShader;
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this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.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 Pass.FullScreenQuad( null );
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};
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BloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
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constructor: BloomPass,
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render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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// Render quad with blured scene into texture (convolution pass 1)
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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 = BloomPass.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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// Render quad with blured scene into texture (convolution pass 2)
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this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.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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// Render original scene with superimposed blur to texture
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this.fsQuad.material = this.materialCopy;
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this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
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if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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renderer.setRenderTarget( readBuffer );
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if ( this.clear ) renderer.clear();
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this.fsQuad.render( renderer );
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}
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} );
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BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
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BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
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export { BloomPass };
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