Path: blob/main/projects/HexGL/libs/postprocessing/BloomPass.js
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/**1* @author alteredq / http://alteredqualia.com/2*/34THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {56strength = ( strength !== undefined ) ? strength : 1;7kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;8sigma = ( sigma !== undefined ) ? sigma : 4.0;9resolution = ( resolution !== undefined ) ? resolution : 256;1011// render targets1213var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };1415this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );16this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );1718// screen material1920var screenShader = THREE.ShaderExtras[ "screen" ];2122this.screenUniforms = THREE.UniformsUtils.clone( screenShader.uniforms );2324this.screenUniforms[ "opacity" ].value = strength;2526this.materialScreen = new THREE.ShaderMaterial( {2728uniforms: this.screenUniforms,29vertexShader: screenShader.vertexShader,30fragmentShader: screenShader.fragmentShader,31blending: THREE.AdditiveBlending,32transparent: true3334} );3536// convolution material3738var convolutionShader = THREE.ShaderExtras[ "convolution" ];3940this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );4142this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;43this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderExtras.buildKernel( sigma );4445this.materialConvolution = new THREE.ShaderMaterial( {4647uniforms: this.convolutionUniforms,48vertexShader: "#define KERNEL_SIZE " + kernelSize + ".0\n" + convolutionShader.vertexShader,49fragmentShader: "#define KERNEL_SIZE " + kernelSize + "\n" + convolutionShader.fragmentShader5051} );5253this.enabled = true;54this.needsSwap = false;55this.clear = false;5657};5859THREE.BloomPass.prototype = {6061render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {6263if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );6465// Render quad with blured scene into texture (convolution pass 1)6667THREE.EffectComposer.quad.material = this.materialConvolution;6869this.convolutionUniforms[ "tDiffuse" ].texture = readBuffer;70this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;7172renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetX, true );737475// Render quad with blured scene into texture (convolution pass 2)7677this.convolutionUniforms[ "tDiffuse" ].texture = this.renderTargetX;78this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;7980renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetY, true );8182// Render original scene with superimposed blur to texture8384THREE.EffectComposer.quad.material = this.materialScreen;8586this.screenUniforms[ "tDiffuse" ].texture = this.renderTargetY;8788if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );8990renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer, this.clear );9192}9394};9596THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );97THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );9899100101102