| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494 | ( function () {	class SSRrPass extends THREE.Pass {		constructor( {			renderer,			scene,			camera,			width,			height,			selects		} ) {			super();			this.width = width !== undefined ? width : 512;			this.height = height !== undefined ? height : 512;			this.clear = true;			this.renderer = renderer;			this.scene = scene;			this.camera = camera;			this.output = 0; // this.output = 1;			this.ior = THREE.SSRrShader.uniforms.ior.value;			this.maxDistance = THREE.SSRrShader.uniforms.maxDistance.value;			this.surfDist = THREE.SSRrShader.uniforms.surfDist.value;			this.tempColor = new THREE.Color();			this.selects = selects;			this._specular = THREE.SSRrShader.defines.SPECULAR;			Object.defineProperty( this, 'specular', {				get() {					return this._specular;				},				set( val ) {					if ( this._specular === val ) return;					this._specular = val;					this.ssrrMaterial.defines.SPECULAR = val;					this.ssrrMaterial.needsUpdate = true;				}			} );			this._fillHole = THREE.SSRrShader.defines.FILL_HOLE;			Object.defineProperty( this, 'fillHole', {				get() {					return this._fillHole;				},				set( val ) {					if ( this._fillHole === val ) return;					this._fillHole = val;					this.ssrrMaterial.defines.FILL_HOLE = val;					this.ssrrMaterial.needsUpdate = true;				}			} );			this._infiniteThick = THREE.SSRrShader.defines.INFINITE_THICK;			Object.defineProperty( this, 'infiniteThick', {				get() {					return this._infiniteThick;				},				set( val ) {					if ( this._infiniteThick === val ) return;					this._infiniteThick = val;					this.ssrrMaterial.defines.INFINITE_THICK = val;					this.ssrrMaterial.needsUpdate = true;				}			} ); // beauty render target with depth buffer			const depthTexture = new THREE.DepthTexture();			depthTexture.type = THREE.UnsignedShortType;			depthTexture.minFilter = THREE.NearestFilter;			depthTexture.magFilter = THREE.NearestFilter;			this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat,				depthTexture: depthTexture,				depthBuffer: true			} );			this.specularRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				// TODO: Can merge with refractiveRenderTarget?				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat			} ); // normalSelects render target			const depthTextureSelects = new THREE.DepthTexture();			depthTextureSelects.type = THREE.UnsignedShortType;			depthTextureSelects.minFilter = THREE.NearestFilter;			depthTextureSelects.magFilter = THREE.NearestFilter;			this.normalSelectsRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat,				type: THREE.HalfFloatType,				depthTexture: depthTextureSelects,				depthBuffer: true			} ); // refractive render target			this.refractiveRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat			} ); // ssrr render target			this.ssrrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat			} ); // ssrr material			if ( THREE.SSRrShader === undefined ) {				console.error( 'THREE.SSRrPass: The pass relies on THREE.SSRrShader.' );			}			this.ssrrMaterial = new THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSRrShader.defines, {					MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )				} ),				uniforms: THREE.UniformsUtils.clone( THREE.SSRrShader.uniforms ),				vertexShader: THREE.SSRrShader.vertexShader,				fragmentShader: THREE.SSRrShader.fragmentShader,				blending: THREE.NoBlending			} );			this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;			this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;			this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;			this.ssrrMaterial.needsUpdate = true;			this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;			this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;			this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;			this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;			this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;			this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );			this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );			this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); // normal material			this.normalMaterial = new THREE.MeshNormalMaterial();			this.normalMaterial.blending = THREE.NoBlending; // refractiveOn material			this.refractiveOnMaterial = new THREE.MeshBasicMaterial( {				color: 'white'			} ); // refractiveOff material			this.refractiveOffMaterial = new THREE.MeshBasicMaterial( {				color: 'black'			} ); // specular material			this.specularMaterial = new THREE.MeshStandardMaterial( {				color: 'black',				metalness: 0,				roughness: .2			} ); // material for rendering the depth			this.depthRenderMaterial = new THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSRrDepthShader.defines ),				uniforms: THREE.UniformsUtils.clone( THREE.SSRrDepthShader.uniforms ),				vertexShader: THREE.SSRrDepthShader.vertexShader,				fragmentShader: THREE.SSRrDepthShader.fragmentShader,				blending: THREE.NoBlending			} );			this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;			this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;			this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; // material for rendering the content of a render target			this.copyMaterial = new THREE.ShaderMaterial( {				uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),				vertexShader: THREE.CopyShader.vertexShader,				fragmentShader: THREE.CopyShader.fragmentShader,				transparent: true,				depthTest: false,				depthWrite: false,				blendSrc: THREE.SrcAlphaFactor,				blendDst: THREE.OneMinusSrcAlphaFactor,				blendEquation: THREE.AddEquation,				blendSrcAlpha: THREE.SrcAlphaFactor,				blendDstAlpha: THREE.OneMinusSrcAlphaFactor,				blendEquationAlpha: THREE.AddEquation // premultipliedAlpha:true,			} );			this.fsQuad = new THREE.FullScreenQuad( null );			this.originalClearColor = new THREE.Color();		}		dispose() {			// dispose render targets			this.beautyRenderTarget.dispose();			this.specularRenderTarget.dispose();			this.normalSelectsRenderTarget.dispose();			this.refractiveRenderTarget.dispose();			this.ssrrRenderTarget.dispose(); // dispose materials			this.normalMaterial.dispose();			this.refractiveOnMaterial.dispose();			this.refractiveOffMaterial.dispose();			this.copyMaterial.dispose();			this.depthRenderMaterial.dispose(); // dipsose full screen quad			this.fsQuad.dispose();		}		render( renderer, writeBuffer			/*, readBuffer, deltaTime, maskActive */		) {			// render beauty and depth			renderer.setRenderTarget( this.beautyRenderTarget );			renderer.clear();			this.scene.children.forEach( child => {				if ( this.selects.includes( child ) ) {					child.visible = false;				} else {					child.visible = true;				}			} );			renderer.render( this.scene, this.camera );			renderer.setRenderTarget( this.specularRenderTarget );			renderer.clear();			this.scene.children.forEach( child => {				if ( this.selects.includes( child ) ) {					child.visible = true;					child._SSRrPassBackupMaterial = child.material;					child.material = this.specularMaterial;				} else if ( ! child.isLight ) {					child.visible = false;				}			} );			renderer.render( this.scene, this.camera );			this.scene.children.forEach( child => {				if ( this.selects.includes( child ) ) {					child.material = child._SSRrPassBackupMaterial;				}			} ); // render normalSelectss			this.scene.children.forEach( child => {				if ( this.selects.includes( child ) ) {					child.visible = true;				} else {					child.visible = false;				}			} );			this.renderOverride( renderer, this.normalMaterial, this.normalSelectsRenderTarget, 0, 0 );			this.renderRefractive( renderer, this.refractiveOnMaterial, this.refractiveRenderTarget, 0, 0 ); // render SSRr			this.ssrrMaterial.uniforms[ 'ior' ].value = this.ior;			this.ssrrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;			this.ssrrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;			this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;			this.renderPass( renderer, this.ssrrMaterial, this.ssrrRenderTarget ); // output result to screen			switch ( this.output ) {				case SSRrPass.OUTPUT.Default:					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;					this.copyMaterial.blending = THREE.NoBlending;					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;					this.copyMaterial.blending = THREE.NormalBlending;					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					break;				case SSRrPass.OUTPUT.SSRr:					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;					this.copyMaterial.blending = THREE.NoBlending;					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					break;				case SSRrPass.OUTPUT.Beauty:					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;					this.copyMaterial.blending = THREE.NoBlending;					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					break;				case SSRrPass.OUTPUT.Depth:					this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;					this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );					break;				case SSRrPass.OUTPUT.DepthSelects:					this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalSelectsRenderTarget.depthTexture;					this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );					break;				case SSRrPass.OUTPUT.NormalSelects:					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalSelectsRenderTarget.texture;					this.copyMaterial.blending = THREE.NoBlending;					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					break;				case SSRrPass.OUTPUT.Refractive:					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.refractiveRenderTarget.texture;					this.copyMaterial.blending = THREE.NoBlending;					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					break;				case SSRrPass.OUTPUT.Specular:					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.specularRenderTarget.texture;					this.copyMaterial.blending = THREE.NoBlending;					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					break;				default:					console.warn( 'THREE.SSRrPass: Unknown output type.' );			}		}		renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {			// save original state			this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );			const originalClearAlpha = renderer.getClearAlpha( this.tempColor );			const originalAutoClear = renderer.autoClear;			renderer.setRenderTarget( renderTarget ); // setup pass state			renderer.autoClear = false;			if ( clearColor !== undefined && clearColor !== null ) {				renderer.setClearColor( clearColor );				renderer.setClearAlpha( clearAlpha || 0.0 );				renderer.clear();			}			this.fsQuad.material = passMaterial;			this.fsQuad.render( renderer ); // restore original state			renderer.autoClear = originalAutoClear;			renderer.setClearColor( this.originalClearColor );			renderer.setClearAlpha( originalClearAlpha );		}		renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {			this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );			const originalClearAlpha = renderer.getClearAlpha( this.tempColor );			const originalAutoClear = renderer.autoClear;			renderer.setRenderTarget( renderTarget );			renderer.autoClear = false;			clearColor = overrideMaterial.clearColor || clearColor;			clearAlpha = overrideMaterial.clearAlpha || clearAlpha;			if ( clearColor !== undefined && clearColor !== null ) {				renderer.setClearColor( clearColor );				renderer.setClearAlpha( clearAlpha || 0.0 );				renderer.clear();			}			this.scene.overrideMaterial = overrideMaterial;			renderer.render( this.scene, this.camera );			this.scene.overrideMaterial = null; // restore original state			renderer.autoClear = originalAutoClear;			renderer.setClearColor( this.originalClearColor );			renderer.setClearAlpha( originalClearAlpha );		}		renderRefractive( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {			this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );			const originalClearAlpha = renderer.getClearAlpha( this.tempColor );			const originalAutoClear = renderer.autoClear;			renderer.setRenderTarget( renderTarget );			renderer.autoClear = false;			clearColor = overrideMaterial.clearColor || clearColor;			clearAlpha = overrideMaterial.clearAlpha || clearAlpha;			if ( clearColor !== undefined && clearColor !== null ) {				renderer.setClearColor( clearColor );				renderer.setClearAlpha( clearAlpha || 0.0 );				renderer.clear();			}			this.scene.children.forEach( child => {				child.visible = true;			} );			this.scene.traverse( child => {				child._SSRrPassBackupMaterial = child.material;				if ( this.selects.includes( child ) ) {					child.material = this.refractiveOnMaterial;				} else {					child.material = this.refractiveOffMaterial;				}			} );			this.scene._SSRrPassBackupBackground = this.scene.background;			this.scene.background = null;			this.scene._SSRrPassBackupFog = this.scene.fog;			this.scene.fog = null;			renderer.render( this.scene, this.camera );			this.scene.fog = this.scene._SSRrPassBackupFog;			this.scene.background = this.scene._SSRrPassBackupBackground;			this.scene.traverse( child => {				child.material = child._SSRrPassBackupMaterial;			} ); // restore original state			renderer.autoClear = originalAutoClear;			renderer.setClearColor( this.originalClearColor );			renderer.setClearAlpha( originalClearAlpha );		}		setSize( width, height ) {			this.width = width;			this.height = height;			this.ssrrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );			this.ssrrMaterial.needsUpdate = true;			this.beautyRenderTarget.setSize( width, height );			this.specularRenderTarget.setSize( width, height );			this.ssrrRenderTarget.setSize( width, height );			this.normalSelectsRenderTarget.setSize( width, height );			this.refractiveRenderTarget.setSize( width, height );			this.ssrrMaterial.uniforms[ 'resolution' ].value.set( width, height );			this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );			this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );		}	}	SSRrPass.OUTPUT = {		'Default': 0,		'SSRr': 1,		'Beauty': 3,		'Depth': 4,		'DepthSelects': 9,		'NormalSelects': 5,		'Refractive': 7,		'Specular': 8	};	THREE.SSRrPass = SSRrPass;} )();
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