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							- ( function () {
 
- 	/**
 
-  * Depth-of-field post-process with bokeh shader
 
-  */
 
- 	class BokehPass extends THREE.Pass {
 
- 		constructor( scene, camera, params ) {
 
- 			super();
 
- 			this.scene = scene;
 
- 			this.camera = camera;
 
- 			const focus = params.focus !== undefined ? params.focus : 1.0;
 
- 			const aspect = params.aspect !== undefined ? params.aspect : camera.aspect;
 
- 			const aperture = params.aperture !== undefined ? params.aperture : 0.025;
 
- 			const maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets
 
- 			const width = params.width || window.innerWidth || 1;
 
- 			const height = params.height || window.innerHeight || 1;
 
- 			this.renderTargetDepth = new THREE.WebGLRenderTarget( width, height, {
 
- 				minFilter: THREE.NearestFilter,
 
- 				magFilter: THREE.NearestFilter
 
- 			} );
 
- 			this.renderTargetDepth.texture.name = 'BokehPass.depth'; // depth material
 
- 			this.materialDepth = new THREE.MeshDepthMaterial();
 
- 			this.materialDepth.depthPacking = THREE.RGBADepthPacking;
 
- 			this.materialDepth.blending = THREE.NoBlending; // bokeh material
 
- 			if ( THREE.BokehShader === undefined ) {
 
- 				console.error( 'THREE.BokehPass relies on THREE.BokehShader' );
 
- 			}
 
- 			const bokehShader = THREE.BokehShader;
 
- 			const bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
 
- 			bokehUniforms[ 'tDepth' ].value = this.renderTargetDepth.texture;
 
- 			bokehUniforms[ 'focus' ].value = focus;
 
- 			bokehUniforms[ 'aspect' ].value = aspect;
 
- 			bokehUniforms[ 'aperture' ].value = aperture;
 
- 			bokehUniforms[ 'maxblur' ].value = maxblur;
 
- 			bokehUniforms[ 'nearClip' ].value = camera.near;
 
- 			bokehUniforms[ 'farClip' ].value = camera.far;
 
- 			this.materialBokeh = new THREE.ShaderMaterial( {
 
- 				defines: Object.assign( {}, bokehShader.defines ),
 
- 				uniforms: bokehUniforms,
 
- 				vertexShader: bokehShader.vertexShader,
 
- 				fragmentShader: bokehShader.fragmentShader
 
- 			} );
 
- 			this.uniforms = bokehUniforms;
 
- 			this.needsSwap = false;
 
- 			this.fsQuad = new THREE.FullScreenQuad( this.materialBokeh );
 
- 			this._oldClearColor = new THREE.Color();
 
- 		}
 
- 		render( renderer, writeBuffer, readBuffer
 
- 			/*, deltaTime, maskActive*/
 
- 		) {
 
- 			// Render depth into texture
 
- 			this.scene.overrideMaterial = this.materialDepth;
 
- 			renderer.getClearColor( this._oldClearColor );
 
- 			const oldClearAlpha = renderer.getClearAlpha();
 
- 			const oldAutoClear = renderer.autoClear;
 
- 			renderer.autoClear = false;
 
- 			renderer.setClearColor( 0xffffff );
 
- 			renderer.setClearAlpha( 1.0 );
 
- 			renderer.setRenderTarget( this.renderTargetDepth );
 
- 			renderer.clear();
 
- 			renderer.render( this.scene, this.camera ); // Render bokeh composite
 
- 			this.uniforms[ 'tColor' ].value = readBuffer.texture;
 
- 			this.uniforms[ 'nearClip' ].value = this.camera.near;
 
- 			this.uniforms[ 'farClip' ].value = this.camera.far;
 
- 			if ( this.renderToScreen ) {
 
- 				renderer.setRenderTarget( null );
 
- 				this.fsQuad.render( renderer );
 
- 			} else {
 
- 				renderer.setRenderTarget( writeBuffer );
 
- 				renderer.clear();
 
- 				this.fsQuad.render( renderer );
 
- 			}
 
- 			this.scene.overrideMaterial = null;
 
- 			renderer.setClearColor( this._oldClearColor );
 
- 			renderer.setClearAlpha( oldClearAlpha );
 
- 			renderer.autoClear = oldAutoClear;
 
- 		}
 
- 	}
 
- 	THREE.BokehPass = BokehPass;
 
- } )();
 
 
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