| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122 | import {	AdditiveBlending,	LinearFilter,	RGBAFormat,	ShaderMaterial,	UniformsUtils,	Vector2,	WebGLRenderTarget} from '../../../build/three.module.js';import { Pass, FullScreenQuad } from './Pass.js';import { CopyShader } from '../shaders/CopyShader.js';import { ConvolutionShader } from '../shaders/ConvolutionShader.js';class BloomPass extends Pass {	constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) {		super();		// render targets		const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };		this.renderTargetX = new WebGLRenderTarget( resolution, resolution, pars );		this.renderTargetX.texture.name = 'BloomPass.x';		this.renderTargetY = new WebGLRenderTarget( resolution, resolution, pars );		this.renderTargetY.texture.name = 'BloomPass.y';		// copy material		if ( CopyShader === undefined ) console.error( 'THREE.BloomPass relies on CopyShader' );		const copyShader = CopyShader;		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );		this.copyUniforms[ 'opacity' ].value = strength;		this.materialCopy = new ShaderMaterial( {			uniforms: this.copyUniforms,			vertexShader: copyShader.vertexShader,			fragmentShader: copyShader.fragmentShader,			blending: AdditiveBlending,			transparent: true		} );		// convolution material		if ( ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on ConvolutionShader' );		const convolutionShader = ConvolutionShader;		this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;		this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma );		this.materialConvolution = new ShaderMaterial( {			uniforms: this.convolutionUniforms,			vertexShader: convolutionShader.vertexShader,			fragmentShader: convolutionShader.fragmentShader,			defines: {				'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),				'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )			}		} );		this.needsSwap = false;		this.fsQuad = new FullScreenQuad( null );	}	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );		// Render quad with blured scene into texture (convolution pass 1)		this.fsQuad.material = this.materialConvolution;		this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;		renderer.setRenderTarget( this.renderTargetX );		renderer.clear();		this.fsQuad.render( renderer );		// Render quad with blured scene into texture (convolution pass 2)		this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;		renderer.setRenderTarget( this.renderTargetY );		renderer.clear();		this.fsQuad.render( renderer );		// Render original scene with superimposed blur to texture		this.fsQuad.material = this.materialCopy;		this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;		if ( maskActive ) renderer.state.buffers.stencil.setTest( true );		renderer.setRenderTarget( readBuffer );		if ( this.clear ) renderer.clear();		this.fsQuad.render( renderer );	}}BloomPass.blurX = new Vector2( 0.001953125, 0.0 );BloomPass.blurY = new Vector2( 0.0, 0.001953125 );export { BloomPass };
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