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							- import {
 
- 	Color,
 
- 	MeshDepthMaterial,
 
- 	NearestFilter,
 
- 	NoBlending,
 
- 	RGBADepthPacking,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { BokehShader } from '../shaders/BokehShader.js';
 
- /**
 
-  * Depth-of-field post-process with bokeh shader
 
-  */
 
- class BokehPass extends 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 WebGLRenderTarget( width, height, {
 
- 			minFilter: NearestFilter,
 
- 			magFilter: NearestFilter
 
- 		} );
 
- 		this.renderTargetDepth.texture.name = 'BokehPass.depth';
 
- 		// depth material
 
- 		this.materialDepth = new MeshDepthMaterial();
 
- 		this.materialDepth.depthPacking = RGBADepthPacking;
 
- 		this.materialDepth.blending = NoBlending;
 
- 		// bokeh material
 
- 		if ( BokehShader === undefined ) {
 
- 			console.error( 'THREE.BokehPass relies on BokehShader' );
 
- 		}
 
- 		const bokehShader = BokehShader;
 
- 		const bokehUniforms = 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 ShaderMaterial( {
 
- 			defines: Object.assign( {}, bokehShader.defines ),
 
- 			uniforms: bokehUniforms,
 
- 			vertexShader: bokehShader.vertexShader,
 
- 			fragmentShader: bokehShader.fragmentShader
 
- 		} );
 
- 		this.uniforms = bokehUniforms;
 
- 		this.needsSwap = false;
 
- 		this.fsQuad = new FullScreenQuad( this.materialBokeh );
 
- 		this._oldClearColor = new 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;
 
- 	}
 
- }
 
- export { BokehPass };
 
 
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