| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103 | ( 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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