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							- 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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