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							- import {
 
- 	AddEquation,
 
- 	Color,
 
- 	NormalBlending,
 
- 	DepthTexture,
 
- 	SrcAlphaFactor,
 
- 	OneMinusSrcAlphaFactor,
 
- 	MeshNormalMaterial,
 
- 	MeshBasicMaterial,
 
- 	NearestFilter,
 
- 	NoBlending,
 
- 	RGBAFormat,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	UnsignedShortType,
 
- 	WebGLRenderTarget,
 
- 	HalfFloatType,
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { SSRShader } from '../shaders/SSRShader.js';
 
- import { SSRBlurShader } from '../shaders/SSRShader.js';
 
- import { SSRDepthShader } from '../shaders/SSRShader.js';
 
- import { CopyShader } from '../shaders/CopyShader.js';
 
- class SSRPass extends Pass {
 
- 	constructor( { renderer, scene, camera, width, height, selects, bouncing = false, groundReflector } ) {
 
- 		super();
 
- 		this.width = ( width !== undefined ) ? width : 512;
 
- 		this.height = ( height !== undefined ) ? height : 512;
 
- 		this.clear = true;
 
- 		this.renderer = renderer;
 
- 		this.scene = scene;
 
- 		this.camera = camera;
 
- 		this.groundReflector = groundReflector;
 
- 		this.opacity = SSRShader.uniforms.opacity.value;
 
- 		this.output = 0;
 
- 		this.maxDistance = SSRShader.uniforms.maxDistance.value;
 
- 		this.thickness = SSRShader.uniforms.thickness.value;
 
- 		this.tempColor = new Color();
 
- 		this._selects = selects;
 
- 		this.selective = Array.isArray( this._selects );
 
- 		Object.defineProperty( this, 'selects', {
 
- 			get() {
 
- 				return this._selects;
 
- 			},
 
- 			set( val ) {
 
- 				if ( this._selects === val ) return;
 
- 				this._selects = val;
 
- 				if ( Array.isArray( val ) ) {
 
- 					this.selective = true;
 
- 					this.ssrMaterial.defines.SELECTIVE = true;
 
- 					this.ssrMaterial.needsUpdate = true;
 
- 				} else {
 
- 					this.selective = false;
 
- 					this.ssrMaterial.defines.SELECTIVE = false;
 
- 					this.ssrMaterial.needsUpdate = true;
 
- 				}
 
- 			}
 
- 		} );
 
- 		this._bouncing = bouncing;
 
- 		Object.defineProperty( this, 'bouncing', {
 
- 			get() {
 
- 				return this._bouncing;
 
- 			},
 
- 			set( val ) {
 
- 				if ( this._bouncing === val ) return;
 
- 				this._bouncing = val;
 
- 				if ( val ) {
 
- 					this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
 
- 				} else {
 
- 					this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 				}
 
- 			}
 
- 		} );
 
- 		this.blur = true;
 
- 		this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
 
- 		Object.defineProperty( this, 'distanceAttenuation', {
 
- 			get() {
 
- 				return this._distanceAttenuation;
 
- 			},
 
- 			set( val ) {
 
- 				if ( this._distanceAttenuation === val ) return;
 
- 				this._distanceAttenuation = val;
 
- 				this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
 
- 				this.ssrMaterial.needsUpdate = true;
 
- 			}
 
- 		} );
 
- 		this._fresnel = SSRShader.defines.FRESNEL;
 
- 		Object.defineProperty( this, 'fresnel', {
 
- 			get() {
 
- 				return this._fresnel;
 
- 			},
 
- 			set( val ) {
 
- 				if ( this._fresnel === val ) return;
 
- 				this._fresnel = val;
 
- 				this.ssrMaterial.defines.FRESNEL = val;
 
- 				this.ssrMaterial.needsUpdate = true;
 
- 			}
 
- 		} );
 
- 		this._infiniteThick = SSRShader.defines.INFINITE_THICK;
 
- 		Object.defineProperty( this, 'infiniteThick', {
 
- 			get() {
 
- 				return this._infiniteThick;
 
- 			},
 
- 			set( val ) {
 
- 				if ( this._infiniteThick === val ) return;
 
- 				this._infiniteThick = val;
 
- 				this.ssrMaterial.defines.INFINITE_THICK = val;
 
- 				this.ssrMaterial.needsUpdate = true;
 
- 			}
 
- 		} );
 
- 		// beauty render target with depth buffer
 
- 		const depthTexture = new DepthTexture();
 
- 		depthTexture.type = UnsignedShortType;
 
- 		depthTexture.minFilter = NearestFilter;
 
- 		depthTexture.magFilter = NearestFilter;
 
- 		this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
 
- 			minFilter: NearestFilter,
 
- 			magFilter: NearestFilter,
 
- 			format: RGBAFormat,
 
- 			depthTexture: depthTexture,
 
- 			depthBuffer: true
 
- 		} );
 
- 		//for bouncing
 
- 		this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
 
- 			minFilter: NearestFilter,
 
- 			magFilter: NearestFilter,
 
- 			format: RGBAFormat,
 
- 		} );
 
- 		// normal render target
 
- 		this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
 
- 			minFilter: NearestFilter,
 
- 			magFilter: NearestFilter,
 
- 			format: RGBAFormat,
 
- 			type: HalfFloatType,
 
- 		} );
 
- 		// metalness render target
 
- 		this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
 
- 			minFilter: NearestFilter,
 
- 			magFilter: NearestFilter,
 
- 			format: RGBAFormat
 
- 		} );
 
- 		// ssr render target
 
- 		this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
 
- 			minFilter: NearestFilter,
 
- 			magFilter: NearestFilter,
 
- 			format: RGBAFormat
 
- 		} );
 
- 		this.blurRenderTarget = this.ssrRenderTarget.clone();
 
- 		this.blurRenderTarget2 = this.ssrRenderTarget.clone();
 
- 		// this.blurRenderTarget3 = this.ssrRenderTarget.clone();
 
- 		// ssr material
 
- 		if ( SSRShader === undefined ) {
 
- 			console.error( 'THREE.SSRPass: The pass relies on SSRShader.' );
 
- 		}
 
- 		this.ssrMaterial = new ShaderMaterial( {
 
- 			defines: Object.assign( {}, SSRShader.defines, {
 
- 				MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
 
- 			} ),
 
- 			uniforms: UniformsUtils.clone( SSRShader.uniforms ),
 
- 			vertexShader: SSRShader.vertexShader,
 
- 			fragmentShader: SSRShader.fragmentShader,
 
- 			blending: NoBlending
 
- 		} );
 
- 		this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 		this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
 
- 		this.ssrMaterial.defines.SELECTIVE = this.selective;
 
- 		this.ssrMaterial.needsUpdate = true;
 
- 		this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
 
- 		this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
 
- 		this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
 
- 		this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
 
- 		this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
 
- 		this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
 
- 		this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
 
- 		this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
 
- 		// normal material
 
- 		this.normalMaterial = new MeshNormalMaterial();
 
- 		this.normalMaterial.blending = NoBlending;
 
- 		// metalnessOn material
 
- 		this.metalnessOnMaterial = new MeshBasicMaterial( {
 
- 			color: 'white'
 
- 		} );
 
- 		// metalnessOff material
 
- 		this.metalnessOffMaterial = new MeshBasicMaterial( {
 
- 			color: 'black'
 
- 		} );
 
- 		// blur material
 
- 		this.blurMaterial = new ShaderMaterial( {
 
- 			defines: Object.assign( {}, SSRBlurShader.defines ),
 
- 			uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
 
- 			vertexShader: SSRBlurShader.vertexShader,
 
- 			fragmentShader: SSRBlurShader.fragmentShader
 
- 		} );
 
- 		this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
 
- 		this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
 
- 		// blur material 2
 
- 		this.blurMaterial2 = new ShaderMaterial( {
 
- 			defines: Object.assign( {}, SSRBlurShader.defines ),
 
- 			uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
 
- 			vertexShader: SSRBlurShader.vertexShader,
 
- 			fragmentShader: SSRBlurShader.fragmentShader
 
- 		} );
 
- 		this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
 
- 		this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
 
- 		// // blur material 3
 
- 		// this.blurMaterial3 = new ShaderMaterial({
 
- 		//   defines: Object.assign({}, SSRBlurShader.defines),
 
- 		//   uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
 
- 		//   vertexShader: SSRBlurShader.vertexShader,
 
- 		//   fragmentShader: SSRBlurShader.fragmentShader
 
- 		// });
 
- 		// this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
 
- 		// this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
 
- 		// material for rendering the depth
 
- 		this.depthRenderMaterial = new ShaderMaterial( {
 
- 			defines: Object.assign( {}, SSRDepthShader.defines ),
 
- 			uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
 
- 			vertexShader: SSRDepthShader.vertexShader,
 
- 			fragmentShader: SSRDepthShader.fragmentShader,
 
- 			blending: NoBlending
 
- 		} );
 
- 		this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
 
- 		this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
 
- 		this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
 
- 		// material for rendering the content of a render target
 
- 		this.copyMaterial = new ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
 
- 			vertexShader: CopyShader.vertexShader,
 
- 			fragmentShader: CopyShader.fragmentShader,
 
- 			transparent: true,
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			blendSrc: SrcAlphaFactor,
 
- 			blendDst: OneMinusSrcAlphaFactor,
 
- 			blendEquation: AddEquation,
 
- 			blendSrcAlpha: SrcAlphaFactor,
 
- 			blendDstAlpha: OneMinusSrcAlphaFactor,
 
- 			blendEquationAlpha: AddEquation,
 
- 			// premultipliedAlpha:true,
 
- 		} );
 
- 		this.fsQuad = new FullScreenQuad( null );
 
- 		this.originalClearColor = new Color();
 
- 	}
 
- 	dispose() {
 
- 		// dispose render targets
 
- 		this.beautyRenderTarget.dispose();
 
- 		this.prevRenderTarget.dispose();
 
- 		this.normalRenderTarget.dispose();
 
- 		this.metalnessRenderTarget.dispose();
 
- 		this.ssrRenderTarget.dispose();
 
- 		this.blurRenderTarget.dispose();
 
- 		this.blurRenderTarget2.dispose();
 
- 		// this.blurRenderTarget3.dispose();
 
- 		// dispose materials
 
- 		this.normalMaterial.dispose();
 
- 		this.metalnessOnMaterial.dispose();
 
- 		this.metalnessOffMaterial.dispose();
 
- 		this.blurMaterial.dispose();
 
- 		this.blurMaterial2.dispose();
 
- 		this.copyMaterial.dispose();
 
- 		this.depthRenderMaterial.dispose();
 
- 		// dipsose full screen quad
 
- 		this.fsQuad.dispose();
 
- 	}
 
- 	render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
 
- 		// render beauty and depth
 
- 		renderer.setRenderTarget( this.beautyRenderTarget );
 
- 		renderer.clear();
 
- 		if ( this.groundReflector ) {
 
- 			this.groundReflector.visible = false;
 
- 			this.groundReflector.doRender( this.renderer, this.scene, this.camera );
 
- 			this.groundReflector.visible = true;
 
- 		}
 
- 		renderer.render( this.scene, this.camera );
 
- 		if ( this.groundReflector ) this.groundReflector.visible = false;
 
- 		// render normals
 
- 		this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
 
- 		// render metalnesses
 
- 		if ( this.selective ) {
 
- 			this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
 
- 		}
 
- 		// render SSR
 
- 		this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
 
- 		this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
 
- 		this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
 
- 		this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
 
- 		// render blur
 
- 		if ( this.blur ) {
 
- 			this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
 
- 			this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
 
- 			// this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
 
- 		}
 
- 		// output result to screen
 
- 		switch ( this.output ) {
 
- 			case SSRPass.OUTPUT.Default:
 
- 				if ( this.bouncing ) {
 
- 					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 					this.copyMaterial.blending = NoBlending;
 
- 					this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
 
- 					if ( this.blur )
 
- 						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
 
- 					else
 
- 						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
 
- 					this.copyMaterial.blending = NormalBlending;
 
- 					this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
 
- 					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
 
- 					this.copyMaterial.blending = NoBlending;
 
- 					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				} else {
 
- 					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 					this.copyMaterial.blending = NoBlending;
 
- 					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 					if ( this.blur )
 
- 						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
 
- 					else
 
- 						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
 
- 					this.copyMaterial.blending = NormalBlending;
 
- 					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				}
 
- 				break;
 
- 			case SSRPass.OUTPUT.SSR:
 
- 				if ( this.blur )
 
- 					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
 
- 				else
 
- 					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				if ( this.bouncing ) {
 
- 					if ( this.blur )
 
- 						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
 
- 					else
 
- 						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 					this.copyMaterial.blending = NoBlending;
 
- 					this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
 
- 					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
 
- 					this.copyMaterial.blending = NormalBlending;
 
- 					this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
 
- 				}
 
- 				break;
 
- 			case SSRPass.OUTPUT.Beauty:
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			case SSRPass.OUTPUT.Depth:
 
- 				this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			case SSRPass.OUTPUT.Normal:
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			case SSRPass.OUTPUT.Metalness:
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			default:
 
- 				console.warn( 'THREE.SSRPass: Unknown output type.' );
 
- 		}
 
- 	}
 
- 	renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
 
- 		// save original state
 
- 		this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
 
- 		const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
 
- 		const originalAutoClear = renderer.autoClear;
 
- 		renderer.setRenderTarget( renderTarget );
 
- 		// setup pass state
 
- 		renderer.autoClear = false;
 
- 		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
 
- 			renderer.setClearColor( clearColor );
 
- 			renderer.setClearAlpha( clearAlpha || 0.0 );
 
- 			renderer.clear();
 
- 		}
 
- 		this.fsQuad.material = passMaterial;
 
- 		this.fsQuad.render( renderer );
 
- 		// restore original state
 
- 		renderer.autoClear = originalAutoClear;
 
- 		renderer.setClearColor( this.originalClearColor );
 
- 		renderer.setClearAlpha( originalClearAlpha );
 
- 	}
 
- 	renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
 
- 		this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
 
- 		const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
 
- 		const originalAutoClear = renderer.autoClear;
 
- 		renderer.setRenderTarget( renderTarget );
 
- 		renderer.autoClear = false;
 
- 		clearColor = overrideMaterial.clearColor || clearColor;
 
- 		clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
 
- 		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
 
- 			renderer.setClearColor( clearColor );
 
- 			renderer.setClearAlpha( clearAlpha || 0.0 );
 
- 			renderer.clear();
 
- 		}
 
- 		this.scene.overrideMaterial = overrideMaterial;
 
- 		renderer.render( this.scene, this.camera );
 
- 		this.scene.overrideMaterial = null;
 
- 		// restore original state
 
- 		renderer.autoClear = originalAutoClear;
 
- 		renderer.setClearColor( this.originalClearColor );
 
- 		renderer.setClearAlpha( originalClearAlpha );
 
- 	}
 
- 	renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
 
- 		this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
 
- 		const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
 
- 		const originalAutoClear = renderer.autoClear;
 
- 		renderer.setRenderTarget( renderTarget );
 
- 		renderer.autoClear = false;
 
- 		clearColor = overrideMaterial.clearColor || clearColor;
 
- 		clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
 
- 		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
 
- 			renderer.setClearColor( clearColor );
 
- 			renderer.setClearAlpha( clearAlpha || 0.0 );
 
- 			renderer.clear();
 
- 		}
 
- 		this.scene.traverseVisible( child => {
 
- 			child._SSRPassBackupMaterial = child.material;
 
- 			if ( this._selects.includes( child ) ) {
 
- 				child.material = this.metalnessOnMaterial;
 
- 			} else {
 
- 				child.material = this.metalnessOffMaterial;
 
- 			}
 
- 		} );
 
- 		renderer.render( this.scene, this.camera );
 
- 		this.scene.traverseVisible( child => {
 
- 			child.material = child._SSRPassBackupMaterial;
 
- 		} );
 
- 		// restore original state
 
- 		renderer.autoClear = originalAutoClear;
 
- 		renderer.setClearColor( this.originalClearColor );
 
- 		renderer.setClearAlpha( originalClearAlpha );
 
- 	}
 
- 	setSize( width, height ) {
 
- 		this.width = width;
 
- 		this.height = height;
 
- 		this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
 
- 		this.ssrMaterial.needsUpdate = true;
 
- 		this.beautyRenderTarget.setSize( width, height );
 
- 		this.prevRenderTarget.setSize( width, height );
 
- 		this.ssrRenderTarget.setSize( width, height );
 
- 		this.normalRenderTarget.setSize( width, height );
 
- 		this.metalnessRenderTarget.setSize( width, height );
 
- 		this.blurRenderTarget.setSize( width, height );
 
- 		this.blurRenderTarget2.setSize( width, height );
 
- 		// this.blurRenderTarget3.setSize(width, height);
 
- 		this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
 
- 		this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
 
- 		this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
 
- 		this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
 
- 		this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
 
- 	}
 
- }
 
- SSRPass.OUTPUT = {
 
- 	'Default': 0,
 
- 	'SSR': 1,
 
- 	'Beauty': 3,
 
- 	'Depth': 4,
 
- 	'Normal': 5,
 
- 	'Metalness': 7,
 
- };
 
- export { SSRPass };
 
 
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