| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555 | ( function () {	class SSRPass extends THREE.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 = THREE.SSRShader.uniforms.opacity.value;			this.output = 0;			this.maxDistance = THREE.SSRShader.uniforms.maxDistance.value;			this.thickness = THREE.SSRShader.uniforms.thickness.value;			this.tempColor = new THREE.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 = THREE.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 = THREE.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 = THREE.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 THREE.DepthTexture();			depthTexture.type = THREE.UnsignedShortType;			depthTexture.minFilter = THREE.NearestFilter;			depthTexture.magFilter = THREE.NearestFilter;			this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat,				depthTexture: depthTexture,				depthBuffer: true			} ); //for bouncing			this.prevRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat			} ); // normal render target			this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat,				type: THREE.HalfFloatType			} ); // metalness render target			this.metalnessRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat			} ); // ssr render target			this.ssrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat			} );			this.blurRenderTarget = this.ssrRenderTarget.clone();			this.blurRenderTarget2 = this.ssrRenderTarget.clone(); // this.blurRenderTarget3 = this.ssrRenderTarget.clone();			// ssr material			if ( THREE.SSRShader === undefined ) {				console.error( 'THREE.SSRPass: The pass relies on THREE.SSRShader.' );			}			this.ssrMaterial = new THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSRShader.defines, {					MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )				} ),				uniforms: THREE.UniformsUtils.clone( THREE.SSRShader.uniforms ),				vertexShader: THREE.SSRShader.vertexShader,				fragmentShader: THREE.SSRShader.fragmentShader,				blending: THREE.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 THREE.MeshNormalMaterial();			this.normalMaterial.blending = THREE.NoBlending; // metalnessOn material			this.metalnessOnMaterial = new THREE.MeshBasicMaterial( {				color: 'white'			} ); // metalnessOff material			this.metalnessOffMaterial = new THREE.MeshBasicMaterial( {				color: 'black'			} ); // blur material			this.blurMaterial = new THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSRBlurShader.defines ),				uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),				vertexShader: THREE.SSRBlurShader.vertexShader,				fragmentShader: THREE.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 THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSRBlurShader.defines ),				uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),				vertexShader: THREE.SSRBlurShader.vertexShader,				fragmentShader: THREE.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 THREE.ShaderMaterial({			//   defines: Object.assign({}, THREE.SSRBlurShader.defines),			//   uniforms: THREE.UniformsUtils.clone(THREE.SSRBlurShader.uniforms),			//   vertexShader: THREE.SSRBlurShader.vertexShader,			//   fragmentShader: THREE.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 THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSRDepthShader.defines ),				uniforms: THREE.UniformsUtils.clone( THREE.SSRDepthShader.uniforms ),				vertexShader: THREE.SSRDepthShader.vertexShader,				fragmentShader: THREE.SSRDepthShader.fragmentShader,				blending: THREE.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 THREE.ShaderMaterial( {				uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),				vertexShader: THREE.CopyShader.vertexShader,				fragmentShader: THREE.CopyShader.fragmentShader,				transparent: true,				depthTest: false,				depthWrite: false,				blendSrc: THREE.SrcAlphaFactor,				blendDst: THREE.OneMinusSrcAlphaFactor,				blendEquation: THREE.AddEquation,				blendSrcAlpha: THREE.SrcAlphaFactor,				blendDstAlpha: THREE.OneMinusSrcAlphaFactor,				blendEquationAlpha: THREE.AddEquation // premultipliedAlpha:true,			} );			this.fsQuad = new THREE.FullScreenQuad( null );			this.originalClearColor = new THREE.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 = THREE.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 = THREE.NormalBlending;						this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;						this.copyMaterial.blending = THREE.NoBlending;						this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					} else {						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;						this.copyMaterial.blending = THREE.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 = THREE.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 = THREE.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 = THREE.NoBlending;						this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;						this.copyMaterial.blending = THREE.NormalBlending;						this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );					}					break;				case SSRPass.OUTPUT.Beauty:					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;					this.copyMaterial.blending = THREE.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 = THREE.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 = THREE.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	};	THREE.SSRPass = SSRPass;} )();
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