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							- ( function () {
 
- 	class Lensflare extends THREE.Mesh {
 
- 		constructor() {
 
- 			super( Lensflare.Geometry, new THREE.MeshBasicMaterial( {
 
- 				opacity: 0,
 
- 				transparent: true
 
- 			} ) );
 
- 			this.type = 'Lensflare';
 
- 			this.frustumCulled = false;
 
- 			this.renderOrder = Infinity; //
 
- 			const positionScreen = new THREE.Vector3();
 
- 			const positionView = new THREE.Vector3(); // textures
 
- 			const tempMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
 
- 			tempMap.minFilter = THREE.NearestFilter;
 
- 			tempMap.magFilter = THREE.NearestFilter;
 
- 			tempMap.wrapS = THREE.ClampToEdgeWrapping;
 
- 			tempMap.wrapT = THREE.ClampToEdgeWrapping;
 
- 			const occlusionMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
 
- 			occlusionMap.minFilter = THREE.NearestFilter;
 
- 			occlusionMap.magFilter = THREE.NearestFilter;
 
- 			occlusionMap.wrapS = THREE.ClampToEdgeWrapping;
 
- 			occlusionMap.wrapT = THREE.ClampToEdgeWrapping; // material
 
- 			const geometry = Lensflare.Geometry;
 
- 			const material1a = new THREE.RawShaderMaterial( {
 
- 				uniforms: {
 
- 					'scale': {
 
- 						value: null
 
- 					},
 
- 					'screenPosition': {
 
- 						value: null
 
- 					}
 
- 				},
 
- 				vertexShader:
 
-       /* glsl */
 
-       `
 
- 				precision highp float;
 
- 				uniform vec3 screenPosition;
 
- 				uniform vec2 scale;
 
- 				attribute vec3 position;
 
- 				void main() {
 
- 					gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
 
- 				}`,
 
- 				fragmentShader:
 
-       /* glsl */
 
-       `
 
- 				precision highp float;
 
- 				void main() {
 
- 					gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
 
- 				}`,
 
- 				depthTest: true,
 
- 				depthWrite: false,
 
- 				transparent: false
 
- 			} );
 
- 			const material1b = new THREE.RawShaderMaterial( {
 
- 				uniforms: {
 
- 					'map': {
 
- 						value: tempMap
 
- 					},
 
- 					'scale': {
 
- 						value: null
 
- 					},
 
- 					'screenPosition': {
 
- 						value: null
 
- 					}
 
- 				},
 
- 				vertexShader:
 
-       /* glsl */
 
-       `
 
- 				precision highp float;
 
- 				uniform vec3 screenPosition;
 
- 				uniform vec2 scale;
 
- 				attribute vec3 position;
 
- 				attribute vec2 uv;
 
- 				varying vec2 vUV;
 
- 				void main() {
 
- 					vUV = uv;
 
- 					gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
 
- 				}`,
 
- 				fragmentShader:
 
-       /* glsl */
 
-       `
 
- 				precision highp float;
 
- 				uniform sampler2D map;
 
- 				varying vec2 vUV;
 
- 				void main() {
 
- 					gl_FragColor = texture2D( map, vUV );
 
- 				}`,
 
- 				depthTest: false,
 
- 				depthWrite: false,
 
- 				transparent: false
 
- 			} ); // the following object is used for occlusionMap generation
 
- 			const mesh1 = new THREE.Mesh( geometry, material1a ); //
 
- 			const elements = [];
 
- 			const shader = LensflareElement.Shader;
 
- 			const material2 = new THREE.RawShaderMaterial( {
 
- 				uniforms: {
 
- 					'map': {
 
- 						value: null
 
- 					},
 
- 					'occlusionMap': {
 
- 						value: occlusionMap
 
- 					},
 
- 					'color': {
 
- 						value: new THREE.Color( 0xffffff )
 
- 					},
 
- 					'scale': {
 
- 						value: new THREE.Vector2()
 
- 					},
 
- 					'screenPosition': {
 
- 						value: new THREE.Vector3()
 
- 					}
 
- 				},
 
- 				vertexShader: shader.vertexShader,
 
- 				fragmentShader: shader.fragmentShader,
 
- 				blending: THREE.AdditiveBlending,
 
- 				transparent: true,
 
- 				depthWrite: false
 
- 			} );
 
- 			const mesh2 = new THREE.Mesh( geometry, material2 );
 
- 			this.addElement = function ( element ) {
 
- 				elements.push( element );
 
- 			}; //
 
- 			const scale = new THREE.Vector2();
 
- 			const screenPositionPixels = new THREE.Vector2();
 
- 			const validArea = new THREE.Box2();
 
- 			const viewport = new THREE.Vector4();
 
- 			this.onBeforeRender = function ( renderer, scene, camera ) {
 
- 				renderer.getCurrentViewport( viewport );
 
- 				const invAspect = viewport.w / viewport.z;
 
- 				const halfViewportWidth = viewport.z / 2.0;
 
- 				const halfViewportHeight = viewport.w / 2.0;
 
- 				let size = 16 / viewport.w;
 
- 				scale.set( size * invAspect, size );
 
- 				validArea.min.set( viewport.x, viewport.y );
 
- 				validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) ); // calculate position in screen space
 
- 				positionView.setFromMatrixPosition( this.matrixWorld );
 
- 				positionView.applyMatrix4( camera.matrixWorldInverse );
 
- 				if ( positionView.z > 0 ) return; // lensflare is behind the camera
 
- 				positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix ); // horizontal and vertical coordinate of the lower left corner of the pixels to copy
 
- 				screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
 
- 				screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8; // screen cull
 
- 				if ( validArea.containsPoint( screenPositionPixels ) ) {
 
- 					// save current RGB to temp texture
 
- 					renderer.copyFramebufferToTexture( screenPositionPixels, tempMap ); // render pink quad
 
- 					let uniforms = material1a.uniforms;
 
- 					uniforms[ 'scale' ].value = scale;
 
- 					uniforms[ 'screenPosition' ].value = positionScreen;
 
- 					renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null ); // copy result to occlusionMap
 
- 					renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap ); // restore graphics
 
- 					uniforms = material1b.uniforms;
 
- 					uniforms[ 'scale' ].value = scale;
 
- 					uniforms[ 'screenPosition' ].value = positionScreen;
 
- 					renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null ); // render elements
 
- 					const vecX = - positionScreen.x * 2;
 
- 					const vecY = - positionScreen.y * 2;
 
- 					for ( let i = 0, l = elements.length; i < l; i ++ ) {
 
- 						const element = elements[ i ];
 
- 						const uniforms = material2.uniforms;
 
- 						uniforms[ 'color' ].value.copy( element.color );
 
- 						uniforms[ 'map' ].value = element.texture;
 
- 						uniforms[ 'screenPosition' ].value.x = positionScreen.x + vecX * element.distance;
 
- 						uniforms[ 'screenPosition' ].value.y = positionScreen.y + vecY * element.distance;
 
- 						size = element.size / viewport.w;
 
- 						const invAspect = viewport.w / viewport.z;
 
- 						uniforms[ 'scale' ].value.set( size * invAspect, size );
 
- 						material2.uniformsNeedUpdate = true;
 
- 						renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null );
 
- 					}
 
- 				}
 
- 			};
 
- 			this.dispose = function () {
 
- 				material1a.dispose();
 
- 				material1b.dispose();
 
- 				material2.dispose();
 
- 				tempMap.dispose();
 
- 				occlusionMap.dispose();
 
- 				for ( let i = 0, l = elements.length; i < l; i ++ ) {
 
- 					elements[ i ].texture.dispose();
 
- 				}
 
- 			};
 
- 		}
 
- 	}
 
- 	Lensflare.prototype.isLensflare = true; //
 
- 	class LensflareElement {
 
- 		constructor( texture, size = 1, distance = 0, color = new THREE.Color( 0xffffff ) ) {
 
- 			this.texture = texture;
 
- 			this.size = size;
 
- 			this.distance = distance;
 
- 			this.color = color;
 
- 		}
 
- 	}
 
- 	LensflareElement.Shader = {
 
- 		uniforms: {
 
- 			'map': {
 
- 				value: null
 
- 			},
 
- 			'occlusionMap': {
 
- 				value: null
 
- 			},
 
- 			'color': {
 
- 				value: null
 
- 			},
 
- 			'scale': {
 
- 				value: null
 
- 			},
 
- 			'screenPosition': {
 
- 				value: null
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		precision highp float;
 
- 		uniform vec3 screenPosition;
 
- 		uniform vec2 scale;
 
- 		uniform sampler2D occlusionMap;
 
- 		attribute vec3 position;
 
- 		attribute vec2 uv;
 
- 		varying vec2 vUV;
 
- 		varying float vVisibility;
 
- 		void main() {
 
- 			vUV = uv;
 
- 			vec2 pos = position.xy;
 
- 			vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
 
- 			visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
 
- 			visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
 
- 			visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
 
- 			visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
 
- 			visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
 
- 			visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
 
- 			visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
 
- 			visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
 
- 			vVisibility =        visibility.r / 9.0;
 
- 			vVisibility *= 1.0 - visibility.g / 9.0;
 
- 			vVisibility *=       visibility.b / 9.0;
 
- 			gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		precision highp float;
 
- 		uniform sampler2D map;
 
- 		uniform vec3 color;
 
- 		varying vec2 vUV;
 
- 		varying float vVisibility;
 
- 		void main() {
 
- 			vec4 texture = texture2D( map, vUV );
 
- 			texture.a *= vVisibility;
 
- 			gl_FragColor = texture;
 
- 			gl_FragColor.rgb *= color;
 
- 		}`
 
- 	};
 
- 	Lensflare.Geometry = function () {
 
- 		const geometry = new THREE.BufferGeometry();
 
- 		const float32Array = new Float32Array( [ - 1, - 1, 0, 0, 0, 1, - 1, 0, 1, 0, 1, 1, 0, 1, 1, - 1, 1, 0, 0, 1 ] );
 
- 		const interleavedBuffer = new THREE.InterleavedBuffer( float32Array, 5 );
 
- 		geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
 
- 		geometry.setAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
 
- 		geometry.setAttribute( 'uv', new THREE.InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
 
- 		return geometry;
 
- 	}();
 
- 	THREE.Lensflare = Lensflare;
 
- 	THREE.LensflareElement = LensflareElement;
 
- } )();
 
 
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