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Файл: Space race/libs/postprocessing/BloomPass.js
Строк: 171
<?php
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {

    
strength = ( strength !== undefined ) ? strength : 1;
    
kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
    
sigma = ( sigma !== undefined ) ? sigma : 4.0;
    
resolution = ( resolution !== undefined ) ? resolution : 256;

    
// render targets

    
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };

    
this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
    
this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );

    
// screen material

    
var screenShader = THREE.ShaderExtras[ "screen" ];

    
this.screenUniforms = THREE.UniformsUtils.clone( screenShader.uniforms );

    
this.screenUniforms[ "opacity" ].value = strength;

    
this.materialScreen = new THREE.ShaderMaterial( {

        
uniforms: this.screenUniforms,
        
vertexShader: screenShader.vertexShader,
        
fragmentShader: screenShader.fragmentShader,
        
blending: THREE.AdditiveBlending,
        
transparent: true

    
} );

    
// convolution material

    
var convolutionShader = THREE.ShaderExtras[ "convolution" ];

    
this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );

    
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
    
this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderExtras.buildKernel( sigma );

    
this.materialConvolution = new THREE.ShaderMaterial( {

        
uniforms: this.convolutionUniforms,
        
vertexShader:   "#define KERNEL_SIZE " + kernelSize + ".0n" + convolutionShader.vertexShader,
        
fragmentShader: "#define KERNEL_SIZE " + kernelSize + "n"   + convolutionShader.fragmentShader

    
} );

    
this.enabled = true;
    
this.needsSwap = false;
    
this.clear = false;

};

THREE.BloomPass.prototype = {

    
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {

        if ( 
maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );

        
// Render quad with blured scene into texture (convolution pass 1)

        
THREE.EffectComposer.quad.material = this.materialConvolution;

        
this.convolutionUniforms[ "tDiffuse" ].texture = readBuffer;
        
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;

        
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetX, true );


        
// Render quad with blured scene into texture (convolution pass 2)

        
this.convolutionUniforms[ "tDiffuse" ].texture = this.renderTargetX;
        
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;

        
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetY, true );

        
// Render original scene with superimposed blur to texture

        
THREE.EffectComposer.quad.material = this.materialScreen;

        
this.screenUniforms[ "tDiffuse" ].texture = this.renderTargetY;

        if ( 
maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );

        
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer, this.clear );

    }

};

THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
?>
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