Initial commit

This commit is contained in:
Rezmason
2018-08-22 00:59:33 -04:00
commit 8c60365279
21 changed files with 49216 additions and 0 deletions

81
js/ColorMapPass.js Normal file
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/**
* @author rezmason
*/
const easeInOutQuad = input => {
input = Math.max(0, Math.min(1, input));
if (input < 0.5) {
return 2 * input * input;
}
input -= 1;
return 1 - 2 * input * input;
}
THREE.ColorMapPass = function (entries) {
const colors = Array(256).fill().map(_ => new THREE.Vector3());
const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
color: entry.color,
at255: Math.floor(Math.max(Math.min(1, entry.at), 0) * (colors.length - 1))
}));
sortedEntries.unshift({color:sortedEntries[0].color, at255:0});
sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, at255:255});
sortedEntries.forEach((entry, index) => {
colors[entry.at255].copy(entry.color);
if (index + 1 < sortedEntries.length) {
const nextEntry = sortedEntries[index + 1];
const diff = nextEntry.at255 - entry.at255;
for (let i = 0; i < diff; i++) {
colors[entry.at255 + i].lerpVectors(entry.color, nextEntry.color, i / diff);
}
}
});
const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
this.dataTexture = new THREE.DataTexture(
values,
values.length / 3,
1,
THREE.RGBFormat,
THREE.UnsignedByteType,
THREE.UVMapping);
this.dataTexture.magFilter = THREE.LinearFilter;
this.dataTexture.needsUpdate = true;
this.shader = {
uniforms: {
tDiffuse: { value: null },
tColorData: { value: this.dataTexture }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform sampler2D tColorData;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(
texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r, 0.0 ) ).rgb,
1.0
);
}
`
};
THREE.ShaderPass.call(this, this.shader);
};
THREE.ColorMapPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.ColorMapPass,
render: function() {
this.uniforms[ "tColorData" ].value = this.dataTexture;
THREE.ShaderPass.prototype.render.call(this, ...arguments);
}
});

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js/CopyShader.js Executable file
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/**
* @author alteredq / http://alteredqualia.com/
*
* Full-screen textured quad shader
*/
THREE.CopyShader = {
uniforms: {
"tDiffuse": { value: null },
"opacity": { value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = opacity * texel;",
"}"
].join( "\n" )
};

189
js/EffectComposer.js Executable file
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.EffectComposer = function ( renderer, renderTarget ) {
this.renderer = renderer;
if ( renderTarget === undefined ) {
var parameters = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
stencilBuffer: false
};
var size = renderer.getDrawingBufferSize();
renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters );
renderTarget.texture.name = 'EffectComposer.rt1';
}
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.renderTarget2.texture.name = 'EffectComposer.rt2';
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.passes = [];
// dependencies
if ( THREE.CopyShader === undefined ) {
console.error( 'THREE.EffectComposer relies on THREE.CopyShader' );
}
if ( THREE.ShaderPass === undefined ) {
console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' );
}
this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
};
Object.assign( THREE.EffectComposer.prototype, {
swapBuffers: function () {
var tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;
},
addPass: function ( pass ) {
this.passes.push( pass );
var size = this.renderer.getDrawingBufferSize();
pass.setSize( size.width, size.height );
},
insertPass: function ( pass, index ) {
this.passes.splice( index, 0, pass );
},
render: function ( delta ) {
var maskActive = false;
var pass, i, il = this.passes.length;
for ( i = 0; i < il; i ++ ) {
pass = this.passes[ i ];
if ( pass.enabled === false ) continue;
pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
if ( pass.needsSwap ) {
if ( maskActive ) {
var context = this.renderer.context;
context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
context.stencilFunc( context.EQUAL, 1, 0xffffffff );
}
this.swapBuffers();
}
if ( THREE.MaskPass !== undefined ) {
if ( pass instanceof THREE.MaskPass ) {
maskActive = true;
} else if ( pass instanceof THREE.ClearMaskPass ) {
maskActive = false;
}
}
}
},
reset: function ( renderTarget ) {
if ( renderTarget === undefined ) {
var size = this.renderer.getDrawingBufferSize();
renderTarget = this.renderTarget1.clone();
renderTarget.setSize( size.width, size.height );
}
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
},
setSize: function ( width, height ) {
this.renderTarget1.setSize( width, height );
this.renderTarget2.setSize( width, height );
for ( var i = 0; i < this.passes.length; i ++ ) {
this.passes[ i ].setSize( width, height );
}
}
} );
THREE.Pass = function () {
// if set to true, the pass is processed by the composer
this.enabled = true;
// if set to true, the pass indicates to swap read and write buffer after rendering
this.needsSwap = true;
// if set to true, the pass clears its buffer before rendering
this.clear = false;
// if set to true, the result of the pass is rendered to screen
this.renderToScreen = false;
};
Object.assign( THREE.Pass.prototype, {
setSize: function ( width, height ) {},
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
}
} );

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js/FilmGrainPass.js Normal file
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/**
* @author rezmason
*/
THREE.FilmGrainPass = function (blurMagnitude, ditherMagnitude) {
this.shader = {
uniforms: {
tDiffuse: { value: null },
blurMagnitude: { value: blurMagnitude },
ditherMagnitude: { value: ditherMagnitude }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
`,
fragmentShader: `
#define PI 3.14159265359
uniform sampler2D tDiffuse;
uniform float blurMagnitude;
uniform float ditherMagnitude;
varying vec2 vUv;
highp float rand( const in vec2 uv ) {
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
return fract(sin(sn) * c);
}
vec3 dithering( vec3 color1, vec3 color2 ) {
float difference = pow(length(color1 - color2), 0.1);
return color1 + vec3( -1, 0.5, 0.5 ) * ditherMagnitude * difference * mix( -1.0, 1.0, rand( gl_FragCoord.xy ) );
}
void main() {
vec4 sample = texture2D( tDiffuse, vUv );
vec4 blurSum = vec4( 0.0 );
blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, -blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, -blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, blurMagnitude) ) * 0.25;
gl_FragColor = vec4(dithering(blurSum.rgb, sample.rgb), 1.0);
}
`
};
THREE.ShaderPass.call(this, this.shader);
};
THREE.FilmGrainPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.FilmGrainPass,
render: THREE.ShaderPass.prototype.render
});

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/**
* @author rezmason
*/
THREE.HorizontalColorationPass = function (colors) {
const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
this.dataTexture = new THREE.DataTexture(
values,
values.length / 3,
1,
THREE.RGBFormat,
THREE.UnsignedByteType,
THREE.UVMapping);
this.dataTexture.magFilter = THREE.LinearFilter;
this.dataTexture.needsUpdate = true;
this.shader = {
uniforms: {
tDiffuse: { value: null },
tColorData: { value: this.dataTexture },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform sampler2D tColorData;
varying vec2 vUv;
void main() {
float value = texture2D(tDiffuse, vUv).r;
vec3 value2 = texture2D(tColorData, vUv).rgb;
gl_FragColor = vec4(value2 * value, 1.0);
}
`
};
THREE.ShaderPass.call(this, this.shader);
};
THREE.HorizontalColorationPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.HorizontalColorationPass,
render: function() {
this.uniforms[ "tColorData" ].value = this.dataTexture;
THREE.ShaderPass.prototype.render.call(this, ...arguments);
}
});

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/**
* @author bhouston / http://clara.io/
*
* Luminosity
* http://en.wikipedia.org/wiki/Luminosity
*/
THREE.LuminosityHighPassShader = {
shaderID: "luminosityHighPass",
uniforms: {
"tDiffuse": { type: "t", value: null },
"luminosityThreshold": { type: "f", value: 1.0 },
"smoothWidth": { type: "f", value: 1.0 },
"defaultColor": { type: "c", value: new THREE.Color( 0x000000 ) },
"defaultOpacity": { type: "f", value: 0.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform vec3 defaultColor;",
"uniform float defaultOpacity;",
"uniform float luminosityThreshold;",
"uniform float smoothWidth;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
"float v = dot( texel.xyz, luma );",
"vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
"float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
"gl_FragColor = mix( outputColor, texel, alpha );",
"}"
].join("\n")
};

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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
THREE.Pass.call( this );
this.scene = scene;
this.camera = camera;
this.overrideMaterial = overrideMaterial;
this.clearColor = clearColor;
this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
this.clear = true;
this.clearDepth = false;
this.needsSwap = false;
};
THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.RenderPass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
this.scene.overrideMaterial = this.overrideMaterial;
var oldClearColor, oldClearAlpha;
if ( this.clearColor ) {
oldClearColor = renderer.getClearColor().getHex();
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearColor( this.clearColor, this.clearAlpha );
}
if ( this.clearDepth ) {
renderer.clearDepth();
}
renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
if ( this.clearColor ) {
renderer.setClearColor( oldClearColor, oldClearAlpha );
}
this.scene.overrideMaterial = null;
renderer.autoClear = oldAutoClear;
}
} );

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js/ShaderPass.js Executable file
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.ShaderPass = function ( shader, textureID ) {
THREE.Pass.call( this );
this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
if ( shader instanceof THREE.ShaderMaterial ) {
this.uniforms = shader.uniforms;
this.material = shader;
} else if ( shader ) {
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.material = new THREE.ShaderMaterial( {
defines: Object.assign( {}, shader.defines ),
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
}
this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
this.scene = new THREE.Scene();
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
this.quad.frustumCulled = false; // Avoid getting clipped
this.scene.add( this.quad );
};
THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.ShaderPass,
render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].value = readBuffer.texture;
}
this.quad.material = this.material;
if ( this.renderToScreen ) {
renderer.render( this.scene, this.camera );
} else {
renderer.render( this.scene, this.camera, writeBuffer, this.clear );
}
}
} );

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js/UnrealBloomPass.js Normal file
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/**
* @author spidersharma / http://eduperiment.com/
*
* Inspired from Unreal Engine
* https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
THREE.Pass.call( this );
this.strength = ( strength !== undefined ) ? strength : 1;
this.radius = radius;
this.threshold = threshold;
this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
// create color only once here, reuse it later inside the render function
this.clearColor = new THREE.Color( 0, 0, 0 );
// render targets
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
this.renderTargetsHorizontal = [];
this.renderTargetsVertical = [];
this.nMips = 5;
var resx = Math.round( this.resolution.x / 2 );
var resy = Math.round( this.resolution.y / 2 );
this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
this.renderTargetBright.texture.generateMipmaps = false;
for ( var i = 0; i < this.nMips; i ++ ) {
var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
renderTarget.texture.name = "UnrealBloomPass.h" + i;
renderTarget.texture.generateMipmaps = false;
this.renderTargetsHorizontal.push( renderTarget );
var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
renderTarget.texture.name = "UnrealBloomPass.v" + i;
renderTarget.texture.generateMipmaps = false;
this.renderTargetsVertical.push( renderTarget );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
// luminosity high pass material
if ( THREE.LuminosityHighPassShader === undefined )
console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" );
var highPassShader = THREE.LuminosityHighPassShader;
this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
this.highPassUniforms[ "luminosityThreshold" ].value = threshold;
this.highPassUniforms[ "smoothWidth" ].value = 0.01;
this.materialHighPassFilter = new THREE.ShaderMaterial( {
uniforms: this.highPassUniforms,
vertexShader: highPassShader.vertexShader,
fragmentShader: highPassShader.fragmentShader,
defines: {}
} );
// Gaussian Blur Materials
this.separableBlurMaterials = [];
var kernelSizeArray = [ 3, 5, 7, 9, 11 ];
var resx = Math.round( this.resolution.x / 2 );
var resy = Math.round( this.resolution.y / 2 );
for ( var i = 0; i < this.nMips; i ++ ) {
this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
// Composite material
this.compositeMaterial = this.getCompositeMaterial( this.nMips );
this.compositeMaterial.uniforms[ "blurTexture1" ].value = this.renderTargetsVertical[ 0 ].texture;
this.compositeMaterial.uniforms[ "blurTexture2" ].value = this.renderTargetsVertical[ 1 ].texture;
this.compositeMaterial.uniforms[ "blurTexture3" ].value = this.renderTargetsVertical[ 2 ].texture;
this.compositeMaterial.uniforms[ "blurTexture4" ].value = this.renderTargetsVertical[ 3 ].texture;
this.compositeMaterial.uniforms[ "blurTexture5" ].value = this.renderTargetsVertical[ 4 ].texture;
this.compositeMaterial.uniforms[ "bloomStrength" ].value = strength;
this.compositeMaterial.uniforms[ "bloomRadius" ].value = 0.1;
this.compositeMaterial.needsUpdate = true;
var bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
this.compositeMaterial.uniforms[ "bloomFactors" ].value = bloomFactors;
this.bloomTintColors = [ new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ),
new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ) ];
this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
// copy material
if ( THREE.CopyShader === undefined ) {
console.error( "THREE.BloomPass relies on THREE.CopyShader" );
}
var copyShader = THREE.CopyShader;
this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
this.copyUniforms[ "opacity" ].value = 1.0;
this.materialCopy = new THREE.ShaderMaterial( {
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
} );
this.enabled = true;
this.needsSwap = false;
this.oldClearColor = new THREE.Color();
this.oldClearAlpha = 1;
this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
this.scene = new THREE.Scene();
this.basic = new THREE.MeshBasicMaterial();
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
this.quad.frustumCulled = false; // Avoid getting clipped
this.scene.add( this.quad );
};
THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.UnrealBloomPass,
dispose: function () {
for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
this.renderTargetsHorizontal[ i ].dispose();
}
for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) {
this.renderTargetsVertical[ i ].dispose();
}
this.renderTargetBright.dispose();
},
setSize: function ( width, height ) {
var resx = Math.round( width / 2 );
var resy = Math.round( height / 2 );
this.renderTargetBright.setSize( resx, resy );
for ( var i = 0; i < this.nMips; i ++ ) {
this.renderTargetsHorizontal[ i ].setSize( resx, resy );
this.renderTargetsVertical[ i ].setSize( resx, resy );
this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
},
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
this.oldClearColor.copy( renderer.getClearColor() );
this.oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor( this.clearColor, 0 );
if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
// Render input to screen
if ( this.renderToScreen ) {
this.quad.material = this.basic;
this.basic.map = readBuffer.texture;
renderer.render( this.scene, this.camera, undefined, true );
}
// 1. Extract Bright Areas
this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture;
this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold;
this.quad.material = this.materialHighPassFilter;
renderer.render( this.scene, this.camera, this.renderTargetBright, true );
// 2. Blur All the mips progressively
var inputRenderTarget = this.renderTargetBright;
for ( var i = 0; i < this.nMips; i ++ ) {
this.quad.material = this.separableBlurMaterials[ i ];
this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[ i ], true );
this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture;
this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
renderer.render( this.scene, this.camera, this.renderTargetsVertical[ i ], true );
inputRenderTarget = this.renderTargetsVertical[ i ];
}
// Composite All the mips
this.quad.material = this.compositeMaterial;
this.compositeMaterial.uniforms[ "bloomStrength" ].value = this.strength;
this.compositeMaterial.uniforms[ "bloomRadius" ].value = this.radius;
this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[ 0 ], true );
// Blend it additively over the input texture
this.quad.material = this.materialCopy;
this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture;
if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
if ( this.renderToScreen ) {
renderer.render( this.scene, this.camera, undefined, false );
} else {
renderer.render( this.scene, this.camera, readBuffer, false );
}
// Restore renderer settings
renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
renderer.autoClear = oldAutoClear;
},
getSeperableBlurMaterial: function ( kernelRadius ) {
return new THREE.ShaderMaterial( {
defines: {
"KERNEL_RADIUS": kernelRadius,
"SIGMA": kernelRadius
},
uniforms: {
"colorTexture": { value: null },
"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
"direction": { value: new THREE.Vector2( 0.5, 0.5 ) }
},
vertexShader:
"varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader:
"#include <common>\
varying vec2 vUv;\n\
uniform sampler2D colorTexture;\n\
uniform vec2 texSize;\
uniform vec2 direction;\
\
float gaussianPdf(in float x, in float sigma) {\
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
}\
void main() {\n\
vec2 invSize = 1.0 / texSize;\
float fSigma = float(SIGMA);\
float weightSum = gaussianPdf(0.0, fSigma);\
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
float x = float(i);\
float w = gaussianPdf(x, fSigma);\
vec2 uvOffset = direction * invSize * x;\
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
diffuseSum += (sample1 + sample2) * w;\
weightSum += 2.0 * w;\
}\
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\
}"
} );
},
getCompositeMaterial: function ( nMips ) {
return new THREE.ShaderMaterial( {
defines: {
"NUM_MIPS": nMips
},
uniforms: {
"blurTexture1": { value: null },
"blurTexture2": { value: null },
"blurTexture3": { value: null },
"blurTexture4": { value: null },
"blurTexture5": { value: null },
"dirtTexture": { value: null },
"bloomStrength": { value: 1.0 },
"bloomFactors": { value: null },
"bloomTintColors": { value: null },
"bloomRadius": { value: 0.0 }
},
vertexShader:
"varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader:
"varying vec2 vUv;\
uniform sampler2D blurTexture1;\
uniform sampler2D blurTexture2;\
uniform sampler2D blurTexture3;\
uniform sampler2D blurTexture4;\
uniform sampler2D blurTexture5;\
uniform sampler2D dirtTexture;\
uniform float bloomStrength;\
uniform float bloomRadius;\
uniform float bloomFactors[NUM_MIPS];\
uniform vec3 bloomTintColors[NUM_MIPS];\
\
float lerpBloomFactor(const in float factor) { \
float mirrorFactor = 1.2 - factor;\
return mix(factor, mirrorFactor, bloomRadius);\
}\
\
void main() {\
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\
}"
} );
}
} );
THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );