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@@ -3083,31 +3230,31 @@
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@@ -3849,31 +3996,31 @@
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@@ -3882,31 +4029,31 @@
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@@ -3978,16 +4125,16 @@
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@@ -4013,16 +4160,16 @@
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@@ -4056,16 +4203,16 @@
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@@ -4078,16 +4225,16 @@
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@@ -4108,32 +4255,32 @@
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@@ -4143,31 +4290,31 @@
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@@ -7494,16 +7641,16 @@
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@@ -7512,31 +7659,31 @@
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@@ -7546,16 +7693,16 @@
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@@ -7564,16 +7711,16 @@
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@@ -7638,16 +7785,16 @@
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@@ -7656,78 +7803,78 @@
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},
"end": {
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}
}
@@ -9009,31 +9156,31 @@
"type": "Identifier",
"name": "blurPass",
"range": [
- 5473,
- 5481
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+ 5570
],
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},
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}
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},
"end": {
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"column": 24
}
}
@@ -9042,31 +9189,31 @@
"type": "Identifier",
"name": "renderTargetX",
"range": [
- 5482,
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],
"loc": {
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},
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}
}
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},
"end": {
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"column": 38
}
}
@@ -9075,61 +9222,61 @@
"type": "Identifier",
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"range": [
- 5496,
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+ 5591
],
"loc": {
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"column": 39
},
"end": {
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}
}
},
"range": [
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],
"loc": {
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},
"end": {
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}
}
},
"range": [
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"loc": {
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},
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}
}
},
"range": [
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],
"loc": {
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},
"end": {
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}
}
@@ -9147,16 +9294,16 @@
"object": {
"type": "ThisExpression",
"range": [
- 5509,
- 5513
+ 5598,
+ 5602
],
"loc": {
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"column": 2
},
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"column": 6
}
}
@@ -9165,31 +9312,31 @@
"type": "Identifier",
"name": "renderTargetX",
"range": [
- 5514,
- 5527
+ 5603,
+ 5616
],
"loc": {
"start": {
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},
"end": {
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}
}
},
"range": [
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],
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},
"end": {
- "line": 252,
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"column": 20
}
}
@@ -9198,31 +9345,31 @@
"type": "Identifier",
"name": "setSize",
"range": [
- 5528,
- 5535
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+ 5624
],
"loc": {
"start": {
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"column": 21
},
"end": {
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}
}
},
"range": [
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],
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},
"end": {
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"column": 28
}
}
@@ -9232,16 +9379,16 @@
"type": "Identifier",
"name": "width",
"range": [
- 5536,
- 5541
+ 5625,
+ 5630
],
"loc": {
"start": {
- "line": 252,
+ "line": 258,
"column": 29
},
"end": {
- "line": 252,
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}
}
@@ -9250,47 +9397,47 @@
"type": "Identifier",
"name": "height",
"range": [
- 5543,
- 5549
+ 5632,
+ 5638
],
"loc": {
"start": {
- "line": 252,
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"column": 36
},
"end": {
- "line": 252,
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"column": 42
}
}
}
],
"range": [
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],
"loc": {
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},
"end": {
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}
}
},
"range": [
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],
"loc": {
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"column": 2
},
"end": {
- "line": 252,
+ "line": 258,
"column": 44
}
}
@@ -9308,16 +9455,16 @@
"object": {
"type": "ThisExpression",
"range": [
- 5555,
- 5559
+ 5644,
+ 5648
],
"loc": {
"start": {
- "line": 253,
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"column": 2
},
"end": {
- "line": 253,
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"column": 6
}
}
@@ -9326,31 +9473,31 @@
"type": "Identifier",
"name": "renderTargetY",
"range": [
- 5560,
- 5573
+ 5649,
+ 5662
],
"loc": {
"start": {
- "line": 253,
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"column": 7
},
"end": {
- "line": 253,
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}
}
},
"range": [
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],
"loc": {
"start": {
- "line": 253,
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},
"end": {
- "line": 253,
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"column": 20
}
}
@@ -9359,31 +9506,31 @@
"type": "Identifier",
"name": "setSize",
"range": [
- 5574,
- 5581
+ 5663,
+ 5670
],
"loc": {
"start": {
- "line": 253,
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"column": 21
},
"end": {
- "line": 253,
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}
}
},
"range": [
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],
"loc": {
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},
"end": {
- "line": 253,
+ "line": 259,
"column": 28
}
}
@@ -9393,16 +9540,16 @@
"type": "Identifier",
"name": "width",
"range": [
- 5582,
- 5587
+ 5671,
+ 5676
],
"loc": {
"start": {
- "line": 253,
+ "line": 259,
"column": 29
},
"end": {
- "line": 253,
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"column": 34
}
}
@@ -9411,63 +9558,63 @@
"type": "Identifier",
"name": "height",
"range": [
- 5589,
- 5595
+ 5678,
+ 5684
],
"loc": {
"start": {
- "line": 253,
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"column": 36
},
"end": {
- "line": 253,
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"column": 42
}
}
}
],
"range": [
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],
"loc": {
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"column": 2
},
"end": {
- "line": 253,
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"column": 43
}
}
},
"range": [
- 5555,
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+ 5686
],
"loc": {
"start": {
- "line": 253,
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},
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- "line": 253,
+ "line": 259,
"column": 44
}
}
}
],
"range": [
- 5363,
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],
"loc": {
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- "line": 245,
+ "line": 251,
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},
"end": {
- "line": 255,
+ "line": 261,
"column": 2
}
}
@@ -9475,16 +9622,16 @@
"generator": false,
"expression": false,
"range": [
- 5347,
- 5603
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+ 5692
],
"loc": {
"start": {
- "line": 245,
+ "line": 251,
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},
"end": {
- "line": 255,
+ "line": 261,
"column": 2
}
}
@@ -9492,16 +9639,16 @@
"kind": "method",
"computed": false,
"range": [
- 5340,
- 5603
+ 5429,
+ 5692
],
"loc": {
"start": {
- "line": 245,
+ "line": 251,
"column": 1
},
"end": {
- "line": 255,
+ "line": 261,
"column": 2
}
},
@@ -9510,16 +9657,16 @@
"type": "Block",
"value": "*\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t ",
"range": [
- 5190,
- 5335
+ 5279,
+ 5424
],
"loc": {
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+ "line": 244,
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},
"end": {
- "line": 243,
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}
}
@@ -9530,7 +9677,7 @@
],
"range": [
359,
- 5608
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],
"loc": {
"start": {
@@ -9538,14 +9685,14 @@
"column": 36
},
"end": {
- "line": 257,
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}
}
},
"range": [
330,
- 5608
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],
"loc": {
"start": {
@@ -9553,7 +9700,7 @@
"column": 7
},
"end": {
- "line": 257,
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"column": 1
}
},
@@ -9583,7 +9730,7 @@
"source": null,
"range": [
323,
- 5608
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],
"loc": {
"start": {
@@ -9591,7 +9738,7 @@
"column": 0
},
"end": {
- "line": 257,
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}
},
@@ -9620,7 +9767,7 @@
"sourceType": "module",
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0,
- 5608
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],
"loc": {
"start": {
@@ -9628,7 +9775,7 @@
"column": 0
},
"end": {
- "line": 257,
+ "line": 263,
"column": 1
}
},
@@ -9689,10 +9836,10 @@
},
{
"type": "Block",
- "value": "*\r\n\t\t * A blur pass.\r\n\t\t *\r\n\t\t * @type {BlurPass}\r\n\t\t * @private\r\n\t\t ",
+ "value": "*\r\n\t\t * This pass renders to the write buffer.\r\n\t\t ",
"range": [
1174,
- 1247
+ 1229
],
"loc": {
"start": {
@@ -9700,7 +9847,25 @@
"column": 2
},
"end": {
- "line": 41,
+ "line": 38,
+ "column": 5
+ }
+ }
+ },
+ {
+ "type": "Block",
+ "value": "*\r\n\t\t * A blur pass.\r\n\t\t *\r\n\t\t * @type {BlurPass}\r\n\t\t * @private\r\n\t\t ",
+ "range": [
+ 1263,
+ 1336
+ ],
+ "loc": {
+ "start": {
+ "line": 42,
+ "column": 2
+ },
+ "end": {
+ "line": 47,
"column": 5
}
}
@@ -9709,16 +9874,16 @@
"type": "Block",
"value": "*\r\n\t\t * A render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 1297,
- 1383
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+ 1472
],
"loc": {
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- "line": 45,
+ "line": 51,
"column": 2
},
"end": {
- "line": 50,
+ "line": 56,
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}
}
@@ -9727,16 +9892,16 @@
"type": "Block",
"value": "*\r\n\t\t * A second render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 1508,
- 1601
+ 1597,
+ 1690
],
"loc": {
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- "line": 56,
+ "line": 62,
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},
"end": {
- "line": 61,
+ "line": 67,
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}
}
@@ -9745,16 +9910,16 @@
"type": "Block",
"value": "*\r\n\t\t * A combine shader material.\r\n\t\t *\r\n\t\t * @type {CombineMaterial}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 1726,
- 1820
+ 1815,
+ 1909
],
"loc": {
"start": {
- "line": 67,
+ "line": 73,
"column": 2
},
"end": {
- "line": 72,
+ "line": 78,
"column": 5
}
}
@@ -9763,16 +9928,16 @@
"type": "Block",
"value": "*\r\n\t\t * A luminosity shader material.\r\n\t\t *\r\n\t\t * @type {LuminosityMaterial}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 1980,
- 2080
+ 2069,
+ 2169
],
"loc": {
"start": {
- "line": 78,
+ "line": 84,
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},
"end": {
- "line": 83,
+ "line": 89,
"column": 5
}
}
@@ -9781,16 +9946,16 @@
"type": "Block",
"value": "*\r\n\t * The resolution scale.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 0.5\r\n\t ",
"range": [
- 2197,
- 2276
+ 2286,
+ 2365
],
"loc": {
"start": {
- "line": 91,
+ "line": 97,
"column": 1
},
"end": {
- "line": 96,
+ "line": 102,
"column": 4
}
}
@@ -9799,16 +9964,16 @@
"type": "Block",
"value": "*\r\n\t * You need to call {@link EffectComposer#setSize} after changing this value.\r\n\t *\r\n\t * @type {Number}\r\n\t ",
"range": [
- 2349,
- 2463
+ 2438,
+ 2552
],
"loc": {
"start": {
- "line": 100,
+ "line": 106,
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},
"end": {
- "line": 104,
+ "line": 110,
"column": 4
}
}
@@ -9817,16 +9982,16 @@
"type": "Block",
"value": "*\r\n\t * The blur kernel size.\r\n\t *\r\n\t * @type {KernelSize}\r\n\t * @default KernelSize.LARGE\r\n\t ",
"range": [
- 2543,
- 2639
+ 2632,
+ 2728
],
"loc": {
"start": {
- "line": 112,
+ "line": 118,
"column": 1
},
"end": {
- "line": 117,
+ "line": 123,
"column": 4
}
}
@@ -9835,16 +10000,16 @@
"type": "Block",
"value": "*\r\n\t * @type {KernelSize}\r\n\t ",
"range": [
- 2702,
- 2735
+ 2791,
+ 2824
],
"loc": {
"start": {
- "line": 121,
+ "line": 127,
"column": 1
},
"end": {
- "line": 123,
+ "line": 129,
"column": 4
}
}
@@ -9853,16 +10018,16 @@
"type": "Block",
"value": "*\r\n\t * The overall intensity of the effect.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t ",
"range": [
- 2805,
- 2899
+ 2894,
+ 2988
],
"loc": {
"start": {
- "line": 131,
+ "line": 137,
"column": 1
},
"end": {
- "line": 136,
+ "line": 142,
"column": 4
}
}
@@ -9871,16 +10036,16 @@
"type": "Block",
"value": "*\r\n\t * @type {Number}\r\n\t ",
"range": [
- 2981,
- 3010
+ 3070,
+ 3099
],
"loc": {
"start": {
- "line": 140,
+ "line": 146,
"column": 1
},
"end": {
- "line": 142,
+ "line": 148,
"column": 4
}
}
@@ -9889,16 +10054,16 @@
"type": "Block",
"value": "*\r\n\t * The luminance distinction factor.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t ",
"range": [
- 3140,
- 3231
+ 3229,
+ 3320
],
"loc": {
"start": {
- "line": 154,
+ "line": 160,
"column": 1
},
"end": {
- "line": 159,
+ "line": 165,
"column": 4
}
}
@@ -9907,16 +10072,16 @@
"type": "Block",
"value": "*\r\n\t * @type {Number}\r\n\t ",
"range": [
- 3321,
- 3350
+ 3410,
+ 3439
],
"loc": {
"start": {
- "line": 163,
+ "line": 169,
"column": 1
},
"end": {
- "line": 165,
+ "line": 171,
"column": 4
}
}
@@ -9925,16 +10090,16 @@
"type": "Block",
"value": "*\r\n\t * Renders the effect.\r\n\t *\r\n\t * Extracts a luminance map from the read buffer, blurs it and combines it\r\n\t * with the read buffer.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t ",
"range": [
- 3488,
- 3815
+ 3577,
+ 3904
],
"loc": {
"start": {
- "line": 177,
+ "line": 183,
"column": 1
},
"end": {
- "line": 186,
+ "line": 192,
"column": 4
}
}
@@ -9943,16 +10108,16 @@
"type": "Line",
"value": " Luminance filter.",
"range": [
- 4191,
- 4211
+ 4280,
+ 4300
],
"loc": {
"start": {
- "line": 201,
+ "line": 207,
"column": 2
},
"end": {
- "line": 201,
+ "line": 207,
"column": 22
}
}
@@ -9961,16 +10126,16 @@
"type": "Line",
"value": " Convolution phase.",
"range": [
- 4374,
- 4395
+ 4463,
+ 4484
],
"loc": {
"start": {
- "line": 206,
+ "line": 212,
"column": 2
},
"end": {
- "line": 206,
+ "line": 212,
"column": 23
}
}
@@ -9979,16 +10144,16 @@
"type": "Line",
"value": " Render the original scene with superimposed blur.",
"range": [
- 4461,
- 4513
+ 4550,
+ 4602
],
"loc": {
"start": {
- "line": 209,
+ "line": 215,
"column": 2
},
"end": {
- "line": 209,
+ "line": 215,
"column": 54
}
}
@@ -9997,16 +10162,16 @@
"type": "Block",
"value": "*\r\n\t * Adjusts the format of the render targets.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t ",
"range": [
- 4772,
- 4968
+ 4861,
+ 5057
],
"loc": {
"start": {
- "line": 218,
+ "line": 224,
"column": 1
},
"end": {
- "line": 223,
+ "line": 229,
"column": 4
}
}
@@ -10015,16 +10180,16 @@
"type": "Block",
"value": "*\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t ",
"range": [
- 5190,
- 5335
+ 5279,
+ 5424
],
"loc": {
"start": {
- "line": 238,
+ "line": 244,
"column": 1
},
"end": {
- "line": 243,
+ "line": 249,
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}
}
diff --git a/docs/ast/source/passes/glitch.js.json b/docs/ast/source/passes/glitch.js.json
index 29248b9e6..287759caa 100644
--- a/docs/ast/source/passes/glitch.js.json
+++ b/docs/ast/source/passes/glitch.js.json
@@ -4040,10 +4040,10 @@
"trailingComments": [
{
"type": "Block",
- "value": "*\r\n\t * Destroys the current perturbation map and creates a new one.\r\n\t *\r\n\t * @param {Number} [size=64] - The texture size.\r\n\t * @return {DataTexture} The perturbation texture.\r\n\t ",
+ "value": "*\r\n\t * Destroys the current perturbation map and replaces it with a new one.\r\n\t *\r\n\t * @param {Number} [size=64] - The texture size.\r\n\t * @return {DataTexture} The perturbation texture.\r\n\t ",
"range": [
2739,
- 2923
+ 2932
],
"loc": {
"start": {
@@ -4065,8 +4065,8 @@
"type": "Identifier",
"name": "generatePerturbMap",
"range": [
- 2928,
- 2946
+ 2937,
+ 2955
],
"loc": {
"start": {
@@ -4089,8 +4089,8 @@
"type": "Identifier",
"name": "size",
"range": [
- 2947,
- 2951
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index 8f161e141..017fbeda3 100644
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@@ -4616,16 +4763,16 @@
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@@ -4782,16 +4929,16 @@
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@@ -4860,46 +5007,46 @@
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@@ -4908,16 +5055,16 @@
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@@ -4928,16 +5075,16 @@
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@@ -5008,62 +5155,62 @@
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@@ -5072,16 +5219,16 @@
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@@ -5092,16 +5239,16 @@
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@@ -5236,16 +5383,16 @@
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@@ -8293,16 +8440,16 @@
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@@ -8313,16 +8460,16 @@
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@@ -8592,16 +8739,16 @@
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@@ -8761,16 +8908,16 @@
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@@ -8796,16 +8943,16 @@
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@@ -8816,16 +8963,16 @@
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@@ -8861,16 +9008,16 @@
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@@ -8893,16 +9040,16 @@
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@@ -8911,31 +9058,31 @@
"type": "Identifier",
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@@ -8944,31 +9091,31 @@
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"column": 6
}
}
@@ -18581,31 +18728,31 @@
"type": "Identifier",
"name": "renderTargetX",
"range": [
- 10298,
- 10311
+ 10387,
+ 10400
],
"loc": {
"start": {
- "line": 427,
+ "line": 433,
"column": 7
},
"end": {
- "line": 427,
+ "line": 433,
"column": 20
}
}
},
"range": [
- 10293,
- 10311
+ 10382,
+ 10400
],
"loc": {
"start": {
- "line": 427,
+ "line": 433,
"column": 2
},
"end": {
- "line": 427,
+ "line": 433,
"column": 20
}
}
@@ -18614,31 +18761,31 @@
"type": "Identifier",
"name": "setSize",
"range": [
- 10312,
- 10319
+ 10401,
+ 10408
],
"loc": {
"start": {
- "line": 427,
+ "line": 433,
"column": 21
},
"end": {
- "line": 427,
+ "line": 433,
"column": 28
}
}
},
"range": [
- 10293,
- 10319
+ 10382,
+ 10408
],
"loc": {
"start": {
- "line": 427,
+ "line": 433,
"column": 2
},
"end": {
- "line": 427,
+ "line": 433,
"column": 28
}
}
@@ -18648,16 +18795,16 @@
"type": "Identifier",
"name": "width",
"range": [
- 10320,
- 10325
+ 10409,
+ 10414
],
"loc": {
"start": {
- "line": 427,
+ "line": 433,
"column": 29
},
"end": {
- "line": 427,
+ "line": 433,
"column": 34
}
}
@@ -18666,47 +18813,47 @@
"type": "Identifier",
"name": "height",
"range": [
- 10327,
- 10333
+ 10416,
+ 10422
],
"loc": {
"start": {
- "line": 427,
+ "line": 433,
"column": 36
},
"end": {
- "line": 427,
+ "line": 433,
"column": 42
}
}
}
],
"range": [
- 10293,
- 10334
+ 10382,
+ 10423
],
"loc": {
"start": {
- "line": 427,
+ "line": 433,
"column": 2
},
"end": {
- "line": 427,
+ "line": 433,
"column": 43
}
}
},
"range": [
- 10293,
- 10335
+ 10382,
+ 10424
],
"loc": {
"start": {
- "line": 427,
+ "line": 433,
"column": 2
},
"end": {
- "line": 427,
+ "line": 433,
"column": 44
}
}
@@ -18724,16 +18871,16 @@
"object": {
"type": "ThisExpression",
"range": [
- 10339,
- 10343
+ 10428,
+ 10432
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 2
},
"end": {
- "line": 428,
+ "line": 434,
"column": 6
}
}
@@ -18742,31 +18889,31 @@
"type": "Identifier",
"name": "renderTargetY",
"range": [
- 10344,
- 10357
+ 10433,
+ 10446
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 7
},
"end": {
- "line": 428,
+ "line": 434,
"column": 20
}
}
},
"range": [
- 10339,
- 10357
+ 10428,
+ 10446
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 2
},
"end": {
- "line": 428,
+ "line": 434,
"column": 20
}
}
@@ -18775,31 +18922,31 @@
"type": "Identifier",
"name": "setSize",
"range": [
- 10358,
- 10365
+ 10447,
+ 10454
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 21
},
"end": {
- "line": 428,
+ "line": 434,
"column": 28
}
}
},
"range": [
- 10339,
- 10365
+ 10428,
+ 10454
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 2
},
"end": {
- "line": 428,
+ "line": 434,
"column": 28
}
}
@@ -18809,16 +18956,16 @@
"type": "Identifier",
"name": "width",
"range": [
- 10366,
- 10371
+ 10455,
+ 10460
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 29
},
"end": {
- "line": 428,
+ "line": 434,
"column": 34
}
}
@@ -18827,63 +18974,63 @@
"type": "Identifier",
"name": "height",
"range": [
- 10373,
- 10379
+ 10462,
+ 10468
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 36
},
"end": {
- "line": 428,
+ "line": 434,
"column": 42
}
}
}
],
"range": [
- 10339,
- 10380
+ 10428,
+ 10469
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 2
},
"end": {
- "line": 428,
+ "line": 434,
"column": 43
}
}
},
"range": [
- 10339,
- 10381
+ 10428,
+ 10470
],
"loc": {
"start": {
- "line": 428,
+ "line": 434,
"column": 2
},
"end": {
- "line": 428,
+ "line": 434,
"column": 44
}
}
}
],
"range": [
- 10003,
- 10387
+ 10092,
+ 10476
],
"loc": {
"start": {
- "line": 417,
+ "line": 423,
"column": 24
},
"end": {
- "line": 430,
+ "line": 436,
"column": 2
}
}
@@ -18891,16 +19038,16 @@
"generator": false,
"expression": false,
"range": [
- 9987,
- 10387
+ 10076,
+ 10476
],
"loc": {
"start": {
- "line": 417,
+ "line": 423,
"column": 8
},
"end": {
- "line": 430,
+ "line": 436,
"column": 2
}
}
@@ -18908,16 +19055,16 @@
"kind": "method",
"computed": false,
"range": [
- 9980,
- 10387
+ 10069,
+ 10476
],
"loc": {
"start": {
- "line": 417,
+ "line": 423,
"column": 1
},
"end": {
- "line": 430,
+ "line": 436,
"column": 2
}
},
@@ -18926,16 +19073,16 @@
"type": "Block",
"value": "*\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t ",
"range": [
- 9830,
- 9975
+ 9919,
+ 10064
],
"loc": {
"start": {
- "line": 410,
+ "line": 416,
"column": 1
},
"end": {
- "line": 415,
+ "line": 421,
"column": 4
}
}
@@ -18946,7 +19093,7 @@
],
"range": [
744,
- 10392
+ 10481
],
"loc": {
"start": {
@@ -18954,14 +19101,14 @@
"column": 38
},
"end": {
- "line": 432,
+ "line": 438,
"column": 1
}
}
},
"range": [
713,
- 10392
+ 10481
],
"loc": {
"start": {
@@ -18969,7 +19116,7 @@
"column": 7
},
"end": {
- "line": 432,
+ "line": 438,
"column": 1
}
},
@@ -18999,7 +19146,7 @@
"source": null,
"range": [
706,
- 10392
+ 10481
],
"loc": {
"start": {
@@ -19007,7 +19154,7 @@
"column": 0
},
"end": {
- "line": 432,
+ "line": 438,
"column": 1
}
},
@@ -19036,7 +19183,7 @@
"sourceType": "module",
"range": [
0,
- 10392
+ 10481
],
"loc": {
"start": {
@@ -19044,7 +19191,7 @@
"column": 0
},
"end": {
- "line": 432,
+ "line": 438,
"column": 1
}
},
@@ -19123,10 +19270,10 @@
},
{
"type": "Block",
- "value": "*\r\n\t\t * A scene that only contains the light source.\r\n\t\t *\r\n\t\t * @type {Scene}\r\n\t\t * @private\r\n\t\t ",
+ "value": "*\r\n\t\t * This pass renders to the write buffer.\r\n\t\t ",
"range": [
2088,
- 2190
+ 2143
],
"loc": {
"start": {
@@ -19134,7 +19281,25 @@
"column": 2
},
"end": {
- "line": 73,
+ "line": 70,
+ "column": 5
+ }
+ }
+ },
+ {
+ "type": "Block",
+ "value": "*\r\n\t\t * A scene that only contains the light source.\r\n\t\t *\r\n\t\t * @type {Scene}\r\n\t\t * @private\r\n\t\t ",
+ "range": [
+ 2177,
+ 2279
+ ],
+ "loc": {
+ "start": {
+ "line": 74,
+ "column": 2
+ },
+ "end": {
+ "line": 79,
"column": 5
}
}
@@ -19143,16 +19308,16 @@
"type": "Block",
"value": "*\r\n\t\t * The main scene.\r\n\t\t *\r\n\t\t * @type {Scene}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 2232,
- 2305
+ 2321,
+ 2394
],
"loc": {
"start": {
- "line": 77,
+ "line": 83,
"column": 2
},
"end": {
- "line": 82,
+ "line": 88,
"column": 5
}
}
@@ -19161,16 +19326,16 @@
"type": "Block",
"value": "*\r\n\t\t * The main camera.\r\n\t\t *\r\n\t\t * @type {Camera}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 2340,
- 2415
+ 2429,
+ 2504
],
"loc": {
"start": {
- "line": 86,
+ "line": 92,
"column": 2
},
"end": {
- "line": 91,
+ "line": 97,
"column": 5
}
}
@@ -19179,16 +19344,16 @@
"type": "Block",
"value": "*\r\n\t\t * A pass that only renders the light source.\r\n\t\t *\r\n\t\t * @type {RenderPass}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 2452,
- 2557
+ 2541,
+ 2646
],
"loc": {
"start": {
- "line": 95,
+ "line": 101,
"column": 2
},
"end": {
- "line": 100,
+ "line": 106,
"column": 5
}
}
@@ -19197,16 +19362,16 @@
"type": "Block",
"value": "*\r\n\t\t * A pass that renders the masked scene over the light.\r\n\t\t *\r\n\t\t * @type {RenderPass}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 2641,
- 2756
+ 2730,
+ 2845
],
"loc": {
"start": {
- "line": 104,
+ "line": 110,
"column": 2
},
"end": {
- "line": 109,
+ "line": 115,
"column": 5
}
}
@@ -19215,16 +19380,16 @@
"type": "Block",
"value": "*\r\n\t\t * A blur pass.\r\n\t\t *\r\n\t\t * @type {BlurPass}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 2988,
- 3061
+ 3077,
+ 3150
],
"loc": {
"start": {
- "line": 118,
+ "line": 124,
"column": 2
},
"end": {
- "line": 123,
+ "line": 129,
"column": 5
}
}
@@ -19233,16 +19398,16 @@
"type": "Block",
"value": "*\r\n\t\t * A render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 3111,
- 3197
+ 3200,
+ 3286
],
"loc": {
"start": {
- "line": 127,
+ "line": 133,
"column": 2
},
"end": {
- "line": 132,
+ "line": 138,
"column": 5
}
}
@@ -19251,16 +19416,16 @@
"type": "Block",
"value": "*\r\n\t\t * A second render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 3324,
- 3417
+ 3413,
+ 3506
],
"loc": {
"start": {
- "line": 138,
+ "line": 144,
"column": 2
},
"end": {
- "line": 143,
+ "line": 149,
"column": 5
}
}
@@ -19269,16 +19434,16 @@
"type": "Block",
"value": "*\r\n\t\t * A render target for the masked light scene.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 3544,
- 3657
+ 3633,
+ 3746
],
"loc": {
"start": {
- "line": 149,
+ "line": 155,
"column": 2
},
"end": {
- "line": 154,
+ "line": 160,
"column": 5
}
}
@@ -19287,16 +19452,16 @@
"type": "Block",
"value": "*\r\n\t\t * The light source.\r\n\t\t *\r\n\t\t * @type {Object3D}\r\n\t\t ",
"range": [
- 3902,
- 3965
+ 3991,
+ 4054
],
"loc": {
"start": {
- "line": 164,
+ "line": 170,
"column": 2
},
"end": {
- "line": 168,
+ "line": 174,
"column": 5
}
}
@@ -19305,16 +19470,16 @@
"type": "Block",
"value": "*\r\n\t\t * The light position in screen space.\r\n\t\t *\r\n\t\t * @type {Vector3}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 4008,
- 4103
+ 4097,
+ 4192
],
"loc": {
"start": {
- "line": 172,
+ "line": 178,
"column": 2
},
"end": {
- "line": 177,
+ "line": 183,
"column": 5
}
}
@@ -19323,16 +19488,16 @@
"type": "Block",
"value": "*\r\n\t\t * A god rays shader material.\r\n\t\t *\r\n\t\t * @type {GodRaysMaterial}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 4151,
- 4246
+ 4240,
+ 4335
],
"loc": {
"start": {
- "line": 181,
+ "line": 187,
"column": 2
},
"end": {
- "line": 186,
+ "line": 192,
"column": 5
}
}
@@ -19341,16 +19506,16 @@
"type": "Block",
"value": "*\r\n\t\t * A combine shader material.\r\n\t\t *\r\n\t\t * @type {CombineMaterial}\r\n\t\t * @private\r\n\t\t ",
"range": [
- 4935,
- 5029
+ 5024,
+ 5118
],
"loc": {
"start": {
- "line": 199,
+ "line": 205,
"column": 2
},
"end": {
- "line": 204,
+ "line": 210,
"column": 5
}
}
@@ -19359,16 +19524,16 @@
"type": "Block",
"value": "*\r\n\t * The resolution scale.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 0.5\r\n\t ",
"range": [
- 5194,
- 5273
+ 5283,
+ 5362
],
"loc": {
"start": {
- "line": 212,
+ "line": 218,
"column": 1
},
"end": {
- "line": 217,
+ "line": 223,
"column": 4
}
}
@@ -19377,16 +19542,16 @@
"type": "Block",
"value": "*\r\n\t * You need to call {@link EffectComposer#setSize} after changing this value.\r\n\t *\r\n\t * @type {Number}\r\n\t ",
"range": [
- 5346,
- 5460
+ 5435,
+ 5549
],
"loc": {
"start": {
- "line": 221,
+ "line": 227,
"column": 1
},
"end": {
- "line": 225,
+ "line": 231,
"column": 4
}
}
@@ -19395,16 +19560,16 @@
"type": "Block",
"value": "*\r\n\t * The blur kernel size.\r\n\t *\r\n\t * @type {KernelSize}\r\n\t * @default KernelSize.LARGE\r\n\t ",
"range": [
- 5540,
- 5636
+ 5629,
+ 5725
],
"loc": {
"start": {
- "line": 233,
+ "line": 239,
"column": 1
},
"end": {
- "line": 238,
+ "line": 244,
"column": 4
}
}
@@ -19413,16 +19578,16 @@
"type": "Block",
"value": "*\r\n\t * @type {KernelSize}\r\n\t ",
"range": [
- 5699,
- 5732
+ 5788,
+ 5821
],
"loc": {
"start": {
- "line": 242,
+ "line": 248,
"column": 1
},
"end": {
- "line": 244,
+ "line": 250,
"column": 4
}
}
@@ -19431,16 +19596,16 @@
"type": "Block",
"value": "*\r\n\t * The overall intensity of the effect.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t ",
"range": [
- 5802,
- 5896
+ 5891,
+ 5985
],
"loc": {
"start": {
- "line": 252,
+ "line": 258,
"column": 1
},
"end": {
- "line": 257,
+ "line": 263,
"column": 4
}
}
@@ -19449,16 +19614,16 @@
"type": "Block",
"value": "*\r\n\t * @type {Number}\r\n\t ",
"range": [
- 5978,
- 6007
+ 6067,
+ 6096
],
"loc": {
"start": {
- "line": 261,
+ "line": 267,
"column": 1
},
"end": {
- "line": 263,
+ "line": 269,
"column": 4
}
}
@@ -19467,16 +19632,16 @@
"type": "Block",
"value": "*\r\n\t * The number of samples per pixel.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 60\r\n\t ",
"range": [
- 6137,
- 6226
+ 6226,
+ 6315
],
"loc": {
"start": {
- "line": 275,
+ "line": 281,
"column": 1
},
"end": {
- "line": 280,
+ "line": 286,
"column": 4
}
}
@@ -19485,16 +19650,16 @@
"type": "Block",
"value": "*\r\n\t * This value must be carefully chosen. A higher value directly increases the\r\n\t * GPU load.\r\n\t *\r\n\t * @type {Number}\r\n\t ",
"range": [
- 6323,
- 6452
+ 6412,
+ 6541
],
"loc": {
"start": {
- "line": 284,
+ "line": 290,
"column": 1
},
"end": {
- "line": 289,
+ "line": 295,
"column": 4
}
}
@@ -19503,16 +19668,16 @@
"type": "Block",
"value": "*\r\n\t * Renders the scene.\r\n\t *\r\n\t * The god rays pass has four phases:\r\n\t *\r\n\t * Mask Phase:\r\n\t * First, the light source is rendered. Then the scene is rendered into the\r\n\t * same buffer using a mask override material with depth test enabled.\r\n\t *\r\n\t * Preliminary Blur Phase:\r\n\t * The masked scene is blurred.\r\n\t *\r\n\t * God Rays Phase:\r\n\t * The blurred scene is blurred again, but this time along radial lines\r\n\t * towards the light source.\r\n\t *\r\n\t * Composite Phase:\r\n\t * The final result is combined with the read buffer.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t ",
"range": [
- 6728,
- 7451
+ 6817,
+ 7540
],
"loc": {
"start": {
- "line": 305,
+ "line": 311,
"column": 1
},
"end": {
- "line": 327,
+ "line": 333,
"column": 4
}
}
@@ -19521,16 +19686,16 @@
"type": "Line",
"value": " Compute the screen light position and translate it to [0, 1].",
"range": [
- 7993,
- 8057
+ 8082,
+ 8146
],
"loc": {
"start": {
- "line": 348,
+ "line": 354,
"column": 2
},
"end": {
- "line": 348,
+ "line": 354,
"column": 66
}
}
@@ -19539,16 +19704,16 @@
"type": "Line",
"value": " Render the masked scene.",
"range": [
- 8276,
- 8303
+ 8365,
+ 8392
],
"loc": {
"start": {
- "line": 353,
+ "line": 359,
"column": 2
},
"end": {
- "line": 353,
+ "line": 359,
"column": 29
}
}
@@ -19557,16 +19722,16 @@
"type": "Line",
"value": " Convolution phase.",
"range": [
- 8674,
- 8695
+ 8763,
+ 8784
],
"loc": {
"start": {
- "line": 370,
+ "line": 376,
"column": 2
},
"end": {
- "line": 370,
+ "line": 376,
"column": 23
}
}
@@ -19575,16 +19740,16 @@
"type": "Line",
"value": " God rays pass.",
"range": [
- 8769,
- 8786
+ 8858,
+ 8875
],
"loc": {
"start": {
- "line": 373,
+ "line": 379,
"column": 2
},
"end": {
- "line": 373,
+ "line": 379,
"column": 19
}
}
@@ -19593,16 +19758,16 @@
"type": "Line",
"value": " Final pass - composite god rays onto colours.",
"range": [
- 8946,
- 8994
+ 9035,
+ 9083
],
"loc": {
"start": {
- "line": 378,
+ "line": 384,
"column": 2
},
"end": {
- "line": 378,
+ "line": 384,
"column": 50
}
}
@@ -19611,16 +19776,16 @@
"type": "Block",
"value": "*\r\n\t * Adjusts the format of the render targets.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t ",
"range": [
- 9253,
- 9449
+ 9342,
+ 9538
],
"loc": {
"start": {
- "line": 387,
+ "line": 393,
"column": 1
},
"end": {
- "line": 392,
+ "line": 398,
"column": 4
}
}
@@ -19629,16 +19794,16 @@
"type": "Block",
"value": "*\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t ",
"range": [
- 9830,
- 9975
+ 9919,
+ 10064
],
"loc": {
"start": {
- "line": 410,
+ "line": 416,
"column": 1
},
"end": {
- "line": 415,
+ "line": 421,
"column": 4
}
}
diff --git a/docs/class/src/passes/bloom.js~BloomPass.html b/docs/class/src/passes/bloom.js~BloomPass.html
index 4d471d901..ba85ec2ca 100644
--- a/docs/class/src/passes/bloom.js~BloomPass.html
+++ b/docs/class/src/passes/bloom.js~BloomPass.html
@@ -335,6 +335,32 @@
BloomPass
+ |
+
+
+
+ public
+
+
+
+
+ |
+
+
+
+
+
+ This pass renders to the write buffer.
+
+
+ |
+
+
+
|
@@ -894,7 +920,7 @@
@@ -935,7 +961,7 @@
@@ -975,7 +1001,7 @@
@@ -1016,7 +1042,7 @@
@@ -1056,7 +1082,7 @@
@@ -1097,7 +1123,7 @@
@@ -1166,6 +1192,47 @@
+
+
+
+ public
+
+
+
+
+ needsSwap: boolean
+
+
+
+ source
+
+
+
+
+
+
+
This pass renders to the write buffer.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1178,7 +1245,7 @@
@@ -1219,7 +1286,7 @@
@@ -1263,7 +1330,7 @@
@@ -1328,7 +1395,7 @@
@@ -1402,7 +1469,7 @@
diff --git a/docs/class/src/passes/glitch.js~GlitchPass.html b/docs/class/src/passes/glitch.js~GlitchPass.html
index 35a4cf07d..c4d162d32 100644
--- a/docs/class/src/passes/glitch.js~GlitchPass.html
+++ b/docs/class/src/passes/glitch.js~GlitchPass.html
@@ -310,7 +310,7 @@ GlitchPass
-
Destroys the current perturbation map and creates a new one.
+
Destroys the current perturbation map and replaces it with a new one.
@@ -955,7 +955,7 @@
- Destroys the current perturbation map and creates a new one.
+
Destroys the current perturbation map and replaces it with a new one.
diff --git a/docs/class/src/passes/god-rays.js~GodRaysPass.html b/docs/class/src/passes/god-rays.js~GodRaysPass.html
index 03dfeaadd..5fbff5fa6 100644
--- a/docs/class/src/passes/god-rays.js~GodRaysPass.html
+++ b/docs/class/src/passes/god-rays.js~GodRaysPass.html
@@ -160,21 +160,20 @@
GodRaysPass
public
- get
+ set
|
- The overall intensity of the effect.
-
+
|
@@ -186,20 +185,21 @@ GodRaysPass
|
public
- set
+ get
|
-
+ The overall intensity of the effect.
+
|
@@ -314,20 +314,20 @@ GodRaysPass
|
public
- get
+
|
- The resolution scale.
+ This pass renders to the write buffer.
|
@@ -360,6 +360,32 @@
GodRaysPass
+ |
+
+
+
+ public
+
+ get
+
+
+ |
+
+
+
+ |
+
+
+
|
@@ -970,25 +996,24 @@ Params:
Public Members
-
+
- The overall intensity of the effect.
-
+
@@ -1011,10 +1036,10 @@
-
+
public
- set
+ get
intensity: Number
@@ -1028,7 +1053,8 @@
-
+ The overall intensity of the effect.
+
@@ -1061,7 +1087,7 @@
@@ -1102,7 +1128,7 @@
@@ -1142,7 +1168,7 @@
@@ -1214,27 +1240,27 @@
-
+
public
- get
- resolutionScale: Number
+
+ needsSwap: boolean
- source
+ source
- The resolution scale.
+
This pass renders to the write buffer.
-
+
@@ -1265,7 +1291,7 @@
@@ -1294,6 +1320,47 @@
+
+
+
+ public
+
+ get
+
+
+ resolutionScale: Number
+
+
+
+ source
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1306,7 +1373,7 @@
@@ -1347,7 +1414,7 @@
@@ -1392,7 +1459,7 @@
@@ -1457,7 +1524,7 @@
@@ -1540,7 +1607,7 @@
diff --git a/docs/coverage.json b/docs/coverage.json
index 23a6e0bd6..23ac2fe9b 100644
--- a/docs/coverage.json
+++ b/docs/coverage.json
@@ -1,7 +1,7 @@
{
"coverage": "100%",
- "expectCount": 235,
- "actualCount": 235,
+ "expectCount": 237,
+ "actualCount": 237,
"files": {
"src/materials/adaptive-luminosity.js": {
"expectCount": 2,
@@ -9,8 +9,8 @@
"undocumentLines": []
},
"src/passes/bloom.js": {
- "expectCount": 14,
- "actualCount": 14,
+ "expectCount": 15,
+ "actualCount": 15,
"undocumentLines": []
},
"src/passes/blur.js": {
@@ -114,8 +114,8 @@
"undocumentLines": []
},
"src/passes/god-rays.js": {
- "expectCount": 15,
- "actualCount": 15,
+ "expectCount": 16,
+ "actualCount": 16,
"undocumentLines": []
},
"src/materials/luminosity.js": {
diff --git a/docs/dump.json b/docs/dump.json
index 87ed96b4a..6dcd68952 100644
--- a/docs/dump.json
+++ b/docs/dump.json
@@ -2441,7 +2441,7 @@
"access": null,
"description": null,
"lineNumber": 1,
- "content": "import { RGBFormat } from \"three\";\r\nimport { CombineMaterial, LuminosityMaterial } from \"../materials\";\r\nimport { BlurPass } from \"./blur.js\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A bloom pass.\r\n *\r\n * This pass renders a scene with superimposed blur by utilising the fast Kawase\r\n * convolution approach.\r\n */\r\n\r\nexport class BloomPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new bloom pass.\r\n\t *\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.\r\n\t * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.\r\n\t * @param {Number} [options.intensity=1.0] - The strength of the bloom effect.\r\n\t * @param {Number} [options.distinction=1.0] - The luminance distinction factor. Raise this value to bring out the brighter elements in the scene.\r\n\t * @param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the bloom texture with the scene colors.\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"BloomPass\";\r\n\r\n\t\t/**\r\n\t\t * A blur pass.\r\n\t\t *\r\n\t\t * @type {BlurPass}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.blurPass = new BlurPass(options);\r\n\r\n\t\t/**\r\n\t\t * A render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetX = this.blurPass.renderTargetX.clone();\r\n\r\n\t\tthis.renderTargetX.texture.name = \"Bloom.TargetX\";\r\n\r\n\t\t/**\r\n\t\t * A second render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetY = this.blurPass.renderTargetY.clone();\r\n\r\n\t\tthis.renderTargetY.texture.name = \"Bloom.TargetY\";\r\n\r\n\t\t/**\r\n\t\t * A combine shader material.\r\n\t\t *\r\n\t\t * @type {CombineMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.combineMaterial = new CombineMaterial((options.screenMode !== undefined) ? options.screenMode : true);\r\n\r\n\t\tthis.intensity = options.intensity;\r\n\r\n\t\t/**\r\n\t\t * A luminosity shader material.\r\n\t\t *\r\n\t\t * @type {LuminosityMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.luminosityMaterial = new LuminosityMaterial(true);\r\n\r\n\t\tthis.distinction = options.distinction;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The resolution scale.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 0.5\r\n\t */\r\n\r\n\tget resolutionScale() { return this.blurPass.resolutionScale; }\r\n\r\n\t/**\r\n\t * You need to call {@link EffectComposer#setSize} after changing this value.\r\n\t *\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset resolutionScale(x) {\r\n\r\n\t\tthis.blurPass.resolutionScale = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The blur kernel size.\r\n\t *\r\n\t * @type {KernelSize}\r\n\t * @default KernelSize.LARGE\r\n\t */\r\n\r\n\tget kernelSize() { return this.blurPass.kernelSize; }\r\n\r\n\t/**\r\n\t * @type {KernelSize}\r\n\t */\r\n\r\n\tset kernelSize(x) {\r\n\r\n\t\tthis.blurPass.kernelSize = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The overall intensity of the effect.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t */\r\n\r\n\tget intensity() { return this.combineMaterial.uniforms.opacity2.value; }\r\n\r\n\t/**\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset intensity(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tthis.combineMaterial.uniforms.opacity2.value = x;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The luminance distinction factor.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t */\r\n\r\n\tget distinction() { return this.luminosityMaterial.uniforms.distinction.value; }\r\n\r\n\t/**\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset distinction(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tthis.luminosityMaterial.uniforms.distinction.value = x;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * Extracts a luminance map from the read buffer, blurs it and combines it\r\n\t * with the read buffer.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tconst quad = this.quad;\r\n\t\tconst scene = this.scene;\r\n\t\tconst camera = this.camera;\r\n\t\tconst blurPass = this.blurPass;\r\n\r\n\t\tconst luminosityMaterial = this.luminosityMaterial;\r\n\t\tconst combineMaterial = this.combineMaterial;\r\n\r\n\t\tconst renderTargetX = this.renderTargetX;\r\n\t\tconst renderTargetY = this.renderTargetY;\r\n\r\n\t\t// Luminance filter.\r\n\t\tquad.material = luminosityMaterial;\r\n\t\tluminosityMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\t\trenderer.render(scene, camera, renderTargetX);\r\n\r\n\t\t// Convolution phase.\r\n\t\tblurPass.render(renderer, renderTargetX, renderTargetY);\r\n\r\n\t\t// Render the original scene with superimposed blur.\r\n\t\tquad.material = combineMaterial;\r\n\t\tcombineMaterial.uniforms.texture1.value = readBuffer.texture;\r\n\t\tcombineMaterial.uniforms.texture2.value = renderTargetY.texture;\r\n\r\n\t\trenderer.render(scene, camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Adjusts the format of the render targets.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t */\r\n\r\n\tinitialise(renderer, alpha) {\r\n\r\n\t\tthis.blurPass.initialise(renderer, alpha);\r\n\r\n\t\tif(!alpha) {\r\n\r\n\t\t\tthis.renderTargetX.texture.format = RGBFormat;\r\n\t\t\tthis.renderTargetY.texture.format = RGBFormat;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.blurPass.setSize(width, height);\r\n\r\n\t\twidth = this.blurPass.renderTargetX.width;\r\n\t\theight = this.blurPass.renderTargetX.height;\r\n\r\n\t\tthis.renderTargetX.setSize(width, height);\r\n\t\tthis.renderTargetY.setSize(width, height);\r\n\r\n\t}\r\n\r\n}\r\n"
+ "content": "import { RGBFormat } from \"three\";\r\nimport { CombineMaterial, LuminosityMaterial } from \"../materials\";\r\nimport { BlurPass } from \"./blur.js\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A bloom pass.\r\n *\r\n * This pass renders a scene with superimposed blur by utilising the fast Kawase\r\n * convolution approach.\r\n */\r\n\r\nexport class BloomPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new bloom pass.\r\n\t *\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.\r\n\t * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.\r\n\t * @param {Number} [options.intensity=1.0] - The strength of the bloom effect.\r\n\t * @param {Number} [options.distinction=1.0] - The luminance distinction factor. Raise this value to bring out the brighter elements in the scene.\r\n\t * @param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the bloom texture with the scene colors.\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"BloomPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A blur pass.\r\n\t\t *\r\n\t\t * @type {BlurPass}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.blurPass = new BlurPass(options);\r\n\r\n\t\t/**\r\n\t\t * A render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetX = this.blurPass.renderTargetX.clone();\r\n\r\n\t\tthis.renderTargetX.texture.name = \"Bloom.TargetX\";\r\n\r\n\t\t/**\r\n\t\t * A second render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetY = this.blurPass.renderTargetY.clone();\r\n\r\n\t\tthis.renderTargetY.texture.name = \"Bloom.TargetY\";\r\n\r\n\t\t/**\r\n\t\t * A combine shader material.\r\n\t\t *\r\n\t\t * @type {CombineMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.combineMaterial = new CombineMaterial((options.screenMode !== undefined) ? options.screenMode : true);\r\n\r\n\t\tthis.intensity = options.intensity;\r\n\r\n\t\t/**\r\n\t\t * A luminosity shader material.\r\n\t\t *\r\n\t\t * @type {LuminosityMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.luminosityMaterial = new LuminosityMaterial(true);\r\n\r\n\t\tthis.distinction = options.distinction;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The resolution scale.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 0.5\r\n\t */\r\n\r\n\tget resolutionScale() { return this.blurPass.resolutionScale; }\r\n\r\n\t/**\r\n\t * You need to call {@link EffectComposer#setSize} after changing this value.\r\n\t *\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset resolutionScale(x) {\r\n\r\n\t\tthis.blurPass.resolutionScale = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The blur kernel size.\r\n\t *\r\n\t * @type {KernelSize}\r\n\t * @default KernelSize.LARGE\r\n\t */\r\n\r\n\tget kernelSize() { return this.blurPass.kernelSize; }\r\n\r\n\t/**\r\n\t * @type {KernelSize}\r\n\t */\r\n\r\n\tset kernelSize(x) {\r\n\r\n\t\tthis.blurPass.kernelSize = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The overall intensity of the effect.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t */\r\n\r\n\tget intensity() { return this.combineMaterial.uniforms.opacity2.value; }\r\n\r\n\t/**\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset intensity(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tthis.combineMaterial.uniforms.opacity2.value = x;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The luminance distinction factor.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t */\r\n\r\n\tget distinction() { return this.luminosityMaterial.uniforms.distinction.value; }\r\n\r\n\t/**\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset distinction(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tthis.luminosityMaterial.uniforms.distinction.value = x;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * Extracts a luminance map from the read buffer, blurs it and combines it\r\n\t * with the read buffer.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tconst quad = this.quad;\r\n\t\tconst scene = this.scene;\r\n\t\tconst camera = this.camera;\r\n\t\tconst blurPass = this.blurPass;\r\n\r\n\t\tconst luminosityMaterial = this.luminosityMaterial;\r\n\t\tconst combineMaterial = this.combineMaterial;\r\n\r\n\t\tconst renderTargetX = this.renderTargetX;\r\n\t\tconst renderTargetY = this.renderTargetY;\r\n\r\n\t\t// Luminance filter.\r\n\t\tquad.material = luminosityMaterial;\r\n\t\tluminosityMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\t\trenderer.render(scene, camera, renderTargetX);\r\n\r\n\t\t// Convolution phase.\r\n\t\tblurPass.render(renderer, renderTargetX, renderTargetY);\r\n\r\n\t\t// Render the original scene with superimposed blur.\r\n\t\tquad.material = combineMaterial;\r\n\t\tcombineMaterial.uniforms.texture1.value = readBuffer.texture;\r\n\t\tcombineMaterial.uniforms.texture2.value = renderTargetY.texture;\r\n\r\n\t\trenderer.render(scene, camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Adjusts the format of the render targets.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t */\r\n\r\n\tinitialise(renderer, alpha) {\r\n\r\n\t\tthis.blurPass.initialise(renderer, alpha);\r\n\r\n\t\tif(!alpha) {\r\n\r\n\t\t\tthis.renderTargetX.texture.format = RGBFormat;\r\n\t\t\tthis.renderTargetY.texture.format = RGBFormat;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.blurPass.setSize(width, height);\r\n\r\n\t\twidth = this.blurPass.renderTargetX.width;\r\n\t\theight = this.blurPass.renderTargetX.height;\r\n\r\n\t\tthis.renderTargetX.setSize(width, height);\r\n\t\tthis.renderTargetY.setSize(width, height);\r\n\r\n\t}\r\n\r\n}\r\n"
},
{
"__docId__": 100,
@@ -2569,12 +2569,29 @@
"kind": "member",
"static": false,
"variation": null,
+ "name": "needsSwap",
+ "memberof": "src/passes/bloom.js~BloomPass",
+ "longname": "src/passes/bloom.js~BloomPass#needsSwap",
+ "access": null,
+ "description": "This pass renders to the write buffer.",
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@@ -2585,7 +2602,7 @@
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@@ -2594,7 +2611,7 @@
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@@ -2605,7 +2622,7 @@
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@@ -2614,7 +2631,7 @@
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@@ -2625,7 +2642,7 @@
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@@ -2634,7 +2651,7 @@
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"description": "A combine shader material.",
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@@ -2645,7 +2662,7 @@
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@@ -2672,7 +2689,7 @@
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"description": "A luminosity shader material.",
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+ "lineNumber": 91,
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@@ -2683,7 +2700,7 @@
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@@ -2692,7 +2709,7 @@
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@@ -2728,7 +2745,7 @@
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@@ -2737,7 +2754,7 @@
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"description": "You need to call {@link EffectComposer#setSize} after changing this value.",
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@@ -2749,7 +2766,7 @@
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@@ -2758,7 +2775,7 @@
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@@ -2776,7 +2793,7 @@
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@@ -2785,7 +2802,7 @@
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@@ -2797,7 +2814,7 @@
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@@ -2806,7 +2823,7 @@
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"description": "The overall intensity of the effect.",
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+ "lineNumber": 144,
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@@ -2824,7 +2841,7 @@
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@@ -2833,7 +2850,7 @@
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@@ -2854,7 +2871,7 @@
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"description": "The luminance distinction factor.",
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@@ -2872,7 +2889,7 @@
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@@ -2881,7 +2898,7 @@
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@@ -2902,7 +2919,7 @@
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"access": null,
"description": "Renders the effect.\n\nExtracts a luminance map from the read buffer, blurs it and combines it\nwith the read buffer.",
- "lineNumber": 188,
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@@ -2938,7 +2955,7 @@
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@@ -2947,7 +2964,7 @@
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"access": null,
"description": "Adjusts the format of the render targets.",
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@@ -2982,7 +2999,7 @@
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"access": null,
"description": "Updates this pass with the renderer's size.",
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@@ -3008,7 +3025,7 @@
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@@ -3021,7 +3038,7 @@
"content": "import { LinearFilter, RGBFormat, WebGLRenderTarget } from \"three\";\r\nimport { ConvolutionMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A blur pass.\r\n */\r\n\r\nexport class BlurPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new blur pass.\r\n\t *\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.\r\n\t * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"BlurPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetX = new WebGLRenderTarget(1, 1, {\r\n\t\t\tminFilter: LinearFilter,\r\n\t\t\tmagFilter: LinearFilter,\r\n\t\t\tstencilBuffer: false,\r\n\t\t\tdepthBuffer: false\r\n\t\t});\r\n\r\n\t\tthis.renderTargetX.texture.name = \"Blur.TargetX\";\r\n\t\tthis.renderTargetX.texture.generateMipmaps = false;\r\n\r\n\t\t/**\r\n\t\t * A second render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetY = this.renderTargetX.clone();\r\n\r\n\t\tthis.renderTargetY.texture.name = \"Blur.TargetY\";\r\n\r\n\t\t/**\r\n\t\t * The resolution scale.\r\n\t\t *\r\n\t\t * You need to call {@link EffectComposer#setSize} after changing this value.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @default 0.5\r\n\t\t */\r\n\r\n\t\tthis.resolutionScale = (options.resolutionScale !== undefined) ? options.resolutionScale : 0.5;\r\n\r\n\t\t/**\r\n\t\t * A convolution shader material.\r\n\t\t *\r\n\t\t * @type {ConvolutionMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.convolutionMaterial = new ConvolutionMaterial();\r\n\r\n\t\tthis.kernelSize = options.kernelSize;\r\n\r\n\t\tthis.quad.material = this.convolutionMaterial;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The kernel size.\r\n\t *\r\n\t * @type {KernelSize}\r\n\t * @default KernelSize.LARGE\r\n\t */\r\n\r\n\tget kernelSize() { return this.convolutionMaterial.kernelSize; }\r\n\r\n\t/**\r\n\t * @type {KernelSize}\r\n\t */\r\n\r\n\tset kernelSize(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tthis.convolutionMaterial.kernelSize = x;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Blurs the read buffer.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tconst scene = this.scene;\r\n\t\tconst camera = this.camera;\r\n\r\n\t\tconst renderTargetX = this.renderTargetX;\r\n\t\tconst renderTargetY = this.renderTargetY;\r\n\r\n\t\tconst material = this.convolutionMaterial;\r\n\t\tconst uniforms = material.uniforms;\r\n\t\tconst kernel = material.getKernel();\r\n\r\n\t\tlet lastRT = readBuffer;\r\n\t\tlet destRT;\r\n\t\tlet i, l;\r\n\r\n\t\t// Apply the multi-pass blur.\r\n\t\tfor(i = 0, l = kernel.length - 1; i < l; ++i) {\r\n\r\n\t\t\t// Alternate between targets.\r\n\t\t\tdestRT = ((i % 2) === 0) ? renderTargetX : renderTargetY;\r\n\r\n\t\t\tuniforms.kernel.value = kernel[i];\r\n\t\t\tuniforms.tDiffuse.value = lastRT.texture;\r\n\t\t\trenderer.render(scene, camera, destRT);\r\n\r\n\t\t\tlastRT = destRT;\r\n\r\n\t\t}\r\n\r\n\t\tuniforms.kernel.value = kernel[i];\r\n\t\tuniforms.tDiffuse.value = lastRT.texture;\r\n\t\trenderer.render(scene, camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Adjusts the format of the render targets.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t */\r\n\r\n\tinitialise(renderer, alpha) {\r\n\r\n\t\tif(!alpha) {\r\n\r\n\t\t\tthis.renderTargetX.texture.format = RGBFormat;\r\n\t\t\tthis.renderTargetY.texture.format = RGBFormat;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\twidth = Math.max(1, Math.floor(width * this.resolutionScale));\r\n\t\theight = Math.max(1, Math.floor(height * this.resolutionScale));\r\n\r\n\t\tthis.renderTargetX.setSize(width, height);\r\n\t\tthis.renderTargetY.setSize(width, height);\r\n\r\n\t\tthis.convolutionMaterial.setTexelSize(1.0 / width, 1.0 / height);\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -3040,7 +3057,7 @@
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@@ -3403,7 +3420,7 @@
"content": "import { BokehMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A Depth of Field (DoF) pass using a bokeh shader.\r\n *\r\n * This pass requires a {@link EffectComposer#depthTexture}.\r\n */\r\n\r\nexport class BokehPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new bokeh pass.\r\n\t *\r\n\t * @param {PerspectiveCamera} camera - The main camera. Used to obtain the aspect ratio and the near and far plane settings.\r\n\t * @param {Object} [options] - Additional parameters.\r\n\t * @param {Number} [options.focus=1.0] - Focus distance.\r\n\t * @param {Number} [options.aperture=0.025] - Camera aperture scale. Bigger values for shallower depth of field.\r\n\t * @param {Number} [options.maxBlur=1.0] - Maximum blur strength.\r\n\t */\r\n\r\n\tconstructor(camera, options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"BokehPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A bokeh shader material.\r\n\t\t *\r\n\t\t * @type {BokehMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.bokehMaterial = new BokehMaterial(camera, options);\r\n\r\n\t\tthis.quad.material = this.bokehMaterial;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tthis.bokehMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\t\tthis.bokehMaterial.uniforms.tDepth.value = readBuffer.depthTexture;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.bokehMaterial.uniforms.aspect.value = width / height;\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -3422,7 +3439,7 @@
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@@ -3493,7 +3510,7 @@
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@@ -3640,7 +3657,7 @@
"content": "import { Bokeh2Material } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * An advanced Depth of Field (DoF) pass.\r\n *\r\n * Yields more realistic results but is also more demanding.\r\n *\r\n * This pass requires a {@link EffectComposer#depthTexture}.\r\n */\r\n\r\nexport class Bokeh2Pass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new bokeh2 pass.\r\n\t *\r\n\t * @param {PerspectiveCamera} camera - The main camera. Used to obtain the focal length and the near and far plane settings.\r\n\t * @param {Object} [options] - Additional parameters.\r\n\t * @param {Number} [options.rings=3] - The amount of blur rings.\r\n\t * @param {Number} [options.samples=4] - The amount of samples per ring.\r\n\t * @param {Boolean} [options.showFocus=false] - Whether the focus point should be highlighted.\r\n\t * @param {Boolean} [options.manualDoF=false] - Enables manual depth of field blur.\r\n\t * @param {Boolean} [options.vignette=false] - Enables a vignette effect.\r\n\t * @param {Boolean} [options.pentagon=false] - Enable to use a pentagonal shape to scale gathered texels.\r\n\t * @param {Boolean} [options.shaderFocus=true] - Disable if you compute your own focalDepth (in metres!).\r\n\t * @param {Boolean} [options.noise=true] - Disable if you don't want noise patterns for dithering.\r\n\t */\r\n\r\n\tconstructor(camera, options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"Bokeh2Pass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A bokeh shader material.\r\n\t\t *\r\n\t\t * @type {BokehMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.bokehMaterial = new Bokeh2Material(camera, options);\r\n\r\n\t\tthis.quad.material = this.bokehMaterial;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tthis.bokehMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\t\tthis.bokehMaterial.uniforms.tDepth.value = readBuffer.depthTexture;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.bokehMaterial.setTexelSize(1.0 / width, 1.0 / height);\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -3659,7 +3676,7 @@
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@@ -3790,7 +3807,7 @@
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@@ -3807,7 +3824,7 @@
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@@ -3824,7 +3841,7 @@
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@@ -3844,7 +3861,7 @@
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@@ -3889,7 +3906,7 @@
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@@ -3924,7 +3941,7 @@
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@@ -3937,7 +3954,7 @@
"content": "import { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A pass that disables the stencil mask.\r\n */\r\n\r\nexport class ClearMaskPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new clear mask pass.\r\n\t */\r\n\r\n\tconstructor() {\r\n\r\n\t\tsuper(null, null, null);\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"ClearMaskPass\";\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Disables the stencil test.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t */\r\n\r\n\trender(renderer) {\r\n\r\n\t\trenderer.state.buffers.stencil.setTest(false);\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -3956,7 +3973,7 @@
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@@ -3970,7 +3987,7 @@
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@@ -3987,7 +4004,7 @@
}
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@@ -4012,7 +4029,7 @@
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- "__docId__": 157,
+ "__docId__": 158,
"kind": "file",
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@@ -4025,7 +4042,7 @@
"content": "import { Color } from \"three\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * Used for saving the original clear color of the renderer.\r\n *\r\n * @type Color\r\n * @private\r\n * @static\r\n */\r\n\r\nconst color = new Color();\r\n\r\n/**\r\n * A clear pass.\r\n *\r\n * You can prevent specific buffers from being cleared by setting either the\r\n * autoClearColor, autoClearStencil or autoClearDepth properties of the renderer\r\n * to false.\r\n */\r\n\r\nexport class ClearPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new clear pass.\r\n\t *\r\n\t * @param {Object} [options] - Additional options.\r\n\t * @param {Color} [options.clearColor=null] - An override clear color.\r\n\t * @param {Number} [options.clearAlpha=0.0] - An override clear alpha.\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper(null, null, null);\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"ClearPass\";\r\n\r\n\t\t/**\r\n\t\t * Clear color.\r\n\t\t *\r\n\t\t * @type {Color}\r\n\t\t * @default null\r\n\t\t */\r\n\r\n\t\tthis.clearColor = (options.clearColor !== undefined) ? options.clearColor : null;\r\n\r\n\t\t/**\r\n\t\t * Clear alpha.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @default 0.0\r\n\t\t */\r\n\r\n\t\tthis.clearAlpha = (options.clearAlpha !== undefined) ? options.clearAlpha : 0.0;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Clears the read buffer or the screen.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer) {\r\n\r\n\t\tconst clearColor = this.clearColor;\r\n\r\n\t\tlet clearAlpha;\r\n\r\n\t\tif(clearColor !== null) {\r\n\r\n\t\t\tcolor.copy(renderer.getClearColor());\r\n\t\t\tclearAlpha = renderer.getClearAlpha();\r\n\t\t\trenderer.setClearColor(clearColor, this.clearAlpha);\r\n\r\n\t\t}\r\n\r\n\t\trenderer.setRenderTarget(this.renderToScreen ? null : readBuffer);\r\n\t\trenderer.clear();\r\n\r\n\t\tif(clearColor !== null) {\r\n\r\n\t\t\trenderer.setClearColor(color, clearAlpha);\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -4054,7 +4071,7 @@
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@@ -4073,7 +4090,7 @@
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@@ -4122,7 +4139,7 @@
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@@ -4139,7 +4156,7 @@
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@@ -4165,7 +4182,7 @@
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@@ -4191,7 +4208,7 @@
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"kind": "method",
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"variation": null,
@@ -4226,7 +4243,7 @@
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+ "__docId__": 166,
"kind": "file",
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"variation": null,
@@ -4239,7 +4256,7 @@
"content": "import { DepthMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A depth pass.\r\n *\r\n * Reads the depth from a depth texture and renders it.\r\n *\r\n * This pass requires a {@link EffectComposer#depthTexture}.\r\n */\r\n\r\nexport class DepthPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new depth pass.\r\n\t *\r\n\t * @param {PerspectiveCamera} camera - The main camera. Used to obtain the near and far plane settings.\r\n\t */\r\n\r\n\tconstructor(camera) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"DepthPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A depth shader material.\r\n\t\t *\r\n\t\t * @type {DepthMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.depthMaterial = new DepthMaterial(camera);\r\n\r\n\t\tthis.quad.material = this.depthMaterial;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tthis.depthMaterial.uniforms.tDepth.value = readBuffer.depthTexture;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n}\r\n"
},
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"kind": "class",
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"variation": null,
@@ -4258,7 +4275,7 @@
]
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"variation": null,
@@ -4283,7 +4300,7 @@
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@@ -4300,7 +4317,7 @@
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@@ -4317,7 +4334,7 @@
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"kind": "member",
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"variation": null,
@@ -4337,7 +4354,7 @@
}
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+ "__docId__": 172,
"kind": "method",
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"variation": null,
@@ -4382,7 +4399,7 @@
"generator": false
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{
- "__docId__": 172,
+ "__docId__": 173,
"kind": "file",
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"variation": null,
@@ -4395,7 +4412,7 @@
"content": "import { DotScreenMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A dot screen pass.\r\n */\r\n\r\nexport class DotScreenPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new dot screen pass.\r\n\t *\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Number} [options.angle=1.57] - The angle of the pattern.\r\n\t * @param {Number} [options.scale=1.0] - The scale of the overall effect.\r\n\t * @param {Number} [options.intensity=1.0] - The intensity of the effect.\r\n\t * @param {Boolean} [options.average=false] - Whether the shader should output a colour average (black and white).\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"DotScreenPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A dot screen shader material.\r\n\t\t *\r\n\t\t * @type {DotScreenMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.material = new DotScreenMaterial(options.average);\r\n\r\n\t\tif(options.angle !== undefined) { this.material.uniforms.angle.value = options.angle; }\r\n\t\tif(options.scale !== undefined) { this.material.uniforms.scale.value = options.scale; }\r\n\t\tif(options.intensity !== undefined) { this.material.uniforms.intensity.value = options.intensity; }\r\n\r\n\t\tthis.quad.material = this.material;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tthis.material.uniforms.tDiffuse.value = readBuffer.texture;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} heght - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\twidth = Math.max(1, width);\r\n\t\theight = Math.max(1, height);\r\n\r\n\t\tthis.material.uniforms.offsetRepeat.value.z = width;\r\n\t\tthis.material.uniforms.offsetRepeat.value.w = height;\r\n\r\n\t}\r\n\r\n}\r\n"
},
{
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+ "__docId__": 174,
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"variation": null,
@@ -4414,7 +4431,7 @@
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"variation": null,
@@ -4487,7 +4504,7 @@
"generator": false
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@@ -4504,7 +4521,7 @@
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@@ -4521,7 +4538,7 @@
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@@ -4541,7 +4558,7 @@
}
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@@ -4586,7 +4603,7 @@
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@@ -4621,7 +4638,7 @@
"generator": false
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+ "__docId__": 181,
"kind": "file",
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"variation": null,
@@ -4634,7 +4651,7 @@
"content": "import { FilmMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A film pass.\r\n *\r\n * Provides various cinematic effects.\r\n */\r\n\r\nexport class FilmPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new film pass.\r\n\t *\r\n\t * @param {Object} [options] - The options. Disabled effects have no negative impact on performance.\r\n\t * @param {Boolean} [options.greyscale=false] - Enable greyscale effect. Greyscale and sepia are mutually exclusive.\r\n\t * @param {Boolean} [options.sepia=false] - Enable sepia effect. Greyscale and sepia are mutually exclusive.\r\n\t * @param {Boolean} [options.vignette=false] - Apply vignette effect.\r\n\t * @param {Boolean} [options.eskil=false] - Use Eskil's vignette approach. The default looks dusty while Eskil looks more burned out.\r\n\t * @param {Boolean} [options.screenMode=true] - Whether the screen blend mode should be used for noise and scanlines.\r\n\t * @param {Boolean} [options.scanlines=true] - Show scanlines.\r\n\t * @param {Boolean} [options.noise=true] - Show noise-based film grain.\r\n\t * @param {Number} [options.noiseIntensity=0.5] - The noise intensity. 0.0 to 1.0.\r\n\t * @param {Number} [options.scanlineIntensity=0.05] - The scanline intensity. 0.0 to 1.0.\r\n\t * @param {Number} [options.scanlineDensity=1.0] - The number of scanlines in percent, relative to the screen height.\r\n\t * @param {Number} [options.greyscaleIntensity=1.0] - The intensity of the greyscale effect.\r\n\t * @param {Number} [options.sepiaIntensity=1.0] - The intensity of the sepia effect.\r\n\t * @param {Number} [options.vignetteOffset=1.0] - The offset of the vignette effect.\r\n\t * @param {Number} [options.vignetteDarkness=1.0] - The darkness of the vignette effect.\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"FilmPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * Film shader material.\r\n\t\t *\r\n\t\t * @type {FilmMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.material = new FilmMaterial(options);\r\n\r\n\t\tthis.quad.material = this.material;\r\n\r\n\t\t/**\r\n\t\t * The amount of scanlines in percent, relative to the screen height.\r\n\t\t *\r\n\t\t * You need to call {@link EffectComposer#setSize} after changing this value.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @default 1.25\r\n\t\t */\r\n\r\n\t\tthis.scanlineDensity = (options.scanlineDensity === undefined) ? 1.25 : options.scanlineDensity;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t * @param {Number} delta - The render delta time.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer, delta) {\r\n\r\n\t\tthis.material.uniforms.tDiffuse.value = readBuffer.texture;\r\n\t\tthis.material.uniforms.time.value += delta;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Adjusts the scanline count using the renderer's height.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.material.uniforms.scanlineCount.value = Math.round(height * this.scanlineDensity);\r\n\r\n\t}\r\n\r\n}\r\n"
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+ "__docId__": 182,
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"variation": null,
@@ -4653,7 +4670,7 @@
]
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"kind": "constructor",
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"variation": null,
@@ -4846,7 +4863,7 @@
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@@ -4863,7 +4880,7 @@
}
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- "content": "import { DataTexture, RGBFormat, FloatType } from \"three\";\r\nimport { GlitchMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * Returns a random integer in the specified range.\r\n *\r\n * @private\r\n * @static\r\n * @param {Number} low - The lowest possible value.\r\n * @param {Number} high - The highest possible value.\r\n * @return {Number} The random value.\r\n */\r\n\r\nfunction randomInt(low, high) {\r\n\r\n\treturn low + Math.floor(Math.random() * (high - low + 1));\r\n\r\n}\r\n\r\n/**\r\n * Returns a random float in the specified range.\r\n *\r\n * @private\r\n * @static\r\n * @param {Number} low - The lowest possible value.\r\n * @param {Number} high - The highest possible value.\r\n * @return {Number} The random value.\r\n */\r\n\r\nfunction randomFloat(low, high) {\r\n\r\n\treturn low + Math.random() * (high - low);\r\n\r\n}\r\n\r\n/**\r\n * A glitch pass.\r\n */\r\n\r\nexport class GlitchPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new glitch pass.\r\n\t *\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Texture} [options.perturbMap] - A perturbation map. If none is provided, a noise texture will be created.\r\n\t * @param {Number} [options.dtSize=64] - The size of the generated noise map. Will be ignored if a perturbation map is provided.\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"GlitchPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * Glitch shader material.\r\n\t\t *\r\n\t\t * @type {GlitchMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.material = new GlitchMaterial();\r\n\r\n\t\tthis.quad.material = this.material;\r\n\r\n\t\t/**\r\n\t\t * A perturbation map.\r\n\t\t *\r\n\t\t * @type {Texture}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.texture = null;\r\n\r\n\t\tthis.perturbMap = (options.perturbMap !== undefined) ? options.perturbMap : this.generatePerturbMap(options.dtSize);\r\n\t\tthis.perturbMap.name = \"Glitch.Perturbation\";\r\n\t\tthis.perturbMap.generateMipmaps = false;\r\n\r\n\t\t/**\r\n\t\t * The effect mode.\r\n\t\t *\r\n\t\t * @type {GlitchMode}\r\n\t\t * @default GlitchMode.SPORADIC\r\n\t\t */\r\n\r\n\t\tthis.mode = GlitchMode.SPORADIC;\r\n\r\n\t\t/**\r\n\t\t * Counter for glitch activation and deactivation.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.counter = 0;\r\n\r\n\t\t/**\r\n\t\t * A random break point for the sporadic glitch activation.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.breakPoint = randomInt(120, 240);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The current perturbation map.\r\n\t *\r\n\t * @type {Texture}\r\n\t */\r\n\r\n\tget perturbMap() { return this.texture; }\r\n\r\n\t/**\r\n\t * Assigning a new perturbation map does not destroy the current one!\r\n\t *\r\n\t * @type {Texture}\r\n\t */\r\n\r\n\tset perturbMap(x) {\r\n\r\n\t\tthis.texture = x;\r\n\t\tthis.material.uniforms.tPerturb.value = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Destroys the current perturbation map and creates a new one.\r\n\t *\r\n\t * @param {Number} [size=64] - The texture size.\r\n\t * @return {DataTexture} The perturbation texture.\r\n\t */\r\n\r\n\tgeneratePerturbMap(size = 64) {\r\n\r\n\t\tconst pixels = size * size;\r\n\t\tconst data = new Float32Array(pixels * 3);\r\n\r\n\t\tlet dt = this.perturbMap;\r\n\t\tlet i, x;\r\n\r\n\t\tfor(i = 0; i < pixels; ++i) {\r\n\r\n\t\t\tx = Math.random();\r\n\r\n\t\t\tdata[i * 3] = x;\r\n\t\t\tdata[i * 3 + 1] = x;\r\n\t\t\tdata[i * 3 + 2] = x;\r\n\r\n\t\t}\r\n\r\n\t\tif(dt !== null) {\r\n\r\n\t\t\tdt.dispose();\r\n\r\n\t\t}\r\n\r\n\t\tdt = new DataTexture(data, size, size, RGBFormat, FloatType);\r\n\t\tdt.needsUpdate = true;\r\n\r\n\t\tthis.perturbMap = dt;\r\n\r\n\t\treturn dt;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tconst mode = this.mode;\r\n\t\tconst counter = this.counter;\r\n\t\tconst breakPoint = this.breakPoint;\r\n\t\tconst uniforms = this.material.uniforms;\r\n\r\n\t\tuniforms.tDiffuse.value = readBuffer.texture;\r\n\t\tuniforms.seed.value = Math.random();\r\n\t\tuniforms.active.value = true;\r\n\r\n\t\tif(counter % breakPoint === 0 || mode === GlitchMode.CONSTANT_WILD) {\r\n\r\n\t\t\tuniforms.amount.value = Math.random() / 30.0;\r\n\t\t\tuniforms.angle.value = randomFloat(-Math.PI, Math.PI);\r\n\t\t\tuniforms.seedX.value = randomFloat(-1.0, 1.0);\r\n\t\t\tuniforms.seedY.value = randomFloat(-1.0, 1.0);\r\n\t\t\tuniforms.distortionX.value = randomFloat(0.0, 1.0);\r\n\t\t\tuniforms.distortionY.value = randomFloat(0.0, 1.0);\r\n\r\n\t\t\tthis.breakPoint = randomInt(120, 240);\r\n\t\t\tthis.counter = 0;\r\n\r\n\t\t} else {\r\n\r\n\t\t\tif(counter % breakPoint < breakPoint / 5 || mode === GlitchMode.CONSTANT_MILD) {\r\n\r\n\t\t\t\tuniforms.amount.value = Math.random() / 90.0;\r\n\t\t\t\tuniforms.angle.value = randomFloat(-Math.PI, Math.PI);\r\n\t\t\t\tuniforms.distortionX.value = randomFloat(0.0, 1.0);\r\n\t\t\t\tuniforms.distortionY.value = randomFloat(0.0, 1.0);\r\n\t\t\t\tuniforms.seedX.value = randomFloat(-0.3, 0.3);\r\n\t\t\t\tuniforms.seedY.value = randomFloat(-0.3, 0.3);\r\n\r\n\t\t\t} else {\r\n\r\n\t\t\t\t// Sporadic.\r\n\t\t\t\tuniforms.active.value = false;\r\n\r\n\t\t\t}\r\n\r\n\t\t}\r\n\r\n\t\t++this.counter;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n}\r\n\r\n/**\r\n * A glitch mode enumeration.\r\n *\r\n * @type {Object}\r\n * @property {Number} SPORADIC - Sporadic glitches.\r\n * @property {Number} CONSTANT_MILD - Constant mild glitches.\r\n * @property {Number} CONSTANT_WILD - Constant wild glitches.\r\n */\r\n\r\nexport const GlitchMode = {\r\n\r\n\tSPORADIC: 0,\r\n\tCONSTANT_MILD: 1,\r\n\tCONSTANT_WILD: 2\r\n\r\n};\r\n"
+ "content": "import { DataTexture, RGBFormat, FloatType } from \"three\";\r\nimport { GlitchMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * Returns a random integer in the specified range.\r\n *\r\n * @private\r\n * @static\r\n * @param {Number} low - The lowest possible value.\r\n * @param {Number} high - The highest possible value.\r\n * @return {Number} The random value.\r\n */\r\n\r\nfunction randomInt(low, high) {\r\n\r\n\treturn low + Math.floor(Math.random() * (high - low + 1));\r\n\r\n}\r\n\r\n/**\r\n * Returns a random float in the specified range.\r\n *\r\n * @private\r\n * @static\r\n * @param {Number} low - The lowest possible value.\r\n * @param {Number} high - The highest possible value.\r\n * @return {Number} The random value.\r\n */\r\n\r\nfunction randomFloat(low, high) {\r\n\r\n\treturn low + Math.random() * (high - low);\r\n\r\n}\r\n\r\n/**\r\n * A glitch pass.\r\n */\r\n\r\nexport class GlitchPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new glitch pass.\r\n\t *\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Texture} [options.perturbMap] - A perturbation map. If none is provided, a noise texture will be created.\r\n\t * @param {Number} [options.dtSize=64] - The size of the generated noise map. Will be ignored if a perturbation map is provided.\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"GlitchPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * Glitch shader material.\r\n\t\t *\r\n\t\t * @type {GlitchMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.material = new GlitchMaterial();\r\n\r\n\t\tthis.quad.material = this.material;\r\n\r\n\t\t/**\r\n\t\t * A perturbation map.\r\n\t\t *\r\n\t\t * @type {Texture}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.texture = null;\r\n\r\n\t\tthis.perturbMap = (options.perturbMap !== undefined) ? options.perturbMap : this.generatePerturbMap(options.dtSize);\r\n\t\tthis.perturbMap.name = \"Glitch.Perturbation\";\r\n\t\tthis.perturbMap.generateMipmaps = false;\r\n\r\n\t\t/**\r\n\t\t * The effect mode.\r\n\t\t *\r\n\t\t * @type {GlitchMode}\r\n\t\t * @default GlitchMode.SPORADIC\r\n\t\t */\r\n\r\n\t\tthis.mode = GlitchMode.SPORADIC;\r\n\r\n\t\t/**\r\n\t\t * Counter for glitch activation and deactivation.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.counter = 0;\r\n\r\n\t\t/**\r\n\t\t * A random break point for the sporadic glitch activation.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.breakPoint = randomInt(120, 240);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The current perturbation map.\r\n\t *\r\n\t * @type {Texture}\r\n\t */\r\n\r\n\tget perturbMap() { return this.texture; }\r\n\r\n\t/**\r\n\t * Assigning a new perturbation map does not destroy the current one!\r\n\t *\r\n\t * @type {Texture}\r\n\t */\r\n\r\n\tset perturbMap(x) {\r\n\r\n\t\tthis.texture = x;\r\n\t\tthis.material.uniforms.tPerturb.value = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Destroys the current perturbation map and replaces it with a new one.\r\n\t *\r\n\t * @param {Number} [size=64] - The texture size.\r\n\t * @return {DataTexture} The perturbation texture.\r\n\t */\r\n\r\n\tgeneratePerturbMap(size = 64) {\r\n\r\n\t\tconst pixels = size * size;\r\n\t\tconst data = new Float32Array(pixels * 3);\r\n\r\n\t\tlet dt = this.perturbMap;\r\n\t\tlet i, x;\r\n\r\n\t\tfor(i = 0; i < pixels; ++i) {\r\n\r\n\t\t\tx = Math.random();\r\n\r\n\t\t\tdata[i * 3] = x;\r\n\t\t\tdata[i * 3 + 1] = x;\r\n\t\t\tdata[i * 3 + 2] = x;\r\n\r\n\t\t}\r\n\r\n\t\tif(dt !== null) {\r\n\r\n\t\t\tdt.dispose();\r\n\r\n\t\t}\r\n\r\n\t\tdt = new DataTexture(data, size, size, RGBFormat, FloatType);\r\n\t\tdt.needsUpdate = true;\r\n\r\n\t\tthis.perturbMap = dt;\r\n\r\n\t\treturn dt;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tconst mode = this.mode;\r\n\t\tconst counter = this.counter;\r\n\t\tconst breakPoint = this.breakPoint;\r\n\t\tconst uniforms = this.material.uniforms;\r\n\r\n\t\tuniforms.tDiffuse.value = readBuffer.texture;\r\n\t\tuniforms.seed.value = Math.random();\r\n\t\tuniforms.active.value = true;\r\n\r\n\t\tif(counter % breakPoint === 0 || mode === GlitchMode.CONSTANT_WILD) {\r\n\r\n\t\t\tuniforms.amount.value = Math.random() / 30.0;\r\n\t\t\tuniforms.angle.value = randomFloat(-Math.PI, Math.PI);\r\n\t\t\tuniforms.seedX.value = randomFloat(-1.0, 1.0);\r\n\t\t\tuniforms.seedY.value = randomFloat(-1.0, 1.0);\r\n\t\t\tuniforms.distortionX.value = randomFloat(0.0, 1.0);\r\n\t\t\tuniforms.distortionY.value = randomFloat(0.0, 1.0);\r\n\r\n\t\t\tthis.breakPoint = randomInt(120, 240);\r\n\t\t\tthis.counter = 0;\r\n\r\n\t\t} else {\r\n\r\n\t\t\tif(counter % breakPoint < breakPoint / 5 || mode === GlitchMode.CONSTANT_MILD) {\r\n\r\n\t\t\t\tuniforms.amount.value = Math.random() / 90.0;\r\n\t\t\t\tuniforms.angle.value = randomFloat(-Math.PI, Math.PI);\r\n\t\t\t\tuniforms.distortionX.value = randomFloat(0.0, 1.0);\r\n\t\t\t\tuniforms.distortionY.value = randomFloat(0.0, 1.0);\r\n\t\t\t\tuniforms.seedX.value = randomFloat(-0.3, 0.3);\r\n\t\t\t\tuniforms.seedY.value = randomFloat(-0.3, 0.3);\r\n\r\n\t\t\t} else {\r\n\r\n\t\t\t\t// Sporadic.\r\n\t\t\t\tuniforms.active.value = false;\r\n\r\n\t\t\t}\r\n\r\n\t\t}\r\n\r\n\t\t++this.counter;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n}\r\n\r\n/**\r\n * A glitch mode enumeration.\r\n *\r\n * @type {Object}\r\n * @property {Number} SPORADIC - Sporadic glitches.\r\n * @property {Number} CONSTANT_MILD - Constant mild glitches.\r\n * @property {Number} CONSTANT_WILD - Constant wild glitches.\r\n */\r\n\r\nexport const GlitchMode = {\r\n\r\n\tSPORADIC: 0,\r\n\tCONSTANT_MILD: 1,\r\n\tCONSTANT_WILD: 2\r\n\r\n};\r\n"
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- "content": "import {\r\n\tColor,\r\n\tLinearFilter,\r\n\tMeshBasicMaterial,\r\n\tRGBFormat,\r\n\tScene,\r\n\tVector3,\r\n\tWebGLRenderTarget\r\n} from \"three\";\r\n\r\nimport { CombineMaterial, GodRaysMaterial } from \"../materials\";\r\nimport { RenderPass } from \"./render.js\";\r\nimport { BlurPass } from \"./blur.js\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * Clamps a given value.\r\n *\r\n * @private\r\n * @static\r\n * @param {Number} value - The value to clamp.\r\n * @param {Number} min - The lowest possible value.\r\n * @param {Number} max - The highest possible value.\r\n * @return {Number} The clamped value.\r\n */\r\n\r\nfunction clamp(value, min, max) {\r\n\r\n\treturn Math.max(min, Math.min(max, value));\r\n\r\n}\r\n\r\n/**\r\n * A crepuscular rays pass.\r\n */\r\n\r\nexport class GodRaysPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new god rays pass.\r\n\t *\r\n\t * @param {Scene} scene - The main scene.\r\n\t * @param {Camera} camera - The main camera.\r\n\t * @param {Object3D} lightSource - The main light source.\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Number} [options.density=0.96] - The density of the light rays.\r\n\t * @param {Number} [options.decay=0.93] - An illumination decay factor.\r\n\t * @param {Number} [options.weight=0.4] - A light ray weight factor.\r\n\t * @param {Number} [options.exposure=0.6] - A constant attenuation coefficient.\r\n\t * @param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect.\r\n\t * @param {Number} [options.intensity=1.0] - A constant factor for additive blending.\r\n\t * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.\r\n\t * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.\r\n\t * @param {Number} [options.samples=60] - The number of samples per pixel.\r\n\t * @param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the god rays texture with the scene colors.\r\n\t */\r\n\r\n\tconstructor(scene, camera, lightSource, options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"GodRaysPass\";\r\n\r\n\t\t/**\r\n\t\t * A scene that only contains the light source.\r\n\t\t *\r\n\t\t * @type {Scene}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.lightScene = new Scene();\r\n\r\n\t\t/**\r\n\t\t * The main scene.\r\n\t\t *\r\n\t\t * @type {Scene}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.mainScene = scene;\r\n\r\n\t\t/**\r\n\t\t * The main camera.\r\n\t\t *\r\n\t\t * @type {Camera}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.mainCamera = camera;\r\n\r\n\t\t/**\r\n\t\t * A pass that only renders the light source.\r\n\t\t *\r\n\t\t * @type {RenderPass}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderPassLight = new RenderPass(this.lightScene, this.mainCamera);\r\n\r\n\t\t/**\r\n\t\t * A pass that renders the masked scene over the light.\r\n\t\t *\r\n\t\t * @type {RenderPass}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderPassMask = new RenderPass(this.mainScene, this.mainCamera, {\r\n\t\t\toverrideMaterial: new MeshBasicMaterial({ color: 0x000000 }),\r\n\t\t\tclearColor: new Color(0x000000)\r\n\t\t});\r\n\r\n\t\tthis.renderPassMask.clear = false;\r\n\r\n\t\t/**\r\n\t\t * A blur pass.\r\n\t\t *\r\n\t\t * @type {BlurPass}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.blurPass = new BlurPass(options);\r\n\r\n\t\t/**\r\n\t\t * A render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetX = this.blurPass.renderTargetX.clone();\r\n\r\n\t\tthis.renderTargetX.texture.name = \"GodRays.TargetX\";\r\n\r\n\t\t/**\r\n\t\t * A second render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetY = this.blurPass.renderTargetY.clone();\r\n\r\n\t\tthis.renderTargetY.texture.name = \"GodRays.TargetY\";\r\n\r\n\t\t/**\r\n\t\t * A render target for the masked light scene.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetMask = new WebGLRenderTarget(1, 1, {\r\n\t\t\tminFilter: LinearFilter,\r\n\t\t\tmagFilter: LinearFilter\r\n\t\t});\r\n\r\n\t\tthis.renderTargetMask.texture.name = \"GodRays.Mask\";\r\n\t\tthis.renderTargetMask.texture.generateMipmaps = false;\r\n\r\n\t\t/**\r\n\t\t * The light source.\r\n\t\t *\r\n\t\t * @type {Object3D}\r\n\t\t */\r\n\r\n\t\tthis.lightSource = lightSource;\r\n\r\n\t\t/**\r\n\t\t * The light position in screen space.\r\n\t\t *\r\n\t\t * @type {Vector3}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.screenPosition = new Vector3();\r\n\r\n\t\t/**\r\n\t\t * A god rays shader material.\r\n\t\t *\r\n\t\t * @type {GodRaysMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.godRaysMaterial = new GodRaysMaterial();\r\n\t\tthis.godRaysMaterial.uniforms.lightPosition.value = this.screenPosition;\r\n\r\n\t\tif(options.exposure !== undefined) { this.godRaysMaterial.uniforms.exposure.value = options.exposure; }\r\n\t\tif(options.density !== undefined) { this.godRaysMaterial.uniforms.density.value = options.density; }\r\n\t\tif(options.decay !== undefined) { this.godRaysMaterial.uniforms.decay.value = options.decay; }\r\n\t\tif(options.weight !== undefined) { this.godRaysMaterial.uniforms.weight.value = options.weight; }\r\n\t\tif(options.clampMax !== undefined) { this.godRaysMaterial.uniforms.clampMax.value = options.clampMax; }\r\n\r\n\t\tthis.samples = options.samples;\r\n\r\n\t\t/**\r\n\t\t * A combine shader material.\r\n\t\t *\r\n\t\t * @type {CombineMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.combineMaterial = new CombineMaterial((options.screenMode !== undefined) ? options.screenMode : true);\r\n\r\n\t\tthis.intensity = options.intensity;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The resolution scale.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 0.5\r\n\t */\r\n\r\n\tget resolutionScale() { return this.blurPass.resolutionScale; }\r\n\r\n\t/**\r\n\t * You need to call {@link EffectComposer#setSize} after changing this value.\r\n\t *\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset resolutionScale(x) {\r\n\r\n\t\tthis.blurPass.resolutionScale = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The blur kernel size.\r\n\t *\r\n\t * @type {KernelSize}\r\n\t * @default KernelSize.LARGE\r\n\t */\r\n\r\n\tget kernelSize() { return this.blurPass.kernelSize; }\r\n\r\n\t/**\r\n\t * @type {KernelSize}\r\n\t */\r\n\r\n\tset kernelSize(x) {\r\n\r\n\t\tthis.blurPass.kernelSize = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The overall intensity of the effect.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t */\r\n\r\n\tget intensity() { return this.combineMaterial.uniforms.opacity2.value; }\r\n\r\n\t/**\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset intensity(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tthis.combineMaterial.uniforms.opacity2.value = x;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The number of samples per pixel.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 60\r\n\t */\r\n\r\n\tget samples() { return Number.parseInt(this.godRaysMaterial.defines.NUM_SAMPLES_INT); }\r\n\r\n\t/**\r\n\t * This value must be carefully chosen. A higher value directly increases the\r\n\t * GPU load.\r\n\t *\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset samples(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tx = Math.floor(x);\r\n\r\n\t\t\tthis.godRaysMaterial.defines.NUM_SAMPLES_FLOAT = x.toFixed(1);\r\n\t\t\tthis.godRaysMaterial.defines.NUM_SAMPLES_INT = x.toFixed(0);\r\n\t\t\tthis.godRaysMaterial.needsUpdate = true;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the scene.\r\n\t *\r\n\t * The god rays pass has four phases:\r\n\t *\r\n\t * Mask Phase:\r\n\t * First, the light source is rendered. Then the scene is rendered into the\r\n\t * same buffer using a mask override material with depth test enabled.\r\n\t *\r\n\t * Preliminary Blur Phase:\r\n\t * The masked scene is blurred.\r\n\t *\r\n\t * God Rays Phase:\r\n\t * The blurred scene is blurred again, but this time along radial lines\r\n\t * towards the light source.\r\n\t *\r\n\t * Composite Phase:\r\n\t * The final result is combined with the read buffer.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tconst quad = this.quad;\r\n\t\tconst scene = this.scene;\r\n\t\tconst camera = this.camera;\r\n\t\tconst mainScene = this.mainScene;\r\n\r\n\t\tconst lightSource = this.lightSource;\r\n\t\tconst screenPosition = this.screenPosition;\r\n\r\n\t\tconst godRaysMaterial = this.godRaysMaterial;\r\n\t\tconst combineMaterial = this.combineMaterial;\r\n\r\n\t\tconst renderTargetMask = this.renderTargetMask;\r\n\t\tconst renderTargetX = this.renderTargetX;\r\n\t\tconst renderTargetY = this.renderTargetY;\r\n\r\n\t\tlet background, parent;\r\n\r\n\t\t// Compute the screen light position and translate it to [0, 1].\r\n\t\tscreenPosition.copy(lightSource.position).project(this.mainCamera);\r\n\t\tscreenPosition.x = clamp((screenPosition.x + 1.0) * 0.5, 0.0, 1.0);\r\n\t\tscreenPosition.y = clamp((screenPosition.y + 1.0) * 0.5, 0.0, 1.0);\r\n\r\n\t\t// Render the masked scene.\r\n\t\tparent = lightSource.parent;\r\n\t\tbackground = mainScene.background;\r\n\t\tmainScene.background = null;\r\n\t\tthis.lightScene.add(lightSource);\r\n\r\n\t\tthis.renderPassLight.render(renderer, renderTargetMask);\r\n\t\tthis.renderPassMask.render(renderer, renderTargetMask);\r\n\r\n\t\tif(parent !== null) {\r\n\r\n\t\t\tparent.add(lightSource);\r\n\r\n\t\t}\r\n\r\n\t\tmainScene.background = background;\r\n\r\n\t\t// Convolution phase.\r\n\t\tthis.blurPass.render(renderer, renderTargetMask, renderTargetX);\r\n\r\n\t\t// God rays pass.\r\n\t\tquad.material = godRaysMaterial;\r\n\t\tgodRaysMaterial.uniforms.tDiffuse.value = renderTargetX.texture;\r\n\t\trenderer.render(scene, camera, renderTargetY);\r\n\r\n\t\t// Final pass - composite god rays onto colours.\r\n\t\tquad.material = combineMaterial;\r\n\t\tcombineMaterial.uniforms.texture1.value = readBuffer.texture;\r\n\t\tcombineMaterial.uniforms.texture2.value = renderTargetY.texture;\r\n\r\n\t\trenderer.render(scene, camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Adjusts the format of the render targets.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t */\r\n\r\n\tinitialise(renderer, alpha) {\r\n\r\n\t\tthis.renderPassLight.initialise(renderer, alpha);\r\n\t\tthis.renderPassMask.initialise(renderer, alpha);\r\n\t\tthis.blurPass.initialise(renderer, alpha);\r\n\r\n\t\tif(!alpha) {\r\n\r\n\t\t\tthis.renderTargetMask.texture.format = RGBFormat;\r\n\t\t\tthis.renderTargetX.texture.format = RGBFormat;\r\n\t\t\tthis.renderTargetY.texture.format = RGBFormat;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.renderPassLight.setSize(width, height);\r\n\t\tthis.renderPassMask.setSize(width, height);\r\n\t\tthis.blurPass.setSize(width, height);\r\n\r\n\t\twidth = this.blurPass.renderTargetX.width;\r\n\t\theight = this.blurPass.renderTargetX.height;\r\n\r\n\t\tthis.renderTargetMask.setSize(width, height);\r\n\t\tthis.renderTargetX.setSize(width, height);\r\n\t\tthis.renderTargetY.setSize(width, height);\r\n\r\n\t}\r\n\r\n}\r\n"
+ "content": "import {\r\n\tColor,\r\n\tLinearFilter,\r\n\tMeshBasicMaterial,\r\n\tRGBFormat,\r\n\tScene,\r\n\tVector3,\r\n\tWebGLRenderTarget\r\n} from \"three\";\r\n\r\nimport { CombineMaterial, GodRaysMaterial } from \"../materials\";\r\nimport { RenderPass } from \"./render.js\";\r\nimport { BlurPass } from \"./blur.js\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * Clamps a given value.\r\n *\r\n * @private\r\n * @static\r\n * @param {Number} value - The value to clamp.\r\n * @param {Number} min - The lowest possible value.\r\n * @param {Number} max - The highest possible value.\r\n * @return {Number} The clamped value.\r\n */\r\n\r\nfunction clamp(value, min, max) {\r\n\r\n\treturn Math.max(min, Math.min(max, value));\r\n\r\n}\r\n\r\n/**\r\n * A crepuscular rays pass.\r\n */\r\n\r\nexport class GodRaysPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new god rays pass.\r\n\t *\r\n\t * @param {Scene} scene - The main scene.\r\n\t * @param {Camera} camera - The main camera.\r\n\t * @param {Object3D} lightSource - The main light source.\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Number} [options.density=0.96] - The density of the light rays.\r\n\t * @param {Number} [options.decay=0.93] - An illumination decay factor.\r\n\t * @param {Number} [options.weight=0.4] - A light ray weight factor.\r\n\t * @param {Number} [options.exposure=0.6] - A constant attenuation coefficient.\r\n\t * @param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect.\r\n\t * @param {Number} [options.intensity=1.0] - A constant factor for additive blending.\r\n\t * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.\r\n\t * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.\r\n\t * @param {Number} [options.samples=60] - The number of samples per pixel.\r\n\t * @param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the god rays texture with the scene colors.\r\n\t */\r\n\r\n\tconstructor(scene, camera, lightSource, options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"GodRaysPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A scene that only contains the light source.\r\n\t\t *\r\n\t\t * @type {Scene}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.lightScene = new Scene();\r\n\r\n\t\t/**\r\n\t\t * The main scene.\r\n\t\t *\r\n\t\t * @type {Scene}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.mainScene = scene;\r\n\r\n\t\t/**\r\n\t\t * The main camera.\r\n\t\t *\r\n\t\t * @type {Camera}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.mainCamera = camera;\r\n\r\n\t\t/**\r\n\t\t * A pass that only renders the light source.\r\n\t\t *\r\n\t\t * @type {RenderPass}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderPassLight = new RenderPass(this.lightScene, this.mainCamera);\r\n\r\n\t\t/**\r\n\t\t * A pass that renders the masked scene over the light.\r\n\t\t *\r\n\t\t * @type {RenderPass}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderPassMask = new RenderPass(this.mainScene, this.mainCamera, {\r\n\t\t\toverrideMaterial: new MeshBasicMaterial({ color: 0x000000 }),\r\n\t\t\tclearColor: new Color(0x000000)\r\n\t\t});\r\n\r\n\t\tthis.renderPassMask.clear = false;\r\n\r\n\t\t/**\r\n\t\t * A blur pass.\r\n\t\t *\r\n\t\t * @type {BlurPass}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.blurPass = new BlurPass(options);\r\n\r\n\t\t/**\r\n\t\t * A render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetX = this.blurPass.renderTargetX.clone();\r\n\r\n\t\tthis.renderTargetX.texture.name = \"GodRays.TargetX\";\r\n\r\n\t\t/**\r\n\t\t * A second render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetY = this.blurPass.renderTargetY.clone();\r\n\r\n\t\tthis.renderTargetY.texture.name = \"GodRays.TargetY\";\r\n\r\n\t\t/**\r\n\t\t * A render target for the masked light scene.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetMask = new WebGLRenderTarget(1, 1, {\r\n\t\t\tminFilter: LinearFilter,\r\n\t\t\tmagFilter: LinearFilter\r\n\t\t});\r\n\r\n\t\tthis.renderTargetMask.texture.name = \"GodRays.Mask\";\r\n\t\tthis.renderTargetMask.texture.generateMipmaps = false;\r\n\r\n\t\t/**\r\n\t\t * The light source.\r\n\t\t *\r\n\t\t * @type {Object3D}\r\n\t\t */\r\n\r\n\t\tthis.lightSource = lightSource;\r\n\r\n\t\t/**\r\n\t\t * The light position in screen space.\r\n\t\t *\r\n\t\t * @type {Vector3}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.screenPosition = new Vector3();\r\n\r\n\t\t/**\r\n\t\t * A god rays shader material.\r\n\t\t *\r\n\t\t * @type {GodRaysMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.godRaysMaterial = new GodRaysMaterial();\r\n\t\tthis.godRaysMaterial.uniforms.lightPosition.value = this.screenPosition;\r\n\r\n\t\tif(options.exposure !== undefined) { this.godRaysMaterial.uniforms.exposure.value = options.exposure; }\r\n\t\tif(options.density !== undefined) { this.godRaysMaterial.uniforms.density.value = options.density; }\r\n\t\tif(options.decay !== undefined) { this.godRaysMaterial.uniforms.decay.value = options.decay; }\r\n\t\tif(options.weight !== undefined) { this.godRaysMaterial.uniforms.weight.value = options.weight; }\r\n\t\tif(options.clampMax !== undefined) { this.godRaysMaterial.uniforms.clampMax.value = options.clampMax; }\r\n\r\n\t\tthis.samples = options.samples;\r\n\r\n\t\t/**\r\n\t\t * A combine shader material.\r\n\t\t *\r\n\t\t * @type {CombineMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.combineMaterial = new CombineMaterial((options.screenMode !== undefined) ? options.screenMode : true);\r\n\r\n\t\tthis.intensity = options.intensity;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The resolution scale.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 0.5\r\n\t */\r\n\r\n\tget resolutionScale() { return this.blurPass.resolutionScale; }\r\n\r\n\t/**\r\n\t * You need to call {@link EffectComposer#setSize} after changing this value.\r\n\t *\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset resolutionScale(x) {\r\n\r\n\t\tthis.blurPass.resolutionScale = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The blur kernel size.\r\n\t *\r\n\t * @type {KernelSize}\r\n\t * @default KernelSize.LARGE\r\n\t */\r\n\r\n\tget kernelSize() { return this.blurPass.kernelSize; }\r\n\r\n\t/**\r\n\t * @type {KernelSize}\r\n\t */\r\n\r\n\tset kernelSize(x) {\r\n\r\n\t\tthis.blurPass.kernelSize = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The overall intensity of the effect.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t */\r\n\r\n\tget intensity() { return this.combineMaterial.uniforms.opacity2.value; }\r\n\r\n\t/**\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset intensity(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tthis.combineMaterial.uniforms.opacity2.value = x;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The number of samples per pixel.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 60\r\n\t */\r\n\r\n\tget samples() { return Number.parseInt(this.godRaysMaterial.defines.NUM_SAMPLES_INT); }\r\n\r\n\t/**\r\n\t * This value must be carefully chosen. A higher value directly increases the\r\n\t * GPU load.\r\n\t *\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset samples(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tx = Math.floor(x);\r\n\r\n\t\t\tthis.godRaysMaterial.defines.NUM_SAMPLES_FLOAT = x.toFixed(1);\r\n\t\t\tthis.godRaysMaterial.defines.NUM_SAMPLES_INT = x.toFixed(0);\r\n\t\t\tthis.godRaysMaterial.needsUpdate = true;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the scene.\r\n\t *\r\n\t * The god rays pass has four phases:\r\n\t *\r\n\t * Mask Phase:\r\n\t * First, the light source is rendered. Then the scene is rendered into the\r\n\t * same buffer using a mask override material with depth test enabled.\r\n\t *\r\n\t * Preliminary Blur Phase:\r\n\t * The masked scene is blurred.\r\n\t *\r\n\t * God Rays Phase:\r\n\t * The blurred scene is blurred again, but this time along radial lines\r\n\t * towards the light source.\r\n\t *\r\n\t * Composite Phase:\r\n\t * The final result is combined with the read buffer.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tconst quad = this.quad;\r\n\t\tconst scene = this.scene;\r\n\t\tconst camera = this.camera;\r\n\t\tconst mainScene = this.mainScene;\r\n\r\n\t\tconst lightSource = this.lightSource;\r\n\t\tconst screenPosition = this.screenPosition;\r\n\r\n\t\tconst godRaysMaterial = this.godRaysMaterial;\r\n\t\tconst combineMaterial = this.combineMaterial;\r\n\r\n\t\tconst renderTargetMask = this.renderTargetMask;\r\n\t\tconst renderTargetX = this.renderTargetX;\r\n\t\tconst renderTargetY = this.renderTargetY;\r\n\r\n\t\tlet background, parent;\r\n\r\n\t\t// Compute the screen light position and translate it to [0, 1].\r\n\t\tscreenPosition.copy(lightSource.position).project(this.mainCamera);\r\n\t\tscreenPosition.x = clamp((screenPosition.x + 1.0) * 0.5, 0.0, 1.0);\r\n\t\tscreenPosition.y = clamp((screenPosition.y + 1.0) * 0.5, 0.0, 1.0);\r\n\r\n\t\t// Render the masked scene.\r\n\t\tparent = lightSource.parent;\r\n\t\tbackground = mainScene.background;\r\n\t\tmainScene.background = null;\r\n\t\tthis.lightScene.add(lightSource);\r\n\r\n\t\tthis.renderPassLight.render(renderer, renderTargetMask);\r\n\t\tthis.renderPassMask.render(renderer, renderTargetMask);\r\n\r\n\t\tif(parent !== null) {\r\n\r\n\t\t\tparent.add(lightSource);\r\n\r\n\t\t}\r\n\r\n\t\tmainScene.background = background;\r\n\r\n\t\t// Convolution phase.\r\n\t\tthis.blurPass.render(renderer, renderTargetMask, renderTargetX);\r\n\r\n\t\t// God rays pass.\r\n\t\tquad.material = godRaysMaterial;\r\n\t\tgodRaysMaterial.uniforms.tDiffuse.value = renderTargetX.texture;\r\n\t\trenderer.render(scene, camera, renderTargetY);\r\n\r\n\t\t// Final pass - composite god rays onto colours.\r\n\t\tquad.material = combineMaterial;\r\n\t\tcombineMaterial.uniforms.texture1.value = readBuffer.texture;\r\n\t\tcombineMaterial.uniforms.texture2.value = renderTargetY.texture;\r\n\r\n\t\trenderer.render(scene, camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Adjusts the format of the render targets.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t */\r\n\r\n\tinitialise(renderer, alpha) {\r\n\r\n\t\tthis.renderPassLight.initialise(renderer, alpha);\r\n\t\tthis.renderPassMask.initialise(renderer, alpha);\r\n\t\tthis.blurPass.initialise(renderer, alpha);\r\n\r\n\t\tif(!alpha) {\r\n\r\n\t\t\tthis.renderTargetMask.texture.format = RGBFormat;\r\n\t\t\tthis.renderTargetX.texture.format = RGBFormat;\r\n\t\t\tthis.renderTargetY.texture.format = RGBFormat;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.renderPassLight.setSize(width, height);\r\n\t\tthis.renderPassMask.setSize(width, height);\r\n\t\tthis.blurPass.setSize(width, height);\r\n\r\n\t\twidth = this.blurPass.renderTargetX.width;\r\n\t\theight = this.blurPass.renderTargetX.height;\r\n\r\n\t\tthis.renderTargetMask.setSize(width, height);\r\n\t\tthis.renderTargetX.setSize(width, height);\r\n\t\tthis.renderTargetY.setSize(width, height);\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -5892,7 +5909,24 @@
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+ "access": null,
+ "description": "This pass renders to the write buffer.",
+ "lineNumber": 72,
+ "type": {
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@@ -5901,7 +5935,7 @@
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"description": "A pass that renders the masked scene over the light.",
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@@ -5992,7 +6026,7 @@
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@@ -6101,7 +6135,7 @@
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@@ -6112,7 +6146,7 @@
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@@ -6121,7 +6155,7 @@
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"access": "private",
"description": "A god rays shader material.",
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@@ -6132,7 +6166,7 @@
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@@ -6159,7 +6193,7 @@
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@@ -6469,7 +6503,7 @@
"longname": "src/passes/god-rays.js~GodRaysPass#setSize",
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"description": "Updates this pass with the renderer's size.",
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@@ -6495,7 +6529,7 @@
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@@ -6508,7 +6542,7 @@
"content": "/**\r\n * A compilation of the post processing passes.\r\n *\r\n * @module postprocessing/passes\r\n */\r\n\r\nexport { BloomPass } from \"./bloom.js\";\r\nexport { BlurPass } from \"./blur.js\";\r\nexport { BokehPass } from \"./bokeh.js\";\r\nexport { Bokeh2Pass } from \"./bokeh2.js\";\r\nexport { ClearPass } from \"./clear.js\";\r\nexport { ClearMaskPass } from \"./clear-mask.js\";\r\nexport { DotScreenPass } from \"./dot-screen.js\";\r\nexport { DepthPass } from \"./depth.js\";\r\nexport { FilmPass } from \"./film.js\";\r\nexport { GlitchMode, GlitchPass } from \"./glitch.js\";\r\nexport { GodRaysPass } from \"./god-rays.js\";\r\nexport { MaskPass } from \"./mask.js\";\r\nexport { Pass } from \"./pass.js\";\r\nexport { PixelationPass } from \"./pixelation.js\";\r\nexport { RenderPass } from \"./render.js\";\r\nexport { SavePass } from \"./save.js\";\r\nexport { ShaderPass } from \"./shader.js\";\r\nexport { ShockWavePass } from \"./shock-wave.js\";\r\nexport { SMAAPass } from \"./smaa.js\";\r\nexport { TexturePass } from \"./texture.js\";\r\nexport { ToneMappingPass } from \"./tone-mapping.js\";\r\n"
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@@ -6521,7 +6555,7 @@
"content": "import { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A mask pass.\r\n */\r\n\r\nexport class MaskPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new mask pass.\r\n\t *\r\n\t * @param {Scene} scene - The scene to render.\r\n\t * @param {Camera} camera - The camera to use.\r\n\t */\r\n\r\n\tconstructor(scene, camera) {\r\n\r\n\t\tsuper(scene, camera, null);\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"MaskPass\";\r\n\r\n\t\t/**\r\n\t\t * Inverse flag.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @default false\r\n\t\t */\r\n\r\n\t\tthis.inverse = false;\r\n\r\n\t\t/**\r\n\t\t * Stencil buffer clear flag.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @default true\r\n\t\t */\r\n\r\n\t\tthis.clearStencil = true;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Creates a stencil bit mask.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tconst context = renderer.context;\r\n\t\tconst state = renderer.state;\r\n\r\n\t\tconst scene = this.scene;\r\n\t\tconst camera = this.camera;\r\n\r\n\t\tconst writeValue = this.inverse ? 0 : 1;\r\n\t\tconst clearValue = 1 - writeValue;\r\n\r\n\t\t// Don't update color or depth.\r\n\t\tstate.buffers.color.setMask(false);\r\n\t\tstate.buffers.depth.setMask(false);\r\n\r\n\t\t// Lock the buffers.\r\n\t\tstate.buffers.color.setLocked(true);\r\n\t\tstate.buffers.depth.setLocked(true);\r\n\r\n\t\t// Configure the stencil.\r\n\t\tstate.buffers.stencil.setTest(true);\r\n\t\tstate.buffers.stencil.setOp(context.REPLACE, context.REPLACE, context.REPLACE);\r\n\t\tstate.buffers.stencil.setFunc(context.ALWAYS, writeValue, 0xffffffff);\r\n\t\tstate.buffers.stencil.setClear(clearValue);\r\n\r\n\t\t// Clear the stencil.\r\n\t\tif(this.clearStencil) {\r\n\r\n\t\t\trenderer.setRenderTarget(readBuffer);\r\n\t\t\trenderer.clearStencil();\r\n\r\n\t\t\trenderer.setRenderTarget(writeBuffer);\r\n\t\t\trenderer.clearStencil();\r\n\r\n\t\t}\r\n\r\n\t\t// Draw the mask into both buffers.\r\n\t\trenderer.render(scene, camera, readBuffer);\r\n\t\trenderer.render(scene, camera, writeBuffer);\r\n\r\n\t\t// Unlock the buffers.\r\n\t\tstate.buffers.color.setLocked(false);\r\n\t\tstate.buffers.depth.setLocked(false);\r\n\r\n\t\t// Only render where the stencil is set to 1.\r\n\t\tstate.buffers.stencil.setFunc(context.EQUAL, 1, 0xffffffff);\r\n\t\tstate.buffers.stencil.setOp(context.KEEP, context.KEEP, context.KEEP);\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -6702,7 +6736,7 @@
"content": "import { Scene, Mesh, OrthographicCamera, PlaneBufferGeometry } from \"three\";\r\n\r\n/**\r\n * An abstract pass.\r\n *\r\n * Passes that do not rely on the depth buffer should explicitly disable the\r\n * depth test and depth write in their respective shader materials.\r\n *\r\n * This class implements a {@link Pass#dispose} method that frees memory on\r\n * demand.\r\n */\r\n\r\nexport class Pass {\r\n\r\n\t/**\r\n\t * Constructs a new pass.\r\n\t *\r\n\t * @param {Scene} [scene] - The scene to render.\r\n\t * @param {Camera} [camera] - The camera.\r\n\t * @param {Mesh} [quad] - A quad that fills the screen to render 2D filter effects. Set this to null, if you don't need it (see {@link RenderPass}).\r\n\t */\r\n\r\n\tconstructor(\r\n\t\tscene = new Scene(),\r\n\t\tcamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1),\r\n\t\tquad = new Mesh(new PlaneBufferGeometry(2, 2), null)\r\n\t) {\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t *\r\n\t\t * @type {String}\r\n\t\t */\r\n\r\n\t\tthis.name = \"Pass\";\r\n\r\n\t\t/**\r\n\t\t * The scene to render.\r\n\t\t *\r\n\t\t * @type {Scene}\r\n\t\t * @protected\r\n\t\t * @default new Scene()\r\n\t\t */\r\n\r\n\t\tthis.scene = scene;\r\n\r\n\t\t/**\r\n\t\t * The camera.\r\n\t\t *\r\n\t\t * @type {Camera}\r\n\t\t * @protected\r\n\t\t * @default new OrthographicCamera(-1, 1, 1, -1, 0, 1)\r\n\t\t */\r\n\r\n\t\tthis.camera = camera;\r\n\r\n\t\t/**\r\n\t\t * A quad mesh that fills the screen.\r\n\t\t *\r\n\t\t * Assign your shader material to this mesh!\r\n\t\t *\r\n\t\t * @type {Mesh}\r\n\t\t * @protected\r\n\t\t * @default new Mesh(new PlaneBufferGeometry(2, 2), null)\r\n\t\t * @example this.quad.material = this.myMaterial;\r\n\t\t */\r\n\r\n\t\tthis.quad = quad;\r\n\r\n\t\tif(this.quad !== null) {\r\n\r\n\t\t\tthis.quad.frustumCulled = false;\r\n\r\n\t\t\tif(this.scene !== null) {\r\n\r\n\t\t\t\tthis.scene.add(this.quad);\r\n\r\n\t\t\t}\r\n\r\n\t\t}\r\n\r\n\t\t/**\r\n\t\t * Indicates whether the read and write buffers should be swapped after this\r\n\t\t * pass has finished rendering.\r\n\t\t *\r\n\t\t * Set this to true if this pass renders to the write buffer so that a\r\n\t\t * following pass can find the result in the read buffer.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @default false\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = false;\r\n\r\n\t\t/**\r\n\t\t * Enabled flag.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @default true\r\n\t\t */\r\n\r\n\t\tthis.enabled = true;\r\n\r\n\t\t/**\r\n\t\t * Render to screen flag.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @default false\r\n\t\t */\r\n\r\n\t\tthis.renderToScreen = false;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * This is an abstract method that must be overridden.\r\n\t *\r\n\t * @abstract\r\n\t * @throws {Error} An error is thrown if the method is not overridden.\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - A read buffer. Contains the result of the previous pass.\r\n\t * @param {WebGLRenderTarget} writeBuffer - A write buffer. Normally used as the render target when the read buffer is used as input.\r\n\t * @param {Number} [delta] - The delta time.\r\n\t * @param {Boolean} [maskActive] - Indicates whether a stencil test mask is active or not.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer, delta, maskActive) {\r\n\r\n\t\tthrow new Error(\"Render method not implemented!\");\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * You may override this method in case you want to be informed about the main\r\n\t * render size.\r\n\t *\r\n\t * The {@link EffectComposer} calls this method before this pass is\r\n\t * initialised and every time its own size is updated.\r\n\t *\r\n\t * @param {Number} width - The renderer's width.\r\n\t * @param {Number} height - The renderer's height.\r\n\t * @example this.myRenderTarget.setSize(width, height);\r\n\t */\r\n\r\n\tsetSize(width, height) {}\r\n\r\n\t/**\r\n\t * Performs initialisation tasks.\r\n\t *\r\n\t * By overriding this method you gain access to the renderer. You'll also be\r\n\t * able to configure your custom render targets to use the appropriate format\r\n\t * (RGB or RGBA).\r\n\t *\r\n\t * The provided renderer can be used to warm up special off-screen render\r\n\t * targets by performing a preliminary render operation.\r\n\t *\r\n\t * The {@link EffectComposer} calls this method when this pass is added to its\r\n\t * queue.\r\n\t *\r\n\t * @method initialise\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t * @example if(!alpha) { this.myRenderTarget.texture.format = RGBFormat; }\r\n\t */\r\n\r\n\tinitialise(renderer, alpha) {}\r\n\r\n\t/**\r\n\t * Performs a shallow search for properties that define a dispose method and\r\n\t * deletes them. The pass will be inoperative after this method was called!\r\n\t *\r\n\t * Disposable objects:\r\n\t * - render targets\r\n\t * - materials\r\n\t * - textures\r\n\t *\r\n\t * The {@link EffectComposer} calls this method when it is being destroyed.\r\n\t * You may, however, use it independently to free memory when you are certain\r\n\t * that you don't need this pass anymore.\r\n\t */\r\n\r\n\tdispose() {\r\n\r\n\t\tconst keys = Object.keys(this);\r\n\r\n\t\tlet key;\r\n\r\n\t\tfor(key of keys) {\r\n\r\n\t\t\tif(this[key] !== null && typeof this[key].dispose === \"function\") {\r\n\r\n\t\t\t\tthis[key].dispose();\r\n\t\t\t\tthis[key] = null;\r\n\r\n\t\t\t}\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n}\r\n"
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"content": "import { PixelationMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A pixelation pass.\r\n */\r\n\r\nexport class PixelationPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new pixelation pass.\r\n\t *\r\n\t * @param {Number} [granularity=30.0] - The intensity of the effect.\r\n\t */\r\n\r\n\tconstructor(granularity = 30.0) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"PixelationPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A pixelation shader material.\r\n\t\t *\r\n\t\t * @type {PixelationMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.pixelationMaterial = new PixelationMaterial();\r\n\r\n\t\tthis.granularity = granularity;\r\n\r\n\t\tthis.quad.material = this.pixelationMaterial;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The pixel granularity.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 30.0\r\n\t */\r\n\r\n\tget granularity() { return this.pixelationMaterial.granularity; }\r\n\r\n\t/**\r\n\t * A higher value yields coarser visuals.\r\n\t *\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset granularity(x) {\r\n\r\n\t\tif(typeof x === \"number\") {\r\n\r\n\t\t\tx = Math.floor(x);\r\n\r\n\t\t\tif(x % 2 > 0) {\r\n\r\n\t\t\t\tx += 1;\r\n\r\n\t\t\t}\r\n\r\n\t\t\tthis.pixelationMaterial.granularity = x;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tthis.pixelationMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.pixelationMaterial.setResolution(width, height);\r\n\r\n\t}\r\n\r\n}\r\n"
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"content": "import { ClearPass } from \"./clear.js\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A pass that renders a given scene directly on screen or into the read buffer\r\n * for further processing.\r\n */\r\n\r\nexport class RenderPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new render pass.\r\n\t *\r\n\t * @param {Scene} scene - The scene to render.\r\n\t * @param {Camera} camera - The camera to use to render the scene.\r\n\t * @param {Object} [options] - Additional options.\r\n\t * @param {Material} [options.overrideMaterial=null] - An override material for the scene.\r\n\t * @param {Color} [options.clearColor=null] - An override clear color.\r\n\t * @param {Number} [options.clearAlpha=1.0] - An override clear alpha.\r\n\t * @param {Boolean} [options.clearDepth=false] - Whether depth should be cleared explicitly.\r\n\t * @param {Boolean} [options.clear=true] - Whether all buffers should be cleared.\r\n\t */\r\n\r\n\tconstructor(scene, camera, options = {}) {\r\n\r\n\t\tsuper(scene, camera, null);\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"RenderPass\";\r\n\r\n\t\t/**\r\n\t\t * A clear pass.\r\n\t\t *\r\n\t\t * @type {ClearPass}\r\n\t\t */\r\n\r\n\t\tthis.clearPass = new ClearPass(options);\r\n\r\n\t\t/**\r\n\t\t * An override material.\r\n\t\t *\r\n\t\t * @type {Material}\r\n\t\t * @default null\r\n\t\t */\r\n\r\n\t\tthis.overrideMaterial = (options.overrideMaterial !== undefined) ? options.overrideMaterial : null;\r\n\r\n\t\t/**\r\n\t\t * Indicates whether the depth buffer should be cleared explicitly.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @default false\r\n\t\t */\r\n\r\n\t\tthis.clearDepth = (options.clearDepth !== undefined) ? options.clearDepth : false;\r\n\r\n\t\t/**\r\n\t\t * Indicates whether the color, depth and stencil buffers should be cleared.\r\n\t\t *\r\n\t\t * Even with clear set to true you can prevent specific buffers from being\r\n\t\t * cleared by setting either the autoClearColor, autoClearStencil or\r\n\t\t * autoClearDepth properties of the renderer to false.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @default true\r\n\t\t */\r\n\r\n\t\tthis.clear = (options.clear !== undefined) ? options.clear : true;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the scene.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer) {\r\n\r\n\t\tconst scene = this.scene;\r\n\t\tconst target = this.renderToScreen ? null : readBuffer;\r\n\r\n\t\tif(this.clear) {\r\n\r\n\t\t\tthis.clearPass.render(renderer, target);\r\n\r\n\t\t} else if(this.clearDepth) {\r\n\r\n\t\t\trenderer.setRenderTarget(target);\r\n\t\t\trenderer.clearDepth();\r\n\r\n\t\t}\r\n\r\n\t\tscene.overrideMaterial = this.overrideMaterial;\r\n\t\trenderer.render(scene, this.camera, target);\r\n\t\tscene.overrideMaterial = null;\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -7623,7 +7657,7 @@
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@@ -7658,7 +7692,7 @@
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@@ -7671,7 +7705,7 @@
"content": "import { LinearFilter, RGBFormat, WebGLRenderTarget } from \"three\";\r\nimport { CopyMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A pass that renders the result from a previous pass to another render target.\r\n */\r\n\r\nexport class SavePass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new save pass.\r\n\t *\r\n\t * @param {WebGLRenderTarget} [renderTarget] - The render target to use for saving the read buffer.\r\n\t * @param {Boolean} [resize=true] - Whether the render target should adjust to the size of the read/write buffer.\r\n\t */\r\n\r\n\tconstructor(renderTarget, resize = true) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"SavePass\";\r\n\r\n\t\t/**\r\n\t\t * Copy shader material.\r\n\t\t *\r\n\t\t * @type {CopyMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.material = new CopyMaterial();\r\n\r\n\t\tthis.quad.material = this.material;\r\n\r\n\t\t/**\r\n\t\t * The render target.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t */\r\n\r\n\t\tthis.renderTarget = (renderTarget !== undefined) ? renderTarget : new WebGLRenderTarget(1, 1, {\r\n\t\t\tminFilter: LinearFilter,\r\n\t\t\tmagFilter: LinearFilter,\r\n\t\t\tstencilBuffer: false,\r\n\t\t\tdepthBuffer: false\r\n\t\t});\r\n\r\n\t\tthis.renderTarget.texture.name = \"Save.Target\";\r\n\t\tthis.renderTarget.texture.generateMipmaps = false;\r\n\r\n\t\t/**\r\n\t\t * Indicates whether the render target should be resized when the size of\r\n\t\t * the composer's read/write buffer changes.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @default true\r\n\t\t */\r\n\r\n\t\tthis.resize = resize;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Saves the read buffer.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer) {\r\n\r\n\t\tthis.material.uniforms.tDiffuse.value = readBuffer.texture;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderTarget);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Adjusts the format of the render target.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.\r\n\t */\r\n\r\n\tinitialise(renderer, alpha) {\r\n\r\n\t\tif(!alpha) {\r\n\r\n\t\t\tthis.renderTarget.texture.format = RGBFormat;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tif(this.resize) {\r\n\r\n\t\t\twidth = Math.max(1, width);\r\n\t\t\theight = Math.max(1, height);\r\n\r\n\t\t\tthis.renderTarget.setSize(width, height);\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -7690,7 +7724,7 @@
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@@ -7727,7 +7761,7 @@
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@@ -7744,7 +7778,7 @@
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@@ -7764,7 +7798,7 @@
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@@ -7928,7 +7962,7 @@
"content": "import { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A shader pass.\r\n *\r\n * Used to render any shader material as a 2D filter.\r\n */\r\n\r\nexport class ShaderPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new shader pass.\r\n\t *\r\n\t * @param {ShaderMaterial} material - The shader material to use.\r\n\t * @param {String} [textureID=\"tDiffuse\"] - The texture uniform identifier.\r\n\t */\r\n\r\n\tconstructor(material, textureID = \"tDiffuse\") {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"ShaderPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * The shader material to use for rendering.\r\n\t\t *\r\n\t\t * @type {ShaderMaterial}\r\n\t\t */\r\n\r\n\t\tthis.material = material;\r\n\r\n\t\tthis.quad.material = this.material;\r\n\r\n\t\t/**\r\n\t\t * The name of the color sampler uniform of the given material.\r\n\t\t *\r\n\t\t * @type {String}\r\n\t\t * @default \"tDiffuse\"\r\n\t\t */\r\n\r\n\t\tthis.textureID = textureID;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\tif(this.material.uniforms[this.textureID] !== undefined) {\r\n\r\n\t\t\tthis.material.uniforms[this.textureID].value = readBuffer.texture;\r\n\r\n\t\t}\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -7947,7 +7981,7 @@
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@@ -8001,7 +8035,7 @@
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@@ -8122,7 +8156,7 @@
"content": "import { Vector3 } from \"three\";\r\nimport { CopyMaterial, ShockWaveMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * Half PI.\r\n *\r\n * @type {Number}\r\n * @private\r\n * @static\r\n * @final\r\n */\r\n\r\nconst HALF_PI = Math.PI * 0.5;\r\n\r\n/**\r\n * A vector.\r\n *\r\n * @type {Vector3}\r\n * @private\r\n * @static\r\n * @final\r\n */\r\n\r\nconst v = new Vector3();\r\n\r\n/**\r\n * A vector.\r\n *\r\n * @type {Vector3}\r\n * @private\r\n * @static\r\n * @final\r\n */\r\n\r\nconst ab = new Vector3();\r\n\r\n/**\r\n * A shock wave pass.\r\n */\r\n\r\nexport class ShockWavePass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new shock wave pass.\r\n\t *\r\n\t * @param {Camera} camera - The main camera.\r\n\t * @param {Vector3} [epicenter] - The world position of the shock wave epicenter.\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Number} [options.speed=1.0] - The animation speed.\r\n\t * @param {Number} [options.maxRadius=1.0] - The extent of the shock wave.\r\n\t * @param {Number} [options.waveSize=0.2] - The wave size.\r\n\t * @param {Number} [options.amplitude=0.05] - The distortion amplitude.\r\n\t */\r\n\r\n\tconstructor(camera, epicenter = new Vector3(), options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"ShockWavePass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * The main camera.\r\n\t\t *\r\n\t\t * @type {Object3D}\r\n\t\t */\r\n\r\n\t\tthis.mainCamera = camera;\r\n\r\n\t\t/**\r\n\t\t * The epicenter.\r\n\t\t *\r\n\t\t * @type {Vector3}\r\n\t\t * @example shockWavePass.epicenter = myMesh.position;\r\n\t\t */\r\n\r\n\t\tthis.epicenter = epicenter;\r\n\r\n\t\t/**\r\n\t\t * The object position in screen space.\r\n\t\t *\r\n\t\t * @type {Vector3}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.screenPosition = new Vector3();\r\n\r\n\t\t/**\r\n\t\t * The speed of the shock wave animation.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @default 2.0\r\n\t\t */\r\n\r\n\t\tthis.speed = (options.speed !== undefined) ? options.speed : 2.0;\r\n\r\n\t\t/**\r\n\t\t * A time accumulator.\r\n\t\t *\r\n\t\t * @type {Number}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.time = 0.0;\r\n\r\n\t\t/**\r\n\t\t * Indicates whether the shock wave animation is active.\r\n\t\t *\r\n\t\t * @type {Boolean}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.active = false;\r\n\r\n\t\t/**\r\n\t\t * A shock wave shader material.\r\n\t\t *\r\n\t\t * @type {ShockWaveMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.shockWaveMaterial = new ShockWaveMaterial(options);\r\n\r\n\t\tthis.shockWaveMaterial.uniforms.center.value = this.screenPosition;\r\n\r\n\t\t/**\r\n\t\t * A copy shader material.\r\n\t\t *\r\n\t\t * @type {CopyMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.copyMaterial = new CopyMaterial();\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Emits the shock wave.\r\n\t */\r\n\r\n\texplode() {\r\n\r\n\t\tthis.time = 0.0;\r\n\t\tthis.active = true;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t * @param {Number} delta - The render delta time.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer, delta) {\r\n\r\n\t\tconst epicenter = this.epicenter;\r\n\t\tconst mainCamera = this.mainCamera;\r\n\t\tconst screenPosition = this.screenPosition;\r\n\r\n\t\tconst shockWaveMaterial = this.shockWaveMaterial;\r\n\t\tconst uniforms = shockWaveMaterial.uniforms;\r\n\t\tconst center = uniforms.center;\r\n\t\tconst radius = uniforms.radius;\r\n\t\tconst maxRadius = uniforms.maxRadius;\r\n\t\tconst waveSize = uniforms.waveSize;\r\n\r\n\t\tthis.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\t\tthis.quad.material = this.copyMaterial;\r\n\r\n\t\tif(this.active) {\r\n\r\n\t\t\t// Calculate direction vectors.\r\n\t\t\tmainCamera.getWorldDirection(v);\r\n\t\t\tab.copy(mainCamera.position).sub(epicenter);\r\n\r\n\t\t\t// Don't render the effect if the object is behind the camera.\r\n\t\t\tif(v.angleTo(ab) > HALF_PI) {\r\n\r\n\t\t\t\t// Scale the effect based on distance to the object.\r\n\t\t\t\tuniforms.cameraDistance.value = mainCamera.position.distanceTo(epicenter);\r\n\r\n\t\t\t\t// Calculate the screen position of the epicenter.\r\n\t\t\t\tscreenPosition.copy(epicenter).project(mainCamera);\r\n\t\t\t\tcenter.value.x = (screenPosition.x + 1.0) * 0.5;\r\n\t\t\t\tcenter.value.y = (screenPosition.y + 1.0) * 0.5;\r\n\r\n\t\t\t\tuniforms.tDiffuse.value = readBuffer.texture;\r\n\t\t\t\tthis.quad.material = shockWaveMaterial;\r\n\r\n\t\t\t}\r\n\r\n\t\t\t// Update the shock wave radius based on time.\r\n\t\t\tthis.time += delta;\r\n\t\t\tradius.value = this.time * this.speed - waveSize.value;\r\n\r\n\t\t\tif(radius.value >= (maxRadius.value + waveSize.value) * 2) {\r\n\r\n\t\t\t\tthis.active = false;\r\n\r\n\t\t\t}\r\n\r\n\t\t}\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.shockWaveMaterial.uniforms.aspect.value = width / height;\r\n\r\n\t}\r\n\r\n}\r\n"
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@@ -8188,7 +8222,7 @@
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@@ -8221,7 +8255,7 @@
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@@ -8240,7 +8274,7 @@
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@@ -8333,7 +8367,7 @@
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@@ -8350,7 +8384,7 @@
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"content": "import {\r\n\tLinearFilter,\r\n\tNearestFilter,\r\n\tRGBAFormat,\r\n\tRGBFormat,\r\n\tTexture,\r\n\tWebGLRenderTarget\r\n} from \"three\";\r\n\r\nimport { SMAABlendMaterial, SMAAColorEdgesMaterial, SMAAWeightsMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * Subpixel Morphological Antialiasing (SMAA) v2.8.\r\n *\r\n * Preset: SMAA 1x Medium (with color edge detection).\r\n * https://github.com/iryoku/smaa/releases/tag/v2.8\r\n */\r\n\r\nexport class SMAAPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new SMAA pass.\r\n\t *\r\n\t * @param {Image} Image - This pass requires an Image class to create internal textures. Provide window.Image in a browser environment.\r\n\t */\r\n\r\n\tconstructor(Image) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"SMAAPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * A render target for the color edge detection.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetColorEdges = new WebGLRenderTarget(1, 1, {\r\n\t\t\tminFilter: LinearFilter,\r\n\t\t\tformat: RGBFormat,\r\n\t\t\tstencilBuffer: false,\r\n\t\t\tdepthBuffer: false\r\n\t\t});\r\n\r\n\t\tthis.renderTargetColorEdges.texture.name = \"SMAA.ColorEdges\";\r\n\t\tthis.renderTargetColorEdges.texture.generateMipmaps = false;\r\n\r\n\t\t/**\r\n\t\t * A render target for the SMAA weights.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetWeights = this.renderTargetColorEdges.clone();\r\n\r\n\t\tthis.renderTargetWeights.texture.name = \"SMAA.Weights\";\r\n\t\tthis.renderTargetWeights.texture.format = RGBAFormat;\r\n\r\n\t\t/**\r\n\t\t * SMAA color edge detection shader material.\r\n\t\t *\r\n\t\t * @type {SMAAColorEdgesMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.colorEdgesMaterial = new SMAAColorEdgesMaterial();\r\n\r\n\t\t/**\r\n\t\t * SMAA weights shader material.\r\n\t\t *\r\n\t\t * @type {SMAAWeightsMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.weightsMaterial = new SMAAWeightsMaterial();\r\n\r\n\t\tconst areaImage = new Image();\r\n\t\tareaImage.src = this.weightsMaterial.areaImage;\r\n\r\n\t\tconst areaTexture = new Texture();\r\n\t\tareaTexture.image = areaImage;\r\n\t\tareaTexture.name = \"SMAA.Area\";\r\n\t\tareaTexture.minFilter = LinearFilter;\r\n\t\tareaTexture.format = RGBFormat;\r\n\t\tareaTexture.generateMipmaps = false;\r\n\t\tareaTexture.needsUpdate = true;\r\n\t\tareaTexture.flipY = false;\r\n\r\n\t\tconst searchImage = new Image();\r\n\t\tsearchImage.src = this.weightsMaterial.searchImage;\r\n\r\n\t\tconst searchTexture = new Texture();\r\n\t\tsearchTexture.image = searchImage;\r\n\t\tsearchTexture.name = \"SMAA.Search\";\r\n\t\tsearchTexture.magFilter = NearestFilter;\r\n\t\tsearchTexture.minFilter = NearestFilter;\r\n\t\tsearchTexture.generateMipmaps = false;\r\n\t\tsearchTexture.needsUpdate = true;\r\n\t\tsearchTexture.flipY = false;\r\n\r\n\t\tthis.weightsMaterial.uniforms.tDiffuse.value = this.renderTargetColorEdges.texture;\r\n\t\tthis.weightsMaterial.uniforms.tArea.value = areaTexture;\r\n\t\tthis.weightsMaterial.uniforms.tSearch.value = searchTexture;\r\n\r\n\t\t/**\r\n\t\t * SMAA blend shader material.\r\n\t\t *\r\n\t\t * @type {SMAABlendMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.blendMaterial = new SMAABlendMaterial();\r\n\r\n\t\tthis.blendMaterial.uniforms.tWeights.value = this.renderTargetWeights.texture;\r\n\r\n\t\tthis.quad.material = this.blendMaterial;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Antialiases the scene.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer) {\r\n\r\n\t\t// Detect color edges.\r\n\t\tthis.quad.material = this.colorEdgesMaterial;\r\n\t\tthis.colorEdgesMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\t\trenderer.render(this.scene, this.camera, this.renderTargetColorEdges, true);\r\n\r\n\t\t// Compute edge weights.\r\n\t\tthis.quad.material = this.weightsMaterial;\r\n\t\trenderer.render(this.scene, this.camera, this.renderTargetWeights, false);\r\n\r\n\t\t// Apply the antialiasing filter to the colors.\r\n\t\tthis.quad.material = this.blendMaterial;\r\n\t\tthis.blendMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Updates this pass with the renderer's size.\r\n\t *\r\n\t * @param {Number} width - The width.\r\n\t * @param {Number} height - The height.\r\n\t */\r\n\r\n\tsetSize(width, height) {\r\n\r\n\t\tthis.renderTargetColorEdges.setSize(width, height);\r\n\t\tthis.renderTargetWeights.setSize(width, height);\r\n\r\n\t\tthis.colorEdgesMaterial.uniforms.texelSize.value.copy(\r\n\t\t\tthis.weightsMaterial.uniforms.texelSize.value.copy(\r\n\t\t\t\tthis.blendMaterial.uniforms.texelSize.value.set(\r\n\t\t\t\t\t1.0 / width, 1.0 / height\r\n\t\t)));\r\n\r\n\t}\r\n\r\n}\r\n"
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"content": "import { AdditiveBlending } from \"three\";\r\nimport { CopyMaterial } from \"../materials\";\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * A pass that renders a given texture.\r\n */\r\n\r\nexport class TexturePass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new texture pass.\r\n\t *\r\n\t * @param {Texture} texture - The texture.\r\n\t * @param {Number} [opacity=1.0] - The texture opacity.\r\n\t */\r\n\r\n\tconstructor(texture, opacity = 1.0) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"TexturePass\";\r\n\r\n\t\t/**\r\n\t\t * A copy shader material used for rendering to texture.\r\n\t\t *\r\n\t\t * @type {CopyMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.copyMaterial = new CopyMaterial();\r\n\t\tthis.copyMaterial.blending = AdditiveBlending;\r\n\t\tthis.copyMaterial.transparent = true;\r\n\r\n\t\tthis.texture = texture;\r\n\t\tthis.opacity = opacity;\r\n\r\n\t\tthis.quad.material = this.copyMaterial;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The texture.\r\n\t *\r\n\t * @type {Texture}\r\n\t */\r\n\r\n\tget texture() { return this.copyMaterial.uniforms.tDiffuse.value; }\r\n\r\n\t/**\r\n\t * @type {Texture}\r\n\t */\r\n\r\n\tset texture(x) {\r\n\r\n\t\tthis.copyMaterial.uniforms.tDiffuse.value = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The opacity.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 1.0\r\n\t */\r\n\r\n\tget opacity() { return this.copyMaterial.uniforms.opacity.value; }\r\n\r\n\t/**\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset opacity(x) {\r\n\r\n\t\tthis.copyMaterial.uniforms.opacity.value = x;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t */\r\n\r\n\trender(renderer, readBuffer) {\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : readBuffer);\r\n\r\n\t}\r\n\r\n}\r\n"
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"content": "import {\r\n\tLinearFilter,\r\n\tLinearMipMapLinearFilter,\r\n\tMeshBasicMaterial,\r\n\tRGBFormat,\r\n\tWebGLRenderTarget\r\n} from \"three\";\r\n\r\nimport {\r\n\tAdaptiveLuminosityMaterial,\r\n\tCopyMaterial,\r\n\tLuminosityMaterial,\r\n\tToneMappingMaterial\r\n} from \"../materials\";\r\n\r\nimport { Pass } from \"./pass.js\";\r\n\r\n/**\r\n * Rounds the given number up to the next power of two.\r\n *\r\n * @private\r\n * @static\r\n * @param {Number} n - A number.\r\n * @return {Number} The next power of two.\r\n */\r\n\r\nfunction ceil2(n) { return Math.pow(2, Math.max(0, Math.ceil(Math.log2(n)))); }\r\n\r\n/**\r\n * A tone mapping pass that supports adaptive luminosity.\r\n *\r\n * If adaptivity is enabled, this pass generates a texture that represents the\r\n * luminosity of the current scene and adjusts it over time to simulate the\r\n * optic nerve responding to the amount of light it is receiving.\r\n *\r\n * Reference:\r\n * GDC2007 - Wolfgang Engel, Post-Processing Pipeline\r\n * http://perso.univ-lyon1.fr/jean-claude.iehl/Public/educ/GAMA/2007/gdc07/Post-Processing_Pipeline.pdf\r\n */\r\n\r\nexport class ToneMappingPass extends Pass {\r\n\r\n\t/**\r\n\t * Constructs a new tone mapping pass.\r\n\t *\r\n\t * @param {Object} [options] - The options.\r\n\t * @param {Boolean} [options.adaptive=true] - Whether the tone mapping should use an adaptive luminance map.\r\n\t * @param {Number} [options.resolution=256] - The render texture resolution.\r\n\t * @param {Number} [options.distinction=1.0] - A luminance distinction factor.\r\n\t */\r\n\r\n\tconstructor(options = {}) {\r\n\r\n\t\tsuper();\r\n\r\n\t\t/**\r\n\t\t * The name of this pass.\r\n\t\t */\r\n\r\n\t\tthis.name = \"ToneMappingPass\";\r\n\r\n\t\t/**\r\n\t\t * This pass renders to the write buffer.\r\n\t\t */\r\n\r\n\t\tthis.needsSwap = true;\r\n\r\n\t\t/**\r\n\t\t * The render target for the current luminosity.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t * @todo Use RED format in WebGL 2.0.\r\n\t\t */\r\n\r\n\t\tthis.renderTargetLuminosity = new WebGLRenderTarget(1, 1, {\r\n\t\t\tminFilter: LinearMipMapLinearFilter,\r\n\t\t\tmagFilter: LinearFilter,\r\n\t\t\tformat: RGBFormat,\r\n\t\t\tstencilBuffer: false,\r\n\t\t\tdepthBuffer: false\r\n\t\t});\r\n\r\n\t\tthis.renderTargetLuminosity.texture.name = \"ToneMapping.Luminosity\";\r\n\r\n\t\t/**\r\n\t\t * The render target for adapted luminosity.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetAdapted = this.renderTargetLuminosity.clone();\r\n\r\n\t\tthis.renderTargetAdapted.texture.name = \"ToneMapping.AdaptedLuminosity\";\r\n\t\tthis.renderTargetAdapted.texture.generateMipmaps = false;\r\n\t\tthis.renderTargetAdapted.texture.minFilter = LinearFilter;\r\n\r\n\t\t/**\r\n\t\t * A render target that holds a copy of the adapted limonosity.\r\n\t\t *\r\n\t\t * @type {WebGLRenderTarget}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.renderTargetPrevious = this.renderTargetAdapted.clone();\r\n\r\n\t\tthis.renderTargetPrevious.texture.name = \"ToneMapping.PreviousLuminosity\";\r\n\r\n\t\t/**\r\n\t\t * Copy shader material used for saving the luminance map.\r\n\t\t *\r\n\t\t * @type {CopyMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.copyMaterial = new CopyMaterial();\r\n\r\n\t\t/**\r\n\t\t * A luminosity shader material.\r\n\t\t *\r\n\t\t * @type {LuminosityMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.luminosityMaterial = new LuminosityMaterial();\r\n\r\n\t\tthis.luminosityMaterial.uniforms.distinction.value = (options.distinction !== undefined) ? options.distinction : 1.0;\r\n\r\n\t\t/**\r\n\t\t * An adaptive luminance shader material.\r\n\t\t *\r\n\t\t * @type {AdaptiveLuminosityMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.adaptiveLuminosityMaterial = new AdaptiveLuminosityMaterial();\r\n\r\n\t\tthis.resolution = (options.resolution !== undefined) ? options.resolution : 256;\r\n\r\n\t\t/**\r\n\t\t * A tone mapping shader material.\r\n\t\t *\r\n\t\t * @type {ToneMappingMaterial}\r\n\t\t * @private\r\n\t\t */\r\n\r\n\t\tthis.toneMappingMaterial = new ToneMappingMaterial();\r\n\r\n\t\tthis.adaptive = (options.adaptive !== undefined) ? options.adaptive : true;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * The resolution of the render targets.\r\n\t *\r\n\t * @type {Number}\r\n\t * @default 256\r\n\t */\r\n\r\n\tget resolution() { return this.renderTargetLuminosity.width; }\r\n\r\n\t/**\r\n\t * The resolution of the render targets. Must be a power of two and will be\r\n\t * rounded up if it isn't.\r\n\t *\r\n\t * @type {Number}\r\n\t */\r\n\r\n\tset resolution(x) {\r\n\r\n\t\tx = ceil2(x);\r\n\r\n\t\tthis.renderTargetLuminosity.setSize(x, x);\r\n\t\tthis.renderTargetPrevious.setSize(x, x);\r\n\t\tthis.renderTargetAdapted.setSize(x, x);\r\n\r\n\t\tthis.adaptiveLuminosityMaterial.defines.MIP_LEVEL_1X1 = (Math.round(Math.log(x)) / Math.log(2)).toFixed(1);\r\n\t\tthis.adaptiveLuminosityMaterial.needsUpdate = true;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Whether this pass uses adaptive luminosity.\r\n\t *\r\n\t * @type {Boolean}\r\n\t */\r\n\r\n\tget adaptive() { return this.toneMappingMaterial.defines.ADAPTED_LUMINANCE !== undefined; }\r\n\r\n\t/**\r\n\t * Whether this pass should use adaptive luminosity.\r\n\t *\r\n\t * @type {Boolean}\r\n\t */\r\n\r\n\tset adaptive(x) {\r\n\r\n\t\tif(x) {\r\n\r\n\t\t\tthis.toneMappingMaterial.defines.ADAPTED_LUMINANCE = \"1\";\r\n\t\t\tthis.toneMappingMaterial.uniforms.luminanceMap.value = this.renderTargetAdapted.texture;\r\n\r\n\t\t} else {\r\n\r\n\t\t\tdelete this.toneMappingMaterial.defines.ADAPTED_LUMINANCE;\r\n\t\t\tthis.toneMappingMaterial.uniforms.luminanceMap.value = null;\r\n\r\n\t\t}\r\n\r\n\t\tthis.toneMappingMaterial.needsUpdate = true;\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders the effect.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t * @param {WebGLRenderTarget} readBuffer - The read buffer.\r\n\t * @param {WebGLRenderTarget} writeBuffer - The write buffer.\r\n\t * @param {Number} delta - The render delta time.\r\n\t */\r\n\r\n\trender(renderer, readBuffer, writeBuffer, delta) {\r\n\r\n\t\tconst quad = this.quad;\r\n\t\tconst scene = this.scene;\r\n\t\tconst camera = this.camera;\r\n\r\n\t\tconst adaptiveLuminosityMaterial = this.adaptiveLuminosityMaterial;\r\n\t\tconst luminosityMaterial = this.luminosityMaterial;\r\n\t\tconst toneMappingMaterial = this.toneMappingMaterial;\r\n\t\tconst copyMaterial = this.copyMaterial;\r\n\r\n\t\tconst renderTargetPrevious = this.renderTargetPrevious;\r\n\t\tconst renderTargetLuminosity = this.renderTargetLuminosity;\r\n\t\tconst renderTargetAdapted = this.renderTargetAdapted;\r\n\r\n\t\tif(this.adaptive) {\r\n\r\n\t\t\t// Render the luminance of the current scene into a render target with mipmapping enabled.\r\n\t\t\tquad.material = luminosityMaterial;\r\n\t\t\tluminosityMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\t\t\trenderer.render(scene, camera, renderTargetLuminosity);\r\n\r\n\t\t\t// Use the new luminance values, the previous luminance and the frame delta to adapt the luminance over time.\r\n\t\t\tquad.material = adaptiveLuminosityMaterial;\r\n\t\t\tadaptiveLuminosityMaterial.uniforms.delta.value = delta;\r\n\t\t\tadaptiveLuminosityMaterial.uniforms.tPreviousLum.value = renderTargetPrevious.texture;\r\n\t\t\tadaptiveLuminosityMaterial.uniforms.tCurrentLum.value = renderTargetLuminosity.texture;\r\n\t\t\trenderer.render(scene, camera, renderTargetAdapted);\r\n\r\n\t\t\t// Copy the new adapted luminance value so that it can be used by the next frame.\r\n\t\t\tquad.material = copyMaterial;\r\n\t\t\tcopyMaterial.uniforms.tDiffuse.value = renderTargetAdapted.texture;\r\n\t\t\trenderer.render(scene, camera, renderTargetPrevious);\r\n\r\n\t\t}\r\n\r\n\t\t// Apply the tone mapping to the colours.\r\n\t\tquad.material = toneMappingMaterial;\r\n\t\ttoneMappingMaterial.uniforms.tDiffuse.value = readBuffer.texture;\r\n\r\n\t\trenderer.render(this.scene, this.camera, this.renderToScreen ? null : writeBuffer);\r\n\r\n\t}\r\n\r\n\t/**\r\n\t * Renders something into the previous luminosity texture.\r\n\t *\r\n\t * @param {WebGLRenderer} renderer - The renderer.\r\n\t */\r\n\r\n\tinitialise(renderer) {\r\n\r\n\t\tthis.quad.material = new MeshBasicMaterial({ color: 0x7fffff });\r\n\t\trenderer.render(this.scene, this.camera, this.renderTargetPrevious);\r\n\t\tthis.quad.material.dispose();\r\n\r\n\t}\r\n\r\n}\r\n"
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+ "__docId__": 418,
"kind": "external",
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"variation": null,
@@ -10366,7 +10400,7 @@
"builtinExternal": true
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+ "__docId__": 419,
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@@ -10379,7 +10413,7 @@
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+ "__docId__": 421,
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"variation": null,
@@ -10392,7 +10426,7 @@
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+ "__docId__": 422,
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@@ -10405,7 +10439,7 @@
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+ "__docId__": 423,
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"builtinExternal": true
},
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@@ -10431,7 +10465,7 @@
"builtinExternal": true
},
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"builtinExternal": true
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+ "__docId__": 426,
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"variation": null,
@@ -10457,7 +10491,7 @@
"builtinExternal": true
},
{
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+ "__docId__": 427,
"kind": "external",
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"variation": null,
@@ -10470,7 +10504,7 @@
"builtinExternal": true
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+ "__docId__": 428,
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"variation": null,
diff --git a/docs/file/src/passes/bloom.js.html b/docs/file/src/passes/bloom.js.html
index 1efa1b296..168c21667 100644
--- a/docs/file/src/passes/bloom.js.html
+++ b/docs/file/src/passes/bloom.js.html
@@ -114,6 +114,12 @@
this.name = "BloomPass";
+ /**
+ * This pass renders to the write buffer.
+ */
+
+ this.needsSwap = true;
+
/**
* A blur pass.
*
diff --git a/docs/file/src/passes/glitch.js.html b/docs/file/src/passes/glitch.js.html
index 80ae42b0c..cbec47c7a 100644
--- a/docs/file/src/passes/glitch.js.html
+++ b/docs/file/src/passes/glitch.js.html
@@ -220,7 +220,7 @@
}
/**
- * Destroys the current perturbation map and creates a new one.
+ * Destroys the current perturbation map and replaces it with a new one.
*
* @param {Number} [size=64] - The texture size.
* @return {DataTexture} The perturbation texture.
diff --git a/docs/file/src/passes/god-rays.js.html b/docs/file/src/passes/god-rays.js.html
index e9e43c59e..6f3fda92d 100644
--- a/docs/file/src/passes/god-rays.js.html
+++ b/docs/file/src/passes/god-rays.js.html
@@ -146,6 +146,12 @@
this.name = "GodRaysPass";
+ /**
+ * This pass renders to the write buffer.
+ */
+
+ this.needsSwap = true;
+
/**
* A scene that only contains the light source.
*
diff --git a/docs/index.html b/docs/index.html
index 29b40a7e5..557d8bf77 100644
--- a/docs/index.html
+++ b/docs/index.html
@@ -83,8 +83,8 @@
A post processing library that provides the means to implement 2D filter effects for three.js.
-
Extensive Demo ∴
-API Reference
+
Extensive Demo ∴
+API Reference
Installation
npm install postprocessing
diff --git a/docs/package.json b/docs/package.json
index eee7b2253..22ccf4066 100644
--- a/docs/package.json
+++ b/docs/package.json
@@ -1,6 +1,6 @@
{
"name": "postprocessing",
- "version": "2.1.2",
+ "version": "2.1.3",
"description": "A post processing library that provides the means to implement 2D filter effects for three.js.",
"homepage": "https://github.com/vanruesc/postprocessing",
"main": "build/postprocessing.js",
@@ -40,13 +40,13 @@
"scripts": {
"test": "grunt --production",
- "prepublishOnly": "grunt prepublish",
- "postpublish": "grunt postpublish"
+ "prepack": "grunt prepublish",
+ "postpack": "grunt postpublish"
},
"engines": {
"node": ">=4.0.0",
- "npm": ">=4.0.0"
+ "npm": ">=5.0.0"
},
"dependencies": {
@@ -59,10 +59,10 @@
"babel-preset-es2015-rollup": "3.0.x",
"grunt": "1.x.x",
"grunt-cli": "1.2.x",
- "grunt-contrib-nodeunit": "1.0.x",
- "grunt-contrib-uglify": "3.0.x",
"grunt-contrib-clean": "1.1.x",
"grunt-contrib-copy": "1.0.x",
+ "grunt-contrib-nodeunit": "1.0.x",
+ "grunt-contrib-uglify": "3.0.x",
"grunt-esdoc": "0.x.x",
"grunt-eslint": "19.0.x",
"grunt-inline-import": "0.x.x",
diff --git a/docs/script/search_index.js b/docs/script/search_index.js
index f803c52ac..3c61b8c8e 100644
--- a/docs/script/search_index.js
+++ b/docs/script/search_index.js
@@ -991,13 +991,13 @@ window.esdocSearchIndex = [
],
[
"src/passes/bloom.js~bloompass#distinction",
- "class/src/passes/bloom.js~BloomPass.html#instance-get-distinction",
+ "class/src/passes/bloom.js~BloomPass.html#instance-set-distinction",
"src/passes/bloom.js~BloomPass#distinction",
"member"
],
[
"src/passes/bloom.js~bloompass#distinction",
- "class/src/passes/bloom.js~BloomPass.html#instance-set-distinction",
+ "class/src/passes/bloom.js~BloomPass.html#instance-get-distinction",
"src/passes/bloom.js~BloomPass#distinction",
"member"
],
@@ -1037,6 +1037,12 @@ window.esdocSearchIndex = [
"src/passes/bloom.js~BloomPass#name",
"member"
],
+ [
+ "src/passes/bloom.js~bloompass#needsswap",
+ "class/src/passes/bloom.js~BloomPass.html#instance-member-needsSwap",
+ "src/passes/bloom.js~BloomPass#needsSwap",
+ "member"
+ ],
[
"src/passes/bloom.js~bloompass#render",
"class/src/passes/bloom.js~BloomPass.html#instance-method-render",
@@ -1045,13 +1051,13 @@ window.esdocSearchIndex = [
],
[
"src/passes/bloom.js~bloompass#resolutionscale",
- "class/src/passes/bloom.js~BloomPass.html#instance-get-resolutionScale",
+ "class/src/passes/bloom.js~BloomPass.html#instance-set-resolutionScale",
"src/passes/bloom.js~BloomPass#resolutionScale",
"member"
],
[
"src/passes/bloom.js~bloompass#resolutionscale",
- "class/src/passes/bloom.js~BloomPass.html#instance-set-resolutionScale",
+ "class/src/passes/bloom.js~BloomPass.html#instance-get-resolutionScale",
"src/passes/bloom.js~BloomPass#resolutionScale",
"member"
],
@@ -1081,13 +1087,13 @@ window.esdocSearchIndex = [
],
[
"src/passes/blur.js~blurpass#kernelsize",
- "class/src/passes/blur.js~BlurPass.html#instance-get-kernelSize",
+ "class/src/passes/blur.js~BlurPass.html#instance-set-kernelSize",
"src/passes/blur.js~BlurPass#kernelSize",
"member"
],
[
"src/passes/blur.js~blurpass#kernelsize",
- "class/src/passes/blur.js~BlurPass.html#instance-set-kernelSize",
+ "class/src/passes/blur.js~BlurPass.html#instance-get-kernelSize",
"src/passes/blur.js~BlurPass#kernelSize",
"member"
],
@@ -1447,13 +1453,13 @@ window.esdocSearchIndex = [
],
[
"src/passes/god-rays.js~godrayspass#kernelsize",
- "class/src/passes/god-rays.js~GodRaysPass.html#instance-set-kernelSize",
+ "class/src/passes/god-rays.js~GodRaysPass.html#instance-get-kernelSize",
"src/passes/god-rays.js~GodRaysPass#kernelSize",
"member"
],
[
"src/passes/god-rays.js~godrayspass#kernelsize",
- "class/src/passes/god-rays.js~GodRaysPass.html#instance-get-kernelSize",
+ "class/src/passes/god-rays.js~GodRaysPass.html#instance-set-kernelSize",
"src/passes/god-rays.js~GodRaysPass#kernelSize",
"member"
],
@@ -1469,6 +1475,12 @@ window.esdocSearchIndex = [
"src/passes/god-rays.js~GodRaysPass#name",
"member"
],
+ [
+ "src/passes/god-rays.js~godrayspass#needsswap",
+ "class/src/passes/god-rays.js~GodRaysPass.html#instance-member-needsSwap",
+ "src/passes/god-rays.js~GodRaysPass#needsSwap",
+ "member"
+ ],
[
"src/passes/god-rays.js~godrayspass#render",
"class/src/passes/god-rays.js~GodRaysPass.html#instance-method-render",
@@ -1489,13 +1501,13 @@ window.esdocSearchIndex = [
],
[
"src/passes/god-rays.js~godrayspass#samples",
- "class/src/passes/god-rays.js~GodRaysPass.html#instance-set-samples",
+ "class/src/passes/god-rays.js~GodRaysPass.html#instance-get-samples",
"src/passes/god-rays.js~GodRaysPass#samples",
"member"
],
[
"src/passes/god-rays.js~godrayspass#samples",
- "class/src/passes/god-rays.js~GodRaysPass.html#instance-get-samples",
+ "class/src/passes/god-rays.js~GodRaysPass.html#instance-set-samples",
"src/passes/god-rays.js~GodRaysPass#samples",
"member"
],
@@ -1945,13 +1957,13 @@ window.esdocSearchIndex = [
],
[
"src/passes/texture.js~texturepass#texture",
- "class/src/passes/texture.js~TexturePass.html#instance-get-texture",
+ "class/src/passes/texture.js~TexturePass.html#instance-set-texture",
"src/passes/texture.js~TexturePass#texture",
"member"
],
[
"src/passes/texture.js~texturepass#texture",
- "class/src/passes/texture.js~TexturePass.html#instance-set-texture",
+ "class/src/passes/texture.js~TexturePass.html#instance-get-texture",
"src/passes/texture.js~TexturePass#texture",
"member"
],
@@ -1963,13 +1975,13 @@ window.esdocSearchIndex = [
],
[
"src/passes/tone-mapping.js~tonemappingpass#adaptive",
- "class/src/passes/tone-mapping.js~ToneMappingPass.html#instance-get-adaptive",
+ "class/src/passes/tone-mapping.js~ToneMappingPass.html#instance-set-adaptive",
"src/passes/tone-mapping.js~ToneMappingPass#adaptive",
"member"
],
[
"src/passes/tone-mapping.js~tonemappingpass#adaptive",
- "class/src/passes/tone-mapping.js~ToneMappingPass.html#instance-set-adaptive",
+ "class/src/passes/tone-mapping.js~ToneMappingPass.html#instance-get-adaptive",
"src/passes/tone-mapping.js~ToneMappingPass#adaptive",
"member"
],
diff --git a/docs/source.html b/docs/source.html
index 1835a24d9..5b020a749 100644
--- a/docs/source.html
+++ b/docs/source.html
@@ -78,7 +78,7 @@
-Source 235/235
+
Source 237/237
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100 %2/2 |
820 byte |
48 |
- 2017-05-04 19:48:49 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/bokeh.js |
@@ -131,7 +131,7 @@
100 %3/3 |
1881 byte |
76 |
- 2017-05-04 20:04:28 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/bokeh2.js |
@@ -139,7 +139,7 @@
100 %4/4 |
4067 byte |
128 |
- 2017-05-04 20:04:47 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/combine.js |
@@ -147,7 +147,7 @@
100 %2/2 |
1120 byte |
52 |
- 2017-05-04 20:05:13 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/convolution.js |
@@ -156,7 +156,7 @@
100 %6/6 |
2960 byte |
124 |
- 2017-05-04 20:36:09 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/copy.js |
@@ -164,7 +164,7 @@
100 %2/2 |
579 byte |
39 |
- 2017-05-04 20:06:47 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/depth.js |
@@ -172,7 +172,7 @@
100 %3/3 |
1004 byte |
58 |
- 2017-05-04 20:08:47 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/dot-screen.js |
@@ -180,7 +180,7 @@
100 %2/2 |
927 byte |
48 |
- 2017-05-04 20:10:43 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/film.js |
@@ -188,7 +188,7 @@
100 %2/2 |
4529 byte |
108 |
- 2017-05-05 10:28:48 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/glitch.js |
@@ -196,7 +196,7 @@
100 %2/2 |
941 byte |
53 |
- 2017-05-04 20:13:34 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/god-rays.js |
@@ -204,7 +204,7 @@
100 %2/2 |
1220 byte |
62 |
- 2017-05-05 10:21:21 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/images/smaa/area-image.js |
@@ -228,7 +228,7 @@
- |
1098 byte |
24 |
- 2017-05-04 20:07:29 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/luminosity.js |
@@ -236,7 +236,7 @@
100 %2/2 |
1414 byte |
52 |
- 2017-05-05 00:33:22 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/pixelation.js |
@@ -244,7 +244,7 @@
100 %5/5 |
1548 byte |
84 |
- 2017-05-05 10:23:33 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/shock-wave.js |
@@ -252,7 +252,7 @@
100 %2/2 |
1431 byte |
59 |
- 2017-05-04 20:17:29 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/smaa-blend.js |
@@ -260,7 +260,7 @@
100 %2/2 |
826 byte |
44 |
- 2017-05-04 20:18:06 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/smaa-color-edges.js |
@@ -268,7 +268,7 @@
100 %2/2 |
867 byte |
49 |
- 2017-05-04 20:18:58 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/smaa-weights.js |
@@ -276,7 +276,7 @@
100 %4/4 |
1490 byte |
76 |
- 2017-05-04 20:22:05 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/materials/tone-mapping.js |
@@ -284,15 +284,15 @@
100 %2/2 |
848 byte |
45 |
- 2017-05-04 20:22:49 (UTC) |
+ 2017-05-04 13:14:53 (UTC) |
src/passes/bloom.js |
BloomPass |
- 100 %14/14 |
- 5610 byte |
- 257 |
- 2017-05-05 10:45:13 (UTC) |
+ 100 %15/15 |
+ 5699 byte |
+ 263 |
+ 2017-05-04 20:31:04 (UTC) |
src/passes/blur.js |
@@ -363,17 +363,17 @@
GlitchMode
GlitchPass |
100 %10/10 |
- 5400 byte |
+ 5409 byte |
255 |
- 2017-05-05 10:29:55 (UTC) |
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src/passes/god-rays.js |
GodRaysPass |
- 100 %15/15 |
- 10394 byte |
- 432 |
- 2017-05-05 10:30:55 (UTC) |
+ 100 %16/16 |
+ 10483 byte |
+ 438 |
+ 2017-05-04 21:03:06 (UTC) |
src/passes/index.js |