/** * @author alteredq / http://alteredqualia.com/ */ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) { THREE.Pass.call( this ); strength = ( strength !== undefined ) ? strength : 1; kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25; sigma = ( sigma !== undefined ) ? sigma : 4.0; resolution = ( resolution !== undefined ) ? resolution : 256; // render targets var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars ); this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars ); // copy material if ( THREE.CopyShader === undefined ) console.error( "THREE.BloomPass relies on THREE.CopyShader" ); var copyShader = THREE.CopyShader; this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); this.copyUniforms[ "opacity" ].value = strength; this.materialCopy = new THREE.ShaderMaterial( { uniforms: this.copyUniforms, vertexShader: copyShader.vertexShader, fragmentShader: copyShader.fragmentShader, blending: THREE.AdditiveBlending, transparent: true } ); // convolution material if ( THREE.ConvolutionShader === undefined ) console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" ); var convolutionShader = THREE.ConvolutionShader; this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms ); this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX; this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma ); this.materialConvolution = new THREE.ShaderMaterial( { uniforms: this.convolutionUniforms, vertexShader: convolutionShader.vertexShader, fragmentShader: convolutionShader.fragmentShader, defines: { "KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ), "KERNEL_SIZE_INT": kernelSize.toFixed( 0 ) } } ); this.needsSwap = false; this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); this.scene = new THREE.Scene(); this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null ); this.quad.frustumCulled = false; // Avoid getting clipped this.scene.add( this.quad ); }; THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.BloomPass, render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST ); // Render quad with blured scene into texture (convolution pass 1) this.quad.material = this.materialConvolution; this.convolutionUniforms[ "tDiffuse" ].value = readBuffer.texture; this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX; renderer.render( this.scene, this.camera, this.renderTargetX, true ); // Render quad with blured scene into texture (convolution pass 2) this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX.texture; this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY; renderer.render( this.scene, this.camera, this.renderTargetY, true ); // Render original scene with superimposed blur to texture this.quad.material = this.materialCopy; this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY.texture; if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST ); renderer.render( this.scene, this.camera, readBuffer, this.clear ); } } ); THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 ); THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );