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			412 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			412 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	AddEquation,
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	Color,
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	CustomBlending,
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	DepthTexture,
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	DstAlphaFactor,
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	DstColorFactor,
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	HalfFloatType,
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	MeshDepthMaterial,
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	MeshNormalMaterial,
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	NearestFilter,
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	NoBlending,
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	RGBADepthPacking,
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	ShaderMaterial,
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	UniformsUtils,
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	UnsignedShortType,
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	Vector2,
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	WebGLRenderTarget,
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	ZeroFactor
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { SAOShader } from '../shaders/SAOShader.js';
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import { DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader.js';
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import { BlurShaderUtils } from '../shaders/DepthLimitedBlurShader.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader.js';
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/**
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 * SAO implementation inspired from bhouston previous SAO work
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 */
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class SAOPass extends Pass {
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	constructor( scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2( 256, 256 ) ) {
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		super();
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		this.scene = scene;
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		this.camera = camera;
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		this.clear = true;
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		this.needsSwap = false;
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		this.supportsDepthTextureExtension = useDepthTexture;
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		this.supportsNormalTexture = useNormals;
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		this.originalClearColor = new Color();
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		this._oldClearColor = new Color();
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		this.oldClearAlpha = 1;
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		this.params = {
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			output: 0,
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			saoBias: 0.5,
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			saoIntensity: 0.18,
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			saoScale: 1,
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			saoKernelRadius: 100,
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			saoMinResolution: 0,
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			saoBlur: true,
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			saoBlurRadius: 8,
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			saoBlurStdDev: 4,
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			saoBlurDepthCutoff: 0.01
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		};
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		this.resolution = new Vector2( resolution.x, resolution.y );
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		this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
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		this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
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		this.beautyRenderTarget = this.saoRenderTarget.clone();
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		this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
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			minFilter: NearestFilter,
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			magFilter: NearestFilter,
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			type: HalfFloatType
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		} );
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		this.depthRenderTarget = this.normalRenderTarget.clone();
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		let depthTexture;
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		if ( this.supportsDepthTextureExtension ) {
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			depthTexture = new DepthTexture();
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			depthTexture.type = UnsignedShortType;
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			this.beautyRenderTarget.depthTexture = depthTexture;
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			this.beautyRenderTarget.depthBuffer = true;
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		}
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		this.depthMaterial = new MeshDepthMaterial();
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		this.depthMaterial.depthPacking = RGBADepthPacking;
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		this.depthMaterial.blending = NoBlending;
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		this.normalMaterial = new MeshNormalMaterial();
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		this.normalMaterial.blending = NoBlending;
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		this.saoMaterial = new ShaderMaterial( {
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			defines: Object.assign( {}, SAOShader.defines ),
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			fragmentShader: SAOShader.fragmentShader,
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			vertexShader: SAOShader.vertexShader,
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			uniforms: UniformsUtils.clone( SAOShader.uniforms )
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		} );
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		this.saoMaterial.extensions.derivatives = true;
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		this.saoMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
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		this.saoMaterial.defines[ 'NORMAL_TEXTURE' ] = this.supportsNormalTexture ? 1 : 0;
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		this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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		this.saoMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
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		this.saoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
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		this.saoMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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		this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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		this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
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		this.saoMaterial.blending = NoBlending;
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		this.vBlurMaterial = new ShaderMaterial( {
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			uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
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			defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
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			vertexShader: DepthLimitedBlurShader.vertexShader,
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			fragmentShader: DepthLimitedBlurShader.fragmentShader
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		} );
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		this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
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		this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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		this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
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		this.vBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
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		this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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		this.vBlurMaterial.blending = NoBlending;
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		this.hBlurMaterial = new ShaderMaterial( {
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			uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
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			defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
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			vertexShader: DepthLimitedBlurShader.vertexShader,
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			fragmentShader: DepthLimitedBlurShader.fragmentShader
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		} );
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		this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
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		this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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		this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture;
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		this.hBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
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		this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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		this.hBlurMaterial.blending = NoBlending;
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		this.materialCopy = new ShaderMaterial( {
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			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
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			vertexShader: CopyShader.vertexShader,
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			fragmentShader: CopyShader.fragmentShader,
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			blending: NoBlending
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		} );
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		this.materialCopy.transparent = true;
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		this.materialCopy.depthTest = false;
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		this.materialCopy.depthWrite = false;
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		this.materialCopy.blending = CustomBlending;
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		this.materialCopy.blendSrc = DstColorFactor;
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		this.materialCopy.blendDst = ZeroFactor;
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		this.materialCopy.blendEquation = AddEquation;
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		this.materialCopy.blendSrcAlpha = DstAlphaFactor;
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		this.materialCopy.blendDstAlpha = ZeroFactor;
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		this.materialCopy.blendEquationAlpha = AddEquation;
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		this.depthCopy = new ShaderMaterial( {
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			uniforms: UniformsUtils.clone( UnpackDepthRGBAShader.uniforms ),
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			vertexShader: UnpackDepthRGBAShader.vertexShader,
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			fragmentShader: UnpackDepthRGBAShader.fragmentShader,
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			blending: NoBlending
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		} );
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		this.fsQuad = new FullScreenQuad( null );
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	}
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	render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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		// Rendering readBuffer first when rendering to screen
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		if ( this.renderToScreen ) {
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			this.materialCopy.blending = NoBlending;
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			this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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			this.materialCopy.needsUpdate = true;
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			this.renderPass( renderer, this.materialCopy, null );
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		}
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		if ( this.params.output === 1 ) {
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			return;
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		}
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		renderer.getClearColor( this._oldClearColor );
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		this.oldClearAlpha = renderer.getClearAlpha();
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		const oldAutoClear = renderer.autoClear;
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		renderer.autoClear = false;
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		renderer.setRenderTarget( this.depthRenderTarget );
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		renderer.clear();
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		this.saoMaterial.uniforms[ 'bias' ].value = this.params.saoBias;
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		this.saoMaterial.uniforms[ 'intensity' ].value = this.params.saoIntensity;
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		this.saoMaterial.uniforms[ 'scale' ].value = this.params.saoScale;
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		this.saoMaterial.uniforms[ 'kernelRadius' ].value = this.params.saoKernelRadius;
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		this.saoMaterial.uniforms[ 'minResolution' ].value = this.params.saoMinResolution;
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		this.saoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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		this.saoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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		// this.saoMaterial.uniforms['randomSeed'].value = Math.random();
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		const depthCutoff = this.params.saoBlurDepthCutoff * ( this.camera.far - this.camera.near );
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		this.vBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
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		this.hBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
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		this.vBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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		this.vBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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		this.hBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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		this.hBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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		this.params.saoBlurRadius = Math.floor( this.params.saoBlurRadius );
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		if ( ( this.prevStdDev !== this.params.saoBlurStdDev ) || ( this.prevNumSamples !== this.params.saoBlurRadius ) ) {
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			BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
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			BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
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			this.prevStdDev = this.params.saoBlurStdDev;
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			this.prevNumSamples = this.params.saoBlurRadius;
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		}
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		// Rendering scene to depth texture
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		renderer.setClearColor( 0x000000 );
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		renderer.setRenderTarget( this.beautyRenderTarget );
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		renderer.clear();
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		renderer.render( this.scene, this.camera );
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		// Re-render scene if depth texture extension is not supported
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		if ( ! this.supportsDepthTextureExtension ) {
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			// Clear rule : far clipping plane in both RGBA and Basic encoding
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			this.renderOverride( renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0 );
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		}
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		if ( this.supportsNormalTexture ) {
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			// Clear rule : default normal is facing the camera
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			this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
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		}
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		// Rendering SAO texture
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		this.renderPass( renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
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		// Blurring SAO texture
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		if ( this.params.saoBlur ) {
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			this.renderPass( renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0 );
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			this.renderPass( renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
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		}
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		let outputMaterial = this.materialCopy;
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		// Setting up SAO rendering
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		if ( this.params.output === 3 ) {
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			if ( this.supportsDepthTextureExtension ) {
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				this.materialCopy.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.depthTexture;
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				this.materialCopy.needsUpdate = true;
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			} else {
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				this.depthCopy.uniforms[ 'tDiffuse' ].value = this.depthRenderTarget.texture;
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				this.depthCopy.needsUpdate = true;
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				outputMaterial = this.depthCopy;
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			}
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		} else if ( this.params.output === 4 ) {
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			this.materialCopy.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
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			this.materialCopy.needsUpdate = true;
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		} else {
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			this.materialCopy.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
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			this.materialCopy.needsUpdate = true;
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		}
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		// Blending depends on output, only want a CustomBlending when showing SAO
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		if ( this.params.output === 0 ) {
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			outputMaterial.blending = CustomBlending;
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		} else {
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			outputMaterial.blending = NoBlending;
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		}
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		// Rendering SAOPass result on top of previous pass
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		this.renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer );
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		renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
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		renderer.autoClear = oldAutoClear;
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	}
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	renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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		// save original state
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		renderer.getClearColor( this.originalClearColor );
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		const originalClearAlpha = renderer.getClearAlpha();
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		const originalAutoClear = renderer.autoClear;
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		renderer.setRenderTarget( renderTarget );
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		// setup pass state
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		renderer.autoClear = false;
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		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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			renderer.setClearColor( clearColor );
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			renderer.setClearAlpha( clearAlpha || 0.0 );
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			renderer.clear();
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		}
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		this.fsQuad.material = passMaterial;
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		this.fsQuad.render( renderer );
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		// restore original state
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		renderer.autoClear = originalAutoClear;
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		renderer.setClearColor( this.originalClearColor );
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		renderer.setClearAlpha( originalClearAlpha );
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	}
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	renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
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		renderer.getClearColor( this.originalClearColor );
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		const originalClearAlpha = renderer.getClearAlpha();
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		const originalAutoClear = renderer.autoClear;
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		renderer.setRenderTarget( renderTarget );
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		renderer.autoClear = false;
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		clearColor = overrideMaterial.clearColor || clearColor;
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		clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
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		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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			renderer.setClearColor( clearColor );
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			renderer.setClearAlpha( clearAlpha || 0.0 );
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			renderer.clear();
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		}
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		this.scene.overrideMaterial = overrideMaterial;
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		renderer.render( this.scene, this.camera );
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		this.scene.overrideMaterial = null;
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		// restore original state
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		renderer.autoClear = originalAutoClear;
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		renderer.setClearColor( this.originalClearColor );
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		renderer.setClearAlpha( originalClearAlpha );
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	}
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	setSize( width, height ) {
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		this.beautyRenderTarget.setSize( width, height );
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		this.saoRenderTarget.setSize( width, height );
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		this.blurIntermediateRenderTarget.setSize( width, height );
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		this.normalRenderTarget.setSize( width, height );
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		this.depthRenderTarget.setSize( width, height );
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		this.saoMaterial.uniforms[ 'size' ].value.set( width, height );
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		this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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		this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
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		this.saoMaterial.needsUpdate = true;
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		this.vBlurMaterial.uniforms[ 'size' ].value.set( width, height );
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		this.vBlurMaterial.needsUpdate = true;
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		this.hBlurMaterial.uniforms[ 'size' ].value.set( width, height );
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		this.hBlurMaterial.needsUpdate = true;
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	}
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	dispose() {
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		this.saoRenderTarget.dispose();
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		this.blurIntermediateRenderTarget.dispose();
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		this.beautyRenderTarget.dispose();
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		this.normalRenderTarget.dispose();
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		this.depthRenderTarget.dispose();
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		this.depthMaterial.dispose();
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		this.normalMaterial.dispose();
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						|
		this.saoMaterial.dispose();
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						|
		this.vBlurMaterial.dispose();
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						|
		this.hBlurMaterial.dispose();
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						|
		this.materialCopy.dispose();
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						|
		this.depthCopy.dispose();
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						|
 | 
						|
		this.fsQuad.dispose();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
SAOPass.OUTPUT = {
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						|
	'Beauty': 1,
 | 
						|
	'Default': 0,
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						|
	'SAO': 2,
 | 
						|
	'Depth': 3,
 | 
						|
	'Normal': 4
 | 
						|
};
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						|
 | 
						|
export { SAOPass };
 |