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| THREE.Lensflare = function () { |
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| THREE.Mesh.call( this, THREE.Lensflare.Geometry, new THREE.MeshBasicMaterial( { opacity: 0, transparent: true } ) ); |
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| this.type = 'Lensflare'; |
| this.frustumCulled = false; |
| this.renderOrder = Infinity; |
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| |
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| var positionScreen = new THREE.Vector3(); |
| var positionView = new THREE.Vector3(); |
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| |
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| var tempMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat ); |
| tempMap.minFilter = THREE.NearestFilter; |
| tempMap.magFilter = THREE.NearestFilter; |
| tempMap.wrapS = THREE.ClampToEdgeWrapping; |
| tempMap.wrapT = THREE.ClampToEdgeWrapping; |
| tempMap.needsUpdate = true; |
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| var occlusionMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat ); |
| occlusionMap.minFilter = THREE.NearestFilter; |
| occlusionMap.magFilter = THREE.NearestFilter; |
| occlusionMap.wrapS = THREE.ClampToEdgeWrapping; |
| occlusionMap.wrapT = THREE.ClampToEdgeWrapping; |
| occlusionMap.needsUpdate = true; |
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| var geometry = THREE.Lensflare.Geometry; |
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| var material1a = new THREE.RawShaderMaterial( { |
| uniforms: { |
| 'scale': { value: null }, |
| 'screenPosition': { value: null } |
| }, |
| vertexShader: [ |
|
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| 'precision highp float;', |
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| 'uniform vec3 screenPosition;', |
| 'uniform vec2 scale;', |
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| 'attribute vec3 position;', |
|
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| 'void main() {', |
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| ' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );', |
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| '}' |
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| ].join( '\n' ), |
| fragmentShader: [ |
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| 'precision highp float;', |
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| 'void main() {', |
|
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| ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );', |
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| '}' |
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| ].join( '\n' ), |
| depthTest: true, |
| depthWrite: false, |
| transparent: false |
| } ); |
|
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| var material1b = new THREE.RawShaderMaterial( { |
| uniforms: { |
| 'map': { value: tempMap }, |
| 'scale': { value: null }, |
| 'screenPosition': { value: null } |
| }, |
| vertexShader: [ |
|
|
| 'precision highp float;', |
|
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| 'uniform vec3 screenPosition;', |
| 'uniform vec2 scale;', |
|
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| 'attribute vec3 position;', |
| 'attribute vec2 uv;', |
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| 'varying vec2 vUV;', |
|
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| 'void main() {', |
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| ' vUV = uv;', |
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| ' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );', |
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| '}' |
|
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| ].join( '\n' ), |
| fragmentShader: [ |
|
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| 'precision highp float;', |
|
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| 'uniform sampler2D map;', |
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| 'varying vec2 vUV;', |
|
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| 'void main() {', |
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| ' gl_FragColor = texture2D( map, vUV );', |
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| '}' |
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| ].join( '\n' ), |
| depthTest: false, |
| depthWrite: false, |
| transparent: false |
| } ); |
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| |
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| var mesh1 = new THREE.Mesh( geometry, material1a ); |
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| |
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| var elements = []; |
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| var shader = THREE.LensflareElement.Shader; |
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| var material2 = new THREE.RawShaderMaterial( { |
| uniforms: { |
| 'map': { value: null }, |
| 'occlusionMap': { value: occlusionMap }, |
| 'color': { value: new THREE.Color( 0xffffff ) }, |
| 'scale': { value: new THREE.Vector2() }, |
| 'screenPosition': { value: new THREE.Vector3() } |
| }, |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader, |
| blending: THREE.AdditiveBlending, |
| transparent: true, |
| depthWrite: false |
| } ); |
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| var mesh2 = new THREE.Mesh( geometry, material2 ); |
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| this.addElement = function ( element ) { |
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| elements.push( element ); |
|
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| }; |
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| |
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| var scale = new THREE.Vector2(); |
| var screenPositionPixels = new THREE.Vector2(); |
| var validArea = new THREE.Box2(); |
| var viewport = new THREE.Vector4(); |
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| this.onBeforeRender = function ( renderer, scene, camera ) { |
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| renderer.getCurrentViewport( viewport ); |
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| var invAspect = viewport.w / viewport.z; |
| var halfViewportWidth = viewport.z / 2.0; |
| var halfViewportHeight = viewport.w / 2.0; |
|
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| var size = 16 / viewport.w; |
| scale.set( size * invAspect, size ); |
|
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| validArea.min.set( viewport.x, viewport.y ); |
| validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) ); |
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| |
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| positionView.setFromMatrixPosition( this.matrixWorld ); |
| positionView.applyMatrix4( camera.matrixWorldInverse ); |
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| if ( positionView.z > 0 ) return; |
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| positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix ); |
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| |
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| screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8; |
| screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8; |
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| if ( validArea.containsPoint( screenPositionPixels ) ) { |
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| |
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| renderer.copyFramebufferToTexture( screenPositionPixels, tempMap ); |
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| |
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| var uniforms = material1a.uniforms; |
| uniforms[ "scale" ].value = scale; |
| uniforms[ "screenPosition" ].value = positionScreen; |
|
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| renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null ); |
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| |
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| renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap ); |
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| |
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| var uniforms = material1b.uniforms; |
| uniforms[ "scale" ].value = scale; |
| uniforms[ "screenPosition" ].value = positionScreen; |
|
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| renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null ); |
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| |
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| var vecX = - positionScreen.x * 2; |
| var vecY = - positionScreen.y * 2; |
|
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| for ( var i = 0, l = elements.length; i < l; i ++ ) { |
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| var element = elements[ i ]; |
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| var uniforms = material2.uniforms; |
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| uniforms[ "color" ].value.copy( element.color ); |
| uniforms[ "map" ].value = element.texture; |
| uniforms[ "screenPosition" ].value.x = positionScreen.x + vecX * element.distance; |
| uniforms[ "screenPosition" ].value.y = positionScreen.y + vecY * element.distance; |
|
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| var size = element.size / viewport.w; |
| var invAspect = viewport.w / viewport.z; |
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| uniforms[ "scale" ].value.set( size * invAspect, size ); |
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| material2.uniformsNeedUpdate = true; |
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| renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null ); |
|
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| } |
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| } |
|
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| }; |
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| this.dispose = function () { |
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| material1a.dispose(); |
| material1b.dispose(); |
| material2.dispose(); |
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| tempMap.dispose(); |
| occlusionMap.dispose(); |
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| for ( var i = 0, l = elements.length; i < l; i ++ ) { |
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| elements[ i ].texture.dispose(); |
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| } |
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| }; |
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| }; |
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| THREE.Lensflare.prototype = Object.create( THREE.Mesh.prototype ); |
| THREE.Lensflare.prototype.constructor = THREE.Lensflare; |
| THREE.Lensflare.prototype.isLensflare = true; |
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| |
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| THREE.LensflareElement = function ( texture, size, distance, color ) { |
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| this.texture = texture; |
| this.size = size || 1; |
| this.distance = distance || 0; |
| this.color = color || new THREE.Color( 0xffffff ); |
|
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| }; |
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| THREE.LensflareElement.Shader = { |
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| uniforms: { |
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| 'map': { value: null }, |
| 'occlusionMap': { value: null }, |
| 'color': { value: null }, |
| 'scale': { value: null }, |
| 'screenPosition': { value: null } |
|
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| }, |
|
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| vertexShader: [ |
|
|
| 'precision highp float;', |
|
|
| 'uniform vec3 screenPosition;', |
| 'uniform vec2 scale;', |
|
|
| 'uniform sampler2D occlusionMap;', |
|
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| 'attribute vec3 position;', |
| 'attribute vec2 uv;', |
|
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| 'varying vec2 vUV;', |
| 'varying float vVisibility;', |
|
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| 'void main() {', |
|
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| ' vUV = uv;', |
|
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| ' vec2 pos = position.xy;', |
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| ' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );', |
| ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );', |
| ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );', |
| ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );', |
| ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );', |
| ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );', |
| ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );', |
| ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );', |
| ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );', |
|
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| ' vVisibility = visibility.r / 9.0;', |
| ' vVisibility *= 1.0 - visibility.g / 9.0;', |
| ' vVisibility *= visibility.b / 9.0;', |
|
|
| ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );', |
|
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| '}' |
|
|
| ].join( '\n' ), |
|
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| fragmentShader: [ |
|
|
| 'precision highp float;', |
|
|
| 'uniform sampler2D map;', |
| 'uniform vec3 color;', |
|
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| 'varying vec2 vUV;', |
| 'varying float vVisibility;', |
|
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| 'void main() {', |
|
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| ' vec4 texture = texture2D( map, vUV );', |
| ' texture.a *= vVisibility;', |
| ' gl_FragColor = texture;', |
| ' gl_FragColor.rgb *= color;', |
|
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| '}' |
|
|
| ].join( '\n' ) |
|
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| }; |
|
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| THREE.Lensflare.Geometry = ( function () { |
|
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| var geometry = new THREE.BufferGeometry(); |
|
|
| var float32Array = new Float32Array( [ |
| - 1, - 1, 0, 0, 0, |
| 1, - 1, 0, 1, 0, |
| 1, 1, 0, 1, 1, |
| - 1, 1, 0, 0, 1 |
| ] ); |
|
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| var interleavedBuffer = new THREE.InterleavedBuffer( float32Array, 5 ); |
|
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| geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); |
| geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); |
| geometry.addAttribute( 'uv', new THREE.InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); |
|
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| return geometry; |
|
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| } )(); |
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