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| THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) { |
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| THREE.Pass.call( this ); |
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| this.strength = ( strength !== undefined ) ? strength : 1; |
| this.radius = radius; |
| this.threshold = threshold; |
| this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 ); |
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| |
| this.clearColor = new THREE.Color( 0, 0, 0 ); |
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| |
| var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; |
| this.renderTargetsHorizontal = []; |
| this.renderTargetsVertical = []; |
| this.nMips = 5; |
| var resx = Math.round( this.resolution.x / 2 ); |
| var resy = Math.round( this.resolution.y / 2 ); |
|
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| this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars ); |
| this.renderTargetBright.texture.name = "UnrealBloomPass.bright"; |
| this.renderTargetBright.texture.generateMipmaps = false; |
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| for ( var i = 0; i < this.nMips; i ++ ) { |
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| var renderTargetHorizonal = new THREE.WebGLRenderTarget( resx, resy, pars ); |
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| renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i; |
| renderTargetHorizonal.texture.generateMipmaps = false; |
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| this.renderTargetsHorizontal.push( renderTargetHorizonal ); |
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| var renderTargetVertical = new THREE.WebGLRenderTarget( resx, resy, pars ); |
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| renderTargetVertical.texture.name = "UnrealBloomPass.v" + i; |
| renderTargetVertical.texture.generateMipmaps = false; |
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| this.renderTargetsVertical.push( renderTargetVertical ); |
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| resx = Math.round( resx / 2 ); |
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| resy = Math.round( resy / 2 ); |
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| } |
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| |
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|
| if ( THREE.LuminosityHighPassShader === undefined ) |
| console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" ); |
|
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| var highPassShader = THREE.LuminosityHighPassShader; |
| this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms ); |
|
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| this.highPassUniforms[ "luminosityThreshold" ].value = threshold; |
| this.highPassUniforms[ "smoothWidth" ].value = 0.01; |
|
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| this.materialHighPassFilter = new THREE.ShaderMaterial( { |
| uniforms: this.highPassUniforms, |
| vertexShader: highPassShader.vertexShader, |
| fragmentShader: highPassShader.fragmentShader, |
| defines: {} |
| } ); |
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| |
| this.separableBlurMaterials = []; |
| var kernelSizeArray = [ 3, 5, 7, 9, 11 ]; |
| var resx = Math.round( this.resolution.x / 2 ); |
| var resy = Math.round( this.resolution.y / 2 ); |
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| for ( var i = 0; i < this.nMips; i ++ ) { |
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| this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) ); |
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| this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); |
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| resx = Math.round( resx / 2 ); |
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| resy = Math.round( resy / 2 ); |
|
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| } |
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| |
| this.compositeMaterial = this.getCompositeMaterial( this.nMips ); |
| this.compositeMaterial.uniforms[ "blurTexture1" ].value = this.renderTargetsVertical[ 0 ].texture; |
| this.compositeMaterial.uniforms[ "blurTexture2" ].value = this.renderTargetsVertical[ 1 ].texture; |
| this.compositeMaterial.uniforms[ "blurTexture3" ].value = this.renderTargetsVertical[ 2 ].texture; |
| this.compositeMaterial.uniforms[ "blurTexture4" ].value = this.renderTargetsVertical[ 3 ].texture; |
| this.compositeMaterial.uniforms[ "blurTexture5" ].value = this.renderTargetsVertical[ 4 ].texture; |
| this.compositeMaterial.uniforms[ "bloomStrength" ].value = strength; |
| this.compositeMaterial.uniforms[ "bloomRadius" ].value = 0.1; |
| this.compositeMaterial.needsUpdate = true; |
|
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| var bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ]; |
| this.compositeMaterial.uniforms[ "bloomFactors" ].value = bloomFactors; |
| this.bloomTintColors = [ new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), |
| new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ) ]; |
| this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors; |
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| |
| if ( THREE.CopyShader === undefined ) { |
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| console.error( "THREE.BloomPass relies on THREE.CopyShader" ); |
|
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| } |
|
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| var copyShader = THREE.CopyShader; |
|
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| this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); |
| this.copyUniforms[ "opacity" ].value = 1.0; |
|
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| this.materialCopy = new THREE.ShaderMaterial( { |
| uniforms: this.copyUniforms, |
| vertexShader: copyShader.vertexShader, |
| fragmentShader: copyShader.fragmentShader, |
| blending: THREE.AdditiveBlending, |
| depthTest: false, |
| depthWrite: false, |
| transparent: true |
| } ); |
|
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| this.enabled = true; |
| this.needsSwap = false; |
|
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| this.oldClearColor = new THREE.Color(); |
| this.oldClearAlpha = 1; |
|
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| this.basic = new THREE.MeshBasicMaterial(); |
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| this.fsQuad = new THREE.Pass.FullScreenQuad( null ); |
|
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| }; |
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| THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { |
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| constructor: THREE.UnrealBloomPass, |
|
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| dispose: function () { |
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| for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) { |
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| this.renderTargetsHorizontal[ i ].dispose(); |
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| } |
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| for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) { |
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| this.renderTargetsVertical[ i ].dispose(); |
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| } |
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| this.renderTargetBright.dispose(); |
|
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| }, |
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| setSize: function ( width, height ) { |
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| var resx = Math.round( width / 2 ); |
| var resy = Math.round( height / 2 ); |
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| this.renderTargetBright.setSize( resx, resy ); |
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| for ( var i = 0; i < this.nMips; i ++ ) { |
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| this.renderTargetsHorizontal[ i ].setSize( resx, resy ); |
| this.renderTargetsVertical[ i ].setSize( resx, resy ); |
|
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| this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); |
|
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| resx = Math.round( resx / 2 ); |
| resy = Math.round( resy / 2 ); |
|
|
| } |
|
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| }, |
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| render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { |
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| this.oldClearColor.copy( renderer.getClearColor() ); |
| this.oldClearAlpha = renderer.getClearAlpha(); |
| var oldAutoClear = renderer.autoClear; |
| renderer.autoClear = false; |
|
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| renderer.setClearColor( this.clearColor, 0 ); |
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| if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST ); |
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| |
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| if ( this.renderToScreen ) { |
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| this.fsQuad.material = this.basic; |
| this.basic.map = readBuffer.texture; |
|
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| renderer.setRenderTarget( null ); |
| renderer.clear(); |
| this.fsQuad.render( renderer ); |
|
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| } |
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| |
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| this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture; |
| this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold; |
| this.fsQuad.material = this.materialHighPassFilter; |
|
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| renderer.setRenderTarget( this.renderTargetBright ); |
| renderer.clear(); |
| this.fsQuad.render( renderer ); |
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| |
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| var inputRenderTarget = this.renderTargetBright; |
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| for ( var i = 0; i < this.nMips; i ++ ) { |
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| this.fsQuad.material = this.separableBlurMaterials[ i ]; |
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| this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = inputRenderTarget.texture; |
| this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX; |
| renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] ); |
| renderer.clear(); |
| this.fsQuad.render( renderer ); |
|
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| this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture; |
| this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY; |
| renderer.setRenderTarget( this.renderTargetsVertical[ i ] ); |
| renderer.clear(); |
| this.fsQuad.render( renderer ); |
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| inputRenderTarget = this.renderTargetsVertical[ i ]; |
|
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| } |
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| |
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| this.fsQuad.material = this.compositeMaterial; |
| this.compositeMaterial.uniforms[ "bloomStrength" ].value = this.strength; |
| this.compositeMaterial.uniforms[ "bloomRadius" ].value = this.radius; |
| this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors; |
|
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| renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] ); |
| renderer.clear(); |
| this.fsQuad.render( renderer ); |
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| |
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| this.fsQuad.material = this.materialCopy; |
| this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture; |
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| if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST ); |
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|
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| if ( this.renderToScreen ) { |
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| renderer.setRenderTarget( null ); |
| this.fsQuad.render( renderer ); |
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| } else { |
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| renderer.setRenderTarget( readBuffer ); |
| this.fsQuad.render( renderer ); |
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| } |
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| |
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| renderer.setClearColor( this.oldClearColor, this.oldClearAlpha ); |
| renderer.autoClear = oldAutoClear; |
|
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| }, |
|
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| getSeperableBlurMaterial: function ( kernelRadius ) { |
|
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| return new THREE.ShaderMaterial( { |
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| defines: { |
| "KERNEL_RADIUS": kernelRadius, |
| "SIGMA": kernelRadius |
| }, |
|
|
| uniforms: { |
| "colorTexture": { value: null }, |
| "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) }, |
| "direction": { value: new THREE.Vector2( 0.5, 0.5 ) } |
| }, |
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| vertexShader: |
| "varying vec2 vUv;\n\ |
| void main() {\n\ |
| vUv = uv;\n\ |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ |
| }", |
|
|
| fragmentShader: |
| "#include <common>\ |
| varying vec2 vUv;\n\ |
| uniform sampler2D colorTexture;\n\ |
| uniform vec2 texSize;\ |
| uniform vec2 direction;\ |
| \ |
| float gaussianPdf(in float x, in float sigma) {\ |
| return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\ |
| }\ |
| void main() {\n\ |
| vec2 invSize = 1.0 / texSize;\ |
| float fSigma = float(SIGMA);\ |
| float weightSum = gaussianPdf(0.0, fSigma);\ |
| vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\ |
| for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\ |
| float x = float(i);\ |
| float w = gaussianPdf(x, fSigma);\ |
| vec2 uvOffset = direction * invSize * x;\ |
| vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\ |
| vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\ |
| diffuseSum += (sample1 + sample2) * w;\ |
| weightSum += 2.0 * w;\ |
| }\ |
| gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\ |
| }" |
| } ); |
|
|
| }, |
|
|
| getCompositeMaterial: function ( nMips ) { |
|
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| return new THREE.ShaderMaterial( { |
|
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| defines: { |
| "NUM_MIPS": nMips |
| }, |
|
|
| uniforms: { |
| "blurTexture1": { value: null }, |
| "blurTexture2": { value: null }, |
| "blurTexture3": { value: null }, |
| "blurTexture4": { value: null }, |
| "blurTexture5": { value: null }, |
| "dirtTexture": { value: null }, |
| "bloomStrength": { value: 1.0 }, |
| "bloomFactors": { value: null }, |
| "bloomTintColors": { value: null }, |
| "bloomRadius": { value: 0.0 } |
| }, |
|
|
| vertexShader: |
| "varying vec2 vUv;\n\ |
| void main() {\n\ |
| vUv = uv;\n\ |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ |
| }", |
|
|
| fragmentShader: |
| "varying vec2 vUv;\ |
| uniform sampler2D blurTexture1;\ |
| uniform sampler2D blurTexture2;\ |
| uniform sampler2D blurTexture3;\ |
| uniform sampler2D blurTexture4;\ |
| uniform sampler2D blurTexture5;\ |
| uniform sampler2D dirtTexture;\ |
| uniform float bloomStrength;\ |
| uniform float bloomRadius;\ |
| uniform float bloomFactors[NUM_MIPS];\ |
| uniform vec3 bloomTintColors[NUM_MIPS];\ |
| \ |
| float lerpBloomFactor(const in float factor) { \ |
| float mirrorFactor = 1.2 - factor;\ |
| return mix(factor, mirrorFactor, bloomRadius);\ |
| }\ |
| \ |
| void main() {\ |
| gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \ |
| lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \ |
| lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \ |
| lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \ |
| lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\ |
| }" |
| } ); |
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| } |
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| } ); |
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| THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 ); |
| THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 ); |
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