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398 lines
8.6 KiB
398 lines
8.6 KiB
import {
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AdditiveBlending,
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Box2,
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BufferGeometry,
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Color,
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FramebufferTexture,
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InterleavedBuffer,
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InterleavedBufferAttribute,
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Mesh,
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MeshBasicMaterial,
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RawShaderMaterial,
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UnsignedByteType,
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Vector2,
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Vector3,
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Vector4
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} from 'three';
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class Lensflare extends Mesh {
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constructor() {
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super( Lensflare.Geometry, new MeshBasicMaterial( { opacity: 0, transparent: true } ) );
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this.isLensflare = true;
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this.type = 'Lensflare';
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this.frustumCulled = false;
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this.renderOrder = Infinity;
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//
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const positionScreen = new Vector3();
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const positionView = new Vector3();
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// textures
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const tempMap = new FramebufferTexture( 16, 16 );
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const occlusionMap = new FramebufferTexture( 16, 16 );
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let currentType = UnsignedByteType;
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// material
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const geometry = Lensflare.Geometry;
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const material1a = new RawShaderMaterial( {
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uniforms: {
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'scale': { value: null },
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'screenPosition': { value: null }
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},
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vertexShader: /* glsl */`
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precision highp float;
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uniform vec3 screenPosition;
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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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fragmentShader: /* glsl */`
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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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depthTest: true,
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depthWrite: false,
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transparent: false
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} );
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const material1b = new RawShaderMaterial( {
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uniforms: {
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'map': { value: tempMap },
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'scale': { value: null },
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'screenPosition': { value: null }
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},
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vertexShader: /* glsl */`
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precision highp float;
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uniform vec3 screenPosition;
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uniform vec2 scale;
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attribute vec3 position;
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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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fragmentShader: /* glsl */`
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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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depthTest: false,
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depthWrite: false,
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transparent: false
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} );
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// the following object is used for occlusionMap generation
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const mesh1 = new Mesh( geometry, material1a );
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//
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const elements = [];
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const shader = LensflareElement.Shader;
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const material2 = new RawShaderMaterial( {
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name: shader.name,
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uniforms: {
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'map': { value: null },
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'occlusionMap': { value: occlusionMap },
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'color': { value: new Color( 0xffffff ) },
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'scale': { value: new Vector2() },
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'screenPosition': { value: new Vector3() }
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},
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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blending: AdditiveBlending,
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transparent: true,
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depthWrite: false
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} );
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const mesh2 = new 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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const scale = new Vector2();
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const screenPositionPixels = new Vector2();
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const validArea = new Box2();
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const viewport = new Vector4();
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this.onBeforeRender = function ( renderer, scene, camera ) {
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renderer.getCurrentViewport( viewport );
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const renderTarget = renderer.getRenderTarget();
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const type = ( renderTarget !== null ) ? renderTarget.texture.type : UnsignedByteType;
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if ( currentType !== type ) {
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tempMap.dispose();
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occlusionMap.dispose();
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tempMap.type = occlusionMap.type = type;
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currentType = type;
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}
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const invAspect = viewport.w / viewport.z;
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const halfViewportWidth = viewport.z / 2.0;
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const halfViewportHeight = viewport.w / 2.0;
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let size = 16 / viewport.w;
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scale.set( size * invAspect, size );
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validArea.min.set( viewport.x, viewport.y );
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validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
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// calculate position in screen space
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positionView.setFromMatrixPosition( this.matrixWorld );
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positionView.applyMatrix4( camera.matrixWorldInverse );
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if ( positionView.z > 0 ) return; // lensflare is behind the camera
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positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
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// horizontal and vertical coordinate of the lower left corner of the pixels to copy
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screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
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screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
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// screen cull
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if ( validArea.containsPoint( screenPositionPixels ) ) {
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// save current RGB to temp texture
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renderer.copyFramebufferToTexture( screenPositionPixels, tempMap );
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// render pink quad
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let uniforms = material1a.uniforms;
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uniforms[ 'scale' ].value = scale;
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uniforms[ 'screenPosition' ].value = positionScreen;
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renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null );
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// copy result to occlusionMap
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renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap );
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// restore graphics
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uniforms = material1b.uniforms;
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uniforms[ 'scale' ].value = scale;
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uniforms[ 'screenPosition' ].value = positionScreen;
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renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null );
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// render elements
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const vecX = - positionScreen.x * 2;
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const vecY = - positionScreen.y * 2;
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for ( let i = 0, l = elements.length; i < l; i ++ ) {
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const element = elements[ i ];
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const uniforms = material2.uniforms;
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uniforms[ 'color' ].value.copy( element.color );
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uniforms[ 'map' ].value = element.texture;
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uniforms[ 'screenPosition' ].value.x = positionScreen.x + vecX * element.distance;
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uniforms[ 'screenPosition' ].value.y = positionScreen.y + vecY * element.distance;
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size = element.size / viewport.w;
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const 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();
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material1b.dispose();
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material2.dispose();
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tempMap.dispose();
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occlusionMap.dispose();
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for ( let 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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}
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//
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class LensflareElement {
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constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) {
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this.texture = texture;
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this.size = size;
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this.distance = distance;
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this.color = color;
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}
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}
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LensflareElement.Shader = {
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name: 'LensflareElementShader',
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uniforms: {
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'map': { value: null },
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'occlusionMap': { value: null },
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'color': { value: null },
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'scale': { value: null },
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'screenPosition': { value: null }
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},
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vertexShader: /* glsl */`
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precision highp float;
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uniform vec3 screenPosition;
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uniform vec2 scale;
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uniform sampler2D occlusionMap;
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attribute vec3 position;
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attribute vec2 uv;
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varying vec2 vUV;
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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 ) );
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
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visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
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visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
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visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
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visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
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vVisibility = visibility.r / 9.0;
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vVisibility *= 1.0 - visibility.g / 9.0;
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vVisibility *= visibility.b / 9.0;
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gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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precision highp float;
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uniform sampler2D map;
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uniform vec3 color;
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varying vec2 vUV;
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varying float vVisibility;
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void main() {
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vec4 texture = texture2D( map, vUV );
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texture.a *= vVisibility;
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gl_FragColor = texture;
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gl_FragColor.rgb *= color;
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}`
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};
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Lensflare.Geometry = ( function () {
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const geometry = new BufferGeometry();
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const float32Array = new Float32Array( [
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- 1, - 1, 0, 0, 0,
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1, - 1, 0, 1, 0,
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1, 1, 0, 1, 1,
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- 1, 1, 0, 0, 1
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] );
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const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
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geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
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geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
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geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
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return geometry;
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} )();
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export { Lensflare, LensflareElement };
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