File: //var/www/aspa/three/addons/postprocessing/BloomPass.js
import {
	AdditiveBlending,
	HalfFloatType,
	ShaderMaterial,
	UniformsUtils,
	Vector2,
	WebGLRenderTarget
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
class BloomPass extends Pass {
	constructor( strength = 1, kernelSize = 25, sigma = 4 ) {
		super();
		// render targets
		this.renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
		this.renderTargetX.texture.name = 'BloomPass.x';
		this.renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
		this.renderTargetY.texture.name = 'BloomPass.y';
		// combine material
		this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms );
		this.combineUniforms[ 'strength' ].value = strength;
		this.materialCombine = new ShaderMaterial( {
			name: CombineShader.name,
			uniforms: this.combineUniforms,
			vertexShader: CombineShader.vertexShader,
			fragmentShader: CombineShader.fragmentShader,
			blending: AdditiveBlending,
			transparent: true
		} );
		// convolution material
		const convolutionShader = ConvolutionShader;
		this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
		this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma );
		this.materialConvolution = new ShaderMaterial( {
			name: convolutionShader.name,
			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.fsQuad = new FullScreenQuad( null );
	}
	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
		// Render quad with blured scene into texture (convolution pass 1)
		this.fsQuad.material = this.materialConvolution;
		this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
		renderer.setRenderTarget( this.renderTargetX );
		renderer.clear();
		this.fsQuad.render( renderer );
		// Render quad with blured scene into texture (convolution pass 2)
		this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
		renderer.setRenderTarget( this.renderTargetY );
		renderer.clear();
		this.fsQuad.render( renderer );
		// Render original scene with superimposed blur to texture
		this.fsQuad.material = this.materialCombine;
		this.combineUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
		if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
		renderer.setRenderTarget( readBuffer );
		if ( this.clear ) renderer.clear();
		this.fsQuad.render( renderer );
	}
	setSize( width, height ) {
		this.renderTargetX.setSize( width, height );
		this.renderTargetY.setSize( width, height );
	}
	dispose() {
		this.renderTargetX.dispose();
		this.renderTargetY.dispose();
		this.materialCombine.dispose();
		this.materialConvolution.dispose();
		this.fsQuad.dispose();
	}
}
const CombineShader = {
	name: 'CombineShader',
	uniforms: {
		'tDiffuse': { value: null },
		'strength': { value: 1.0 }
	},
	vertexShader: /* glsl */`
		varying vec2 vUv;
		void main() {
			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
		}`,
	fragmentShader: /* glsl */`
		uniform float strength;
		uniform sampler2D tDiffuse;
		varying vec2 vUv;
		void main() {
			vec4 texel = texture2D( tDiffuse, vUv );
			gl_FragColor = strength * texel;
		}`
};
BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
export { BloomPass };