275 lines
6.3 KiB
JavaScript
275 lines
6.3 KiB
JavaScript
import {
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AdditiveBlending,
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HalfFloatType,
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ShaderMaterial,
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UniformsUtils,
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Vector2,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
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/**
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* A pass for a basic Bloom effect.
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*
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* {@link UnrealBloomPass} produces a more advanced Bloom but is also
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* more expensive.
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*
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* ```js
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* const effectBloom = new BloomPass( 0.75 );
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* composer.addPass( effectBloom );
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* ```
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*
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* @augments Pass
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* @three_import import { BloomPass } from 'three/addons/postprocessing/BloomPass.js';
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*/
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class BloomPass extends Pass {
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/**
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* Constructs a new Bloom pass.
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*
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* @param {number} [strength=1] - The Bloom strength.
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* @param {number} [kernelSize=25] - The kernel size.
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* @param {number} [sigma=4] - The sigma.
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*/
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constructor( strength = 1, kernelSize = 25, sigma = 4 ) {
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super();
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// combine material
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/**
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* The combine pass uniforms.
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*
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* @type {Object}
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*/
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this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms );
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this.combineUniforms[ 'strength' ].value = strength;
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/**
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* The combine pass material.
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*
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* @type {ShaderMaterial}
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*/
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this.materialCombine = new ShaderMaterial( {
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name: CombineShader.name,
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uniforms: this.combineUniforms,
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vertexShader: CombineShader.vertexShader,
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fragmentShader: CombineShader.fragmentShader,
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blending: AdditiveBlending,
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transparent: true
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} );
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// convolution material
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const convolutionShader = ConvolutionShader;
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/**
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* The convolution pass uniforms.
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*
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* @type {Object}
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*/
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this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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this.convolutionUniforms[ 'cKernel' ].value = buildKernel( sigma );
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/**
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* The convolution pass material.
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*
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* @type {ShaderMaterial}
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*/
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this.materialConvolution = new ShaderMaterial( {
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name: convolutionShader.name,
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uniforms: this.convolutionUniforms,
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vertexShader: convolutionShader.vertexShader,
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fragmentShader: convolutionShader.fragmentShader,
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defines: {
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'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
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'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
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}
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} );
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/**
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* Overwritten to disable the swap.
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*
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* @type {boolean}
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* @default false
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*/
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this.needsSwap = false;
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// internals
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this._renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
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this._renderTargetX.texture.name = 'BloomPass.x';
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this._renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
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this._renderTargetY.texture.name = 'BloomPass.y';
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this._fsQuad = new FullScreenQuad( null );
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}
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/**
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* Performs the Bloom pass.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
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* destination for the pass.
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* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
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* previous pass from this buffer.
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* @param {number} deltaTime - The delta time in seconds.
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* @param {boolean} maskActive - Whether masking is active or not.
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*/
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render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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// Render quad with blurred scene into texture (convolution pass 1)
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this._fsQuad.material = this.materialConvolution;
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this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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renderer.setRenderTarget( this._renderTargetX );
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renderer.clear();
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this._fsQuad.render( renderer );
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// Render quad with blurred scene into texture (convolution pass 2)
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this.convolutionUniforms[ 'tDiffuse' ].value = this._renderTargetX.texture;
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
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renderer.setRenderTarget( this._renderTargetY );
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renderer.clear();
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this._fsQuad.render( renderer );
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// Render original scene with superimposed blur to texture
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this._fsQuad.material = this.materialCombine;
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this.combineUniforms[ 'tDiffuse' ].value = this._renderTargetY.texture;
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if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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renderer.setRenderTarget( readBuffer );
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if ( this.clear ) renderer.clear();
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this._fsQuad.render( renderer );
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}
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/**
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* Sets the size of the pass.
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*
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* @param {number} width - The width to set.
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* @param {number} height - The width to set.
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*/
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setSize( width, height ) {
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this._renderTargetX.setSize( width, height );
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this._renderTargetY.setSize( width, height );
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the pass is no longer used in your app.
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*/
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dispose() {
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this._renderTargetX.dispose();
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this._renderTargetY.dispose();
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this.materialCombine.dispose();
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this.materialConvolution.dispose();
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this._fsQuad.dispose();
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}
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}
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const CombineShader = {
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name: 'CombineShader',
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uniforms: {
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'tDiffuse': { value: null },
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'strength': { value: 1.0 }
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},
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vertexShader: /* glsl */`
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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 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform float strength;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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gl_FragColor = strength * texel;
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}`
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};
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BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
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BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
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function gauss( x, sigma ) {
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return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
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}
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function buildKernel( sigma ) {
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// We loop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
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const kMaxKernelSize = 25;
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let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
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if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
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const halfWidth = ( kernelSize - 1 ) * 0.5;
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const values = new Array( kernelSize );
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let sum = 0.0;
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for ( let i = 0; i < kernelSize; ++ i ) {
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values[ i ] = gauss( i - halfWidth, sigma );
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sum += values[ i ];
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}
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// normalize the kernel
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for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
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return values;
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}
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export { BloomPass };
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