feat: initialize project with core dependencies and game entry point
This commit is contained in:
527
node_modules/three/examples/jsm/postprocessing/SSAOPass.js
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527
node_modules/three/examples/jsm/postprocessing/SSAOPass.js
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import {
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AddEquation,
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Color,
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CustomBlending,
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DataTexture,
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DepthTexture,
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DstAlphaFactor,
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DstColorFactor,
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FloatType,
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HalfFloatType,
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MathUtils,
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MeshNormalMaterial,
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NearestFilter,
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NoBlending,
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RedFormat,
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DepthStencilFormat,
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UnsignedInt248Type,
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RepeatWrapping,
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ShaderMaterial,
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UniformsUtils,
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Vector3,
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WebGLRenderTarget,
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ZeroFactor
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { SimplexNoise } from '../math/SimplexNoise.js';
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import { SSAOBlurShader, SSAODepthShader, SSAOShader } from '../shaders/SSAOShader.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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/**
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* A pass for a basic SSAO effect.
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*
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* {@link SAOPass} and {@link GTAPass} produce a more advanced AO but are also
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* more expensive.
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*
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* ```js
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* const ssaoPass = new SSAOPass( scene, camera, width, height );
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* composer.addPass( ssaoPass );
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* ```
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*
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* @augments Pass
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* @three_import import { SSAOPass } from 'three/addons/postprocessing/SSAOPass.js';
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*/
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class SSAOPass extends Pass {
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/**
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* Constructs a new SSAO pass.
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*
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* @param {Scene} scene - The scene to compute the AO for.
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* @param {Camera} camera - The camera.
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* @param {number} [width=512] - The width of the effect.
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* @param {number} [height=512] - The height of the effect.
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* @param {number} [kernelSize=32] - The kernel size.
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*/
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constructor( scene, camera, width = 512, height = 512, kernelSize = 32 ) {
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super();
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/**
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* The width of the effect.
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*
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* @type {number}
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* @default 512
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*/
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this.width = width;
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/**
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* The height of the effect.
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*
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* @type {number}
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* @default 512
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*/
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this.height = height;
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/**
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* Overwritten to perform a clear operation by default.
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*
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* @type {boolean}
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* @default true
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*/
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this.clear = true;
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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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/**
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* The camera.
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*
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* @type {Camera}
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*/
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this.camera = camera;
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/**
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* The scene to render the AO for.
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*
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* @type {Scene}
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*/
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this.scene = scene;
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/**
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* The kernel radius controls how wide the
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* AO spreads.
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*
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* @type {number}
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* @default 8
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*/
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this.kernelRadius = 8;
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this.kernel = [];
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this.noiseTexture = null;
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/**
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* The output configuration.
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*
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* @type {number}
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* @default 0
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*/
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this.output = 0;
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/**
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* Defines the minimum distance that should be
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* affected by the AO.
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*
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* @type {number}
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* @default 0.005
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*/
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this.minDistance = 0.005;
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/**
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* Defines the maximum distance that should be
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* affected by the AO.
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*
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* @type {number}
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* @default 0.1
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*/
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this.maxDistance = 0.1;
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this._visibilityCache = [];
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//
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this._generateSampleKernel( kernelSize );
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this._generateRandomKernelRotations();
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// depth texture
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const depthTexture = new DepthTexture();
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depthTexture.format = DepthStencilFormat;
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depthTexture.type = UnsignedInt248Type;
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// normal render target with depth buffer
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this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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type: HalfFloatType,
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depthTexture: depthTexture
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} );
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// ssao render target
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this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
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this.blurRenderTarget = this.ssaoRenderTarget.clone();
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// ssao material
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this.ssaoMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SSAOShader.defines ),
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uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
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vertexShader: SSAOShader.vertexShader,
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fragmentShader: SSAOShader.fragmentShader,
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blending: NoBlending
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} );
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this.ssaoMaterial.defines[ 'KERNEL_SIZE' ] = kernelSize;
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this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
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this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
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this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
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this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
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this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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// normal material
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this.normalMaterial = new MeshNormalMaterial();
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this.normalMaterial.blending = NoBlending;
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// blur material
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this.blurMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SSAOBlurShader.defines ),
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uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
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vertexShader: SSAOBlurShader.vertexShader,
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fragmentShader: SSAOBlurShader.fragmentShader
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} );
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this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
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this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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// material for rendering the depth
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this.depthRenderMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SSAODepthShader.defines ),
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uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
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vertexShader: SSAODepthShader.vertexShader,
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fragmentShader: SSAODepthShader.fragmentShader,
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blending: NoBlending
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} );
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this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
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this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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// material for rendering the content of a render target
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this.copyMaterial = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( CopyShader.uniforms ),
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vertexShader: CopyShader.vertexShader,
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fragmentShader: CopyShader.fragmentShader,
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transparent: true,
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depthTest: false,
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depthWrite: false,
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blendSrc: DstColorFactor,
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blendDst: ZeroFactor,
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blendEquation: AddEquation,
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blendSrcAlpha: DstAlphaFactor,
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blendDstAlpha: ZeroFactor,
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blendEquationAlpha: AddEquation
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} );
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// internals
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this._fsQuad = new FullScreenQuad( null );
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this._originalClearColor = new Color();
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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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// dispose render targets
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this.normalRenderTarget.dispose();
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this.ssaoRenderTarget.dispose();
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this.blurRenderTarget.dispose();
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// dispose materials
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this.normalMaterial.dispose();
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this.blurMaterial.dispose();
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this.copyMaterial.dispose();
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this.depthRenderMaterial.dispose();
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// dispose full screen quad
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this._fsQuad.dispose();
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}
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/**
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* Performs the SSAO 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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// render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
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this._overrideVisibility();
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this._renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
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this._restoreVisibility();
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// render SSAO
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this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
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this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
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this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
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this._renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
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// render blur
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this._renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
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// output result to screen
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switch ( this.output ) {
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case SSAOPass.OUTPUT.SSAO:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
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this.copyMaterial.blending = NoBlending;
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this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
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break;
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case SSAOPass.OUTPUT.Blur:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
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this.copyMaterial.blending = NoBlending;
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this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
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break;
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case SSAOPass.OUTPUT.Depth:
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this._renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : readBuffer );
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break;
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case SSAOPass.OUTPUT.Normal:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
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this.copyMaterial.blending = NoBlending;
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this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
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break;
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case SSAOPass.OUTPUT.Default:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
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this.copyMaterial.blending = CustomBlending;
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this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
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break;
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default:
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console.warn( 'THREE.SSAOPass: Unknown output type.' );
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}
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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 height to set.
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*/
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setSize( width, height ) {
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this.width = width;
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this.height = height;
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this.ssaoRenderTarget.setSize( width, height );
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this.normalRenderTarget.setSize( width, height );
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this.blurRenderTarget.setSize( width, height );
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this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
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this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
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}
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// internals
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_renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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// save original state
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renderer.getClearColor( this._originalClearColor );
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const originalClearAlpha = renderer.getClearAlpha();
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget );
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// setup pass state
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renderer.autoClear = false;
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if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this._fsQuad.material = passMaterial;
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this._fsQuad.render( renderer );
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// restore original state
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this._originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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}
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_renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
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renderer.getClearColor( this._originalClearColor );
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const originalClearAlpha = renderer.getClearAlpha();
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget );
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renderer.autoClear = false;
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clearColor = overrideMaterial.clearColor || clearColor;
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clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
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if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this.scene.overrideMaterial = overrideMaterial;
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renderer.render( this.scene, this.camera );
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this.scene.overrideMaterial = null;
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// restore original state
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this._originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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}
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_generateSampleKernel( kernelSize ) {
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const kernel = this.kernel;
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for ( let i = 0; i < kernelSize; i ++ ) {
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const sample = new Vector3();
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sample.x = ( Math.random() * 2 ) - 1;
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sample.y = ( Math.random() * 2 ) - 1;
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sample.z = Math.random();
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sample.normalize();
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let scale = i / kernelSize;
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scale = MathUtils.lerp( 0.1, 1, scale * scale );
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sample.multiplyScalar( scale );
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kernel.push( sample );
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}
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}
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_generateRandomKernelRotations() {
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const width = 4, height = 4;
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const simplex = new SimplexNoise();
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const size = width * height;
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const data = new Float32Array( size );
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for ( let i = 0; i < size; i ++ ) {
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const x = ( Math.random() * 2 ) - 1;
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const y = ( Math.random() * 2 ) - 1;
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const z = 0;
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data[ i ] = simplex.noise3d( x, y, z );
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}
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this.noiseTexture = new DataTexture( data, width, height, RedFormat, FloatType );
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this.noiseTexture.wrapS = RepeatWrapping;
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this.noiseTexture.wrapT = RepeatWrapping;
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this.noiseTexture.needsUpdate = true;
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}
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_overrideVisibility() {
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const scene = this.scene;
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const cache = this._visibilityCache;
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scene.traverse( function ( object ) {
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if ( ( object.isPoints || object.isLine || object.isLine2 ) && object.visible ) {
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object.visible = false;
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cache.push( object );
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}
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} );
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}
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_restoreVisibility() {
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const cache = this._visibilityCache;
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for ( let i = 0; i < cache.length; i ++ ) {
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cache[ i ].visible = true;
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}
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cache.length = 0;
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}
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}
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SSAOPass.OUTPUT = {
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'Default': 0,
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'SSAO': 1,
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'Blur': 2,
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'Depth': 3,
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'Normal': 4
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};
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export { SSAOPass };
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