/**
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*
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* Supersample Anti-Aliasing Render Pass
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*
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* @author bhouston / http://clara.io/
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*
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* This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
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*
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* References: https://en.wikipedia.org/wiki/Supersampling
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*
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*/
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THREE.SSAARenderPass = function (scene, camera, clearColor, clearAlpha) {
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THREE.Pass.call(this);
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this.scene = scene;
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this.camera = camera;
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this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
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this.unbiased = true;
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// as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
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this.clearColor = (clearColor !== undefined) ? clearColor : 0x000000;
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this.clearAlpha = (clearAlpha !== undefined) ? clearAlpha : 0;
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if (THREE.CopyShader === undefined) console.error("THREE.SSAARenderPass relies on THREE.CopyShader");
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var copyShader = THREE.CopyShader;
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this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
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this.copyMaterial = new THREE.ShaderMaterial({
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uniforms: this.copyUniforms,
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vertexShader: copyShader.vertexShader,
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fragmentShader: copyShader.fragmentShader,
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premultipliedAlpha: true,
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transparent: true,
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blending: THREE.AdditiveBlending,
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depthTest: false,
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depthWrite: false
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});
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this.camera2 = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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this.scene2 = new THREE.Scene();
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this.quad2 = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), this.copyMaterial);
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this.quad2.frustumCulled = false; // Avoid getting clipped
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this.scene2.add(this.quad2);
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};
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THREE.SSAARenderPass.prototype = Object.assign(Object.create(THREE.Pass.prototype), {
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constructor: THREE.SSAARenderPass,
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dispose: function () {
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if (this.sampleRenderTarget) {
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this.sampleRenderTarget.dispose();
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this.sampleRenderTarget = null;
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}
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},
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setSize: function (width, height) {
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if (this.sampleRenderTarget) this.sampleRenderTarget.setSize(width, height);
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},
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render: function (renderer, writeBuffer, readBuffer) {
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if (!this.sampleRenderTarget) {
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this.sampleRenderTarget = new THREE.WebGLRenderTarget(readBuffer.width, readBuffer.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat });
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this.sampleRenderTarget.texture.name = "SSAARenderPass.sample";
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}
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var jitterOffsets = THREE.SSAARenderPass.JitterVectors[Math.max(0, Math.min(this.sampleLevel, 5))];
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var autoClear = renderer.autoClear;
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renderer.autoClear = false;
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var oldClearColor = renderer.getClearColor().getHex();
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var oldClearAlpha = renderer.getClearAlpha();
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var baseSampleWeight = 1.0 / jitterOffsets.length;
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var roundingRange = 1 / 32;
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this.copyUniforms["tDiffuse"].value = this.sampleRenderTarget.texture;
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var width = readBuffer.width, height = readBuffer.height;
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// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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for (var i = 0; i < jitterOffsets.length; i++) {
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var jitterOffset = jitterOffsets[i];
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if (this.camera.setViewOffset) {
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this.camera.setViewOffset(width, height,
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jitterOffset[0] * 0.0625, jitterOffset[1] * 0.0625, // 0.0625 = 1 / 16
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width, height);
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}
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var sampleWeight = baseSampleWeight;
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if (this.unbiased) {
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// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
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// The following equation varies the sampleWeight per sample so that it is uniformly distributed
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// across a range of values whose rounding errors cancel each other out.
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var uniformCenteredDistribution = (-0.5 + (i + 0.5) / jitterOffsets.length);
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sampleWeight += roundingRange * uniformCenteredDistribution;
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}
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this.copyUniforms["opacity"].value = sampleWeight;
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renderer.setClearColor(this.clearColor, this.clearAlpha);
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renderer.render(this.scene, this.camera, this.sampleRenderTarget, true);
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if (i === 0) {
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renderer.setClearColor(0x000000, 0.0);
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}
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renderer.render(this.scene2, this.camera2, this.renderToScreen ? null : writeBuffer, (i === 0));
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}
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if (this.camera.clearViewOffset) this.camera.clearViewOffset();
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renderer.autoClear = autoClear;
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renderer.setClearColor(oldClearColor, oldClearAlpha);
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}
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});
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// These jitter vectors are specified in integers because it is easier.
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// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
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// before being used, thus these integers need to be scaled by 1/16.
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//
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// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
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THREE.SSAARenderPass.JitterVectors = [
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[
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[0, 0]
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],
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[
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[4, 4], [-4, -4]
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],
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[
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[-2, -6], [6, -2], [-6, 2], [2, 6]
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],
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[
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[1, -3], [-1, 3], [5, 1], [-3, -5],
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[-5, 5], [-7, -1], [3, 7], [7, -7]
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],
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[
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[1, 1], [-1, -3], [-3, 2], [4, -1],
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[-5, -2], [2, 5], [5, 3], [3, -5],
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[-2, 6], [0, -7], [-4, -6], [-6, 4],
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[-8, 0], [7, -4], [6, 7], [-7, -8]
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],
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[
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[-4, -7], [-7, -5], [-3, -5], [-5, -4],
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[-1, -4], [-2, -2], [-6, -1], [-4, 0],
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[-7, 1], [-1, 2], [-6, 3], [-3, 3],
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[-7, 6], [-3, 6], [-5, 7], [-1, 7],
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[5, -7], [1, -6], [6, -5], [4, -4],
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[2, -3], [7, -2], [1, -1], [4, -1],
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[2, 1], [6, 2], [0, 4], [4, 4],
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[2, 5], [7, 5], [5, 6], [3, 7]
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]
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];
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