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authorAgando <roduccomm@gmail.com>2026-07-09 06:00:32 +0200
committerAgando <roduccomm@gmail.com>2026-07-09 06:00:32 +0200
commitcf7461ffeb4f53f3f50c9c692a2e4fdcecf17e82 (patch)
treee7780cd41271381cf108c9c81d71a3cb65cfd555 /downloads/UnrealBloomPass.js
parentea4d09fb5ccba12ed774fcf7c913edfa1e6a851a (diff)
auto: 2026-07-09_06:00 changes
Diffstat (limited to 'downloads/UnrealBloomPass.js')
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+( function () {
+
+ /**
+ * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
+ * mip map chain of bloom textures and blurs them with different radii. Because
+ * of the weighted combination of mips, and because larger blurs are done on
+ * higher mips, this effect provides good quality and performance.
+ *
+ * Reference:
+ * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
+ */
+
+ class UnrealBloomPass extends THREE.Pass {
+
+ constructor( resolution, strength, radius, threshold ) {
+
+ super();
+ this.strength = strength !== undefined ? strength : 1;
+ this.radius = radius;
+ this.threshold = threshold;
+ this.resolution = resolution !== undefined ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 ); // create color only once here, reuse it later inside the render function
+
+ this.clearColor = new THREE.Color( 0, 0, 0 ); // render targets
+
+ const pars = {
+ minFilter: THREE.LinearFilter,
+ magFilter: THREE.LinearFilter,
+ format: THREE.RGBAFormat
+ };
+ this.renderTargetsHorizontal = [];
+ this.renderTargetsVertical = [];
+ this.nMips = 5;
+ let resx = Math.round( this.resolution.x / 2 );
+ let resy = Math.round( this.resolution.y / 2 );
+ this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
+ this.renderTargetBright.texture.generateMipmaps = false;
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ const renderTargetHorizonal = new THREE.WebGLRenderTarget( resx, resy, pars );
+ renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
+ renderTargetHorizonal.texture.generateMipmaps = false;
+ this.renderTargetsHorizontal.push( renderTargetHorizonal );
+ const renderTargetVertical = new THREE.WebGLRenderTarget( resx, resy, pars );
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
+ renderTargetVertical.texture.generateMipmaps = false;
+ this.renderTargetsVertical.push( renderTargetVertical );
+ resx = Math.round( resx / 2 );
+ resy = Math.round( resy / 2 );
+
+ } // luminosity high pass material
+
+
+ if ( THREE.LuminosityHighPassShader === undefined ) console.error( 'THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader' );
+ const highPassShader = THREE.LuminosityHighPassShader;
+ this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
+ this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
+ this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
+ this.materialHighPassFilter = new THREE.ShaderMaterial( {
+ uniforms: this.highPassUniforms,
+ vertexShader: highPassShader.vertexShader,
+ fragmentShader: highPassShader.fragmentShader,
+ defines: {}
+ } ); // Gaussian Blur Materials
+
+ this.separableBlurMaterials = [];
+ const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
+ resx = Math.round( this.resolution.x / 2 );
+ resy = Math.round( this.resolution.y / 2 );
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
+ this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new THREE.Vector2( resx, resy );
+ resx = Math.round( resx / 2 );
+ resy = Math.round( resy / 2 );
+
+ } // Composite material
+
+
+ this.compositeMaterial = this.getCompositeMaterial( this.nMips );
+ this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
+ this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
+ this.compositeMaterial.needsUpdate = true;
+ const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
+ this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
+ this.bloomTintColors = [ new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ) ];
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors; // copy material
+
+ if ( THREE.CopyShader === undefined ) {
+
+ console.error( 'THREE.UnrealBloomPass relies on THREE.CopyShader' );
+
+ }
+
+ const copyShader = THREE.CopyShader;
+ this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
+ this.copyUniforms[ 'opacity' ].value = 1.0;
+ this.materialCopy = new THREE.ShaderMaterial( {
+ uniforms: this.copyUniforms,
+ vertexShader: copyShader.vertexShader,
+ fragmentShader: copyShader.fragmentShader,
+ blending: THREE.AdditiveBlending,
+ depthTest: false,
+ depthWrite: false,
+ transparent: true
+ } );
+ this.enabled = true;
+ this.needsSwap = false;
+ this._oldClearColor = new THREE.Color();
+ this.oldClearAlpha = 1;
+ this.basic = new THREE.MeshBasicMaterial();
+ this.fsQuad = new THREE.FullScreenQuad( null );
+
+ }
+
+ dispose() {
+
+ for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
+
+ this.renderTargetsHorizontal[ i ].dispose();
+
+ }
+
+ for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
+
+ this.renderTargetsVertical[ i ].dispose();
+
+ }
+
+ this.renderTargetBright.dispose();
+
+ }
+
+ setSize( width, height ) {
+
+ let resx = Math.round( width / 2 );
+ let resy = Math.round( height / 2 );
+ this.renderTargetBright.setSize( resx, resy );
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.renderTargetsHorizontal[ i ].setSize( resx, resy );
+ this.renderTargetsVertical[ i ].setSize( resx, resy );
+ this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new THREE.Vector2( resx, resy );
+ resx = Math.round( resx / 2 );
+ resy = Math.round( resy / 2 );
+
+ }
+
+ }
+
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
+
+ renderer.getClearColor( this._oldClearColor );
+ this.oldClearAlpha = renderer.getClearAlpha();
+ const oldAutoClear = renderer.autoClear;
+ renderer.autoClear = false;
+ renderer.setClearColor( this.clearColor, 0 );
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render input to screen
+
+ if ( this.renderToScreen ) {
+
+ this.fsQuad.material = this.basic;
+ this.basic.map = readBuffer.texture;
+ renderer.setRenderTarget( null );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+
+ } // 1. Extract Bright Areas
+
+
+ this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
+ this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
+ this.fsQuad.material = this.materialHighPassFilter;
+ renderer.setRenderTarget( this.renderTargetBright );
+ renderer.clear();
+ this.fsQuad.render( renderer ); // 2. Blur All the mips progressively
+
+ let inputRenderTarget = this.renderTargetBright;
+
+ for ( let i = 0; i < this.nMips; i ++ ) {
+
+ this.fsQuad.material = this.separableBlurMaterials[ i ];
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
+ renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
+ renderer.clear();
+ this.fsQuad.render( renderer );
+ inputRenderTarget = this.renderTargetsVertical[ i ];
+
+ } // Composite All the mips
+
+
+ this.fsQuad.material = this.compositeMaterial;
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
+ renderer.clear();
+ this.fsQuad.render( renderer ); // Blend it additively over the input texture
+
+ this.fsQuad.material = this.materialCopy;
+ this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
+
+ if ( this.renderToScreen ) {
+
+ renderer.setRenderTarget( null );
+ this.fsQuad.render( renderer );
+
+ } else {
+
+ renderer.setRenderTarget( readBuffer );
+ this.fsQuad.render( renderer );
+
+ } // Restore renderer settings
+
+
+ renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
+ renderer.autoClear = oldAutoClear;
+
+ }
+
+ getSeperableBlurMaterial( kernelRadius ) {
+
+ return new THREE.ShaderMaterial( {
+ defines: {
+ 'KERNEL_RADIUS': kernelRadius,
+ 'SIGMA': kernelRadius
+ },
+ uniforms: {
+ 'colorTexture': {
+ value: null
+ },
+ 'texSize': {
+ value: new THREE.Vector2( 0.5, 0.5 )
+ },
+ 'direction': {
+ value: new THREE.Vector2( 0.5, 0.5 )
+ }
+ },
+ vertexShader: `varying vec2 vUv;
+ void main() {
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+ }`,
+ fragmentShader: `#include <common>
+ varying vec2 vUv;
+ uniform sampler2D colorTexture;
+ uniform vec2 texSize;
+ uniform vec2 direction;
+
+ float gaussianPdf(in float x, in float sigma) {
+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
+ }
+ void main() {
+ vec2 invSize = 1.0 / texSize;
+ float fSigma = float(SIGMA);
+ float weightSum = gaussianPdf(0.0, fSigma);
+ vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
+ float x = float(i);
+ float w = gaussianPdf(x, fSigma);
+ vec2 uvOffset = direction * invSize * x;
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;
+ diffuseSum += (sample1 + sample2) * w;
+ weightSum += 2.0 * w;
+ }
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
+ }`
+ } );
+
+ }
+
+ getCompositeMaterial( nMips ) {
+
+ return new THREE.ShaderMaterial( {
+ defines: {
+ 'NUM_MIPS': nMips
+ },
+ uniforms: {
+ 'blurTexture1': {
+ value: null
+ },
+ 'blurTexture2': {
+ value: null
+ },
+ 'blurTexture3': {
+ value: null
+ },
+ 'blurTexture4': {
+ value: null
+ },
+ 'blurTexture5': {
+ value: null
+ },
+ 'dirtTexture': {
+ value: null
+ },
+ 'bloomStrength': {
+ value: 1.0
+ },
+ 'bloomFactors': {
+ value: null
+ },
+ 'bloomTintColors': {
+ value: null
+ },
+ 'bloomRadius': {
+ value: 0.0
+ }
+ },
+ vertexShader: `varying vec2 vUv;
+ void main() {
+ vUv = uv;
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+ }`,
+ fragmentShader: `varying vec2 vUv;
+ uniform sampler2D blurTexture1;
+ uniform sampler2D blurTexture2;
+ uniform sampler2D blurTexture3;
+ uniform sampler2D blurTexture4;
+ uniform sampler2D blurTexture5;
+ uniform sampler2D dirtTexture;
+ uniform float bloomStrength;
+ uniform float bloomRadius;
+ uniform float bloomFactors[NUM_MIPS];
+ uniform vec3 bloomTintColors[NUM_MIPS];
+
+ float lerpBloomFactor(const in float factor) {
+ float mirrorFactor = 1.2 - factor;
+ return mix(factor, mirrorFactor, bloomRadius);
+ }
+
+ void main() {
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
+ }`
+ } );
+
+ }
+
+ }
+
+ UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
+ UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
+
+ THREE.UnrealBloomPass = UnrealBloomPass;
+
+} )();