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web-app/node_modules/three/examples/jsm/tsl/display/GaussianBlurNode.js
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251
web-app/node_modules/three/examples/jsm/tsl/display/GaussianBlurNode.js
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import { RenderTarget, Vector2, PostProcessingUtils } from 'three';
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import { TempNode, nodeObject, Fn, If, float, NodeUpdateType, uv, uniform, convertToTexture, vec2, vec4, QuadMesh, passTexture, mul, NodeMaterial } from 'three/tsl';
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// WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
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// alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
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const _quadMesh1 = /*@__PURE__*/ new QuadMesh();
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const _quadMesh2 = /*@__PURE__*/ new QuadMesh();
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let _rendererState;
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const premult = /*@__PURE__*/ Fn( ( [ color ] ) => {
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return vec4( color.rgb.mul( color.a ), color.a );
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} ).setLayout( {
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name: 'premult',
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type: 'vec4',
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inputs: [
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{ name: 'color', type: 'vec4' }
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]
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} );
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const unpremult = /*@__PURE__*/ Fn( ( [ color ] ) => {
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If( color.a.equal( 0.0 ), () => vec4( 0.0 ) );
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return vec4( color.rgb.div( color.a ), color.a );
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} ).setLayout( {
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name: 'unpremult',
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type: 'vec4',
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inputs: [
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{ name: 'color', type: 'vec4' }
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]
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} );
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class GaussianBlurNode extends TempNode {
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static get type() {
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return 'GaussianBlurNode';
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}
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constructor( textureNode, directionNode = null, sigma = 2 ) {
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super( 'vec4' );
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this.textureNode = textureNode;
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this.directionNode = directionNode;
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this.sigma = sigma;
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this._invSize = uniform( new Vector2() );
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this._passDirection = uniform( new Vector2() );
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this._horizontalRT = new RenderTarget( 1, 1, { depthBuffer: false } );
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this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
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this._verticalRT = new RenderTarget( 1, 1, { depthBuffer: false } );
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this._verticalRT.texture.name = 'GaussianBlurNode.vertical';
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this._textureNode = passTexture( this, this._verticalRT.texture );
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this._textureNode.uvNode = textureNode.uvNode;
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this.updateBeforeType = NodeUpdateType.FRAME;
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this.resolution = new Vector2( 1, 1 );
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this.premultipliedAlpha = false;
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}
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setPremultipliedAlpha( value ) {
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this.premultipliedAlpha = value;
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return this;
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}
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getPremultipliedAlpha() {
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return this.premultipliedAlpha;
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}
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setSize( width, height ) {
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width = Math.max( Math.round( width * this.resolution.x ), 1 );
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height = Math.max( Math.round( height * this.resolution.y ), 1 );
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this._invSize.value.set( 1 / width, 1 / height );
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this._horizontalRT.setSize( width, height );
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this._verticalRT.setSize( width, height );
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}
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updateBefore( frame ) {
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const { renderer } = frame;
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_rendererState = PostProcessingUtils.resetRendererState( renderer, _rendererState );
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//
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const textureNode = this.textureNode;
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const map = textureNode.value;
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const currentTexture = textureNode.value;
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_quadMesh1.material = this._material;
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_quadMesh2.material = this._material;
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this.setSize( map.image.width, map.image.height );
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const textureType = map.type;
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this._horizontalRT.texture.type = textureType;
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this._verticalRT.texture.type = textureType;
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// horizontal
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renderer.setRenderTarget( this._horizontalRT );
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this._passDirection.value.set( 1, 0 );
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_quadMesh1.render( renderer );
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// vertical
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textureNode.value = this._horizontalRT.texture;
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renderer.setRenderTarget( this._verticalRT );
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this._passDirection.value.set( 0, 1 );
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_quadMesh2.render( renderer );
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// restore
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textureNode.value = currentTexture;
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PostProcessingUtils.restoreRendererState( renderer, _rendererState );
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}
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getTextureNode() {
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return this._textureNode;
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}
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setup( builder ) {
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const textureNode = this.textureNode;
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//
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const uvNode = textureNode.uvNode || uv();
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const directionNode = vec2( this.directionNode || 1 );
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let sampleTexture, output;
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if ( this.premultipliedAlpha ) {
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// https://lisyarus.github.io/blog/posts/blur-coefficients-generator.html
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sampleTexture = ( uv ) => premult( textureNode.uv( uv ) );
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output = ( color ) => unpremult( color );
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} else {
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sampleTexture = ( uv ) => textureNode.uv( uv );
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output = ( color ) => color;
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}
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const blur = Fn( () => {
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const kernelSize = 3 + ( 2 * this.sigma );
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const gaussianCoefficients = this._getCoefficients( kernelSize );
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const invSize = this._invSize;
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const direction = directionNode.mul( this._passDirection );
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const weightSum = float( gaussianCoefficients[ 0 ] ).toVar();
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const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).toVar();
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for ( let i = 1; i < kernelSize; i ++ ) {
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const x = float( i );
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const w = float( gaussianCoefficients[ i ] );
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const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
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const sample1 = sampleTexture( uvNode.add( uvOffset ) );
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const sample2 = sampleTexture( uvNode.sub( uvOffset ) );
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diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
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weightSum.addAssign( mul( 2.0, w ) );
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}
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return output( diffuseSum.div( weightSum ) );
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} );
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//
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const material = this._material || ( this._material = new NodeMaterial() );
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material.fragmentNode = blur().context( builder.getSharedContext() );
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material.name = 'Gaussian_blur';
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material.needsUpdate = true;
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//
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const properties = builder.getNodeProperties( this );
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properties.textureNode = textureNode;
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//
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return this._textureNode;
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}
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dispose() {
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this._horizontalRT.dispose();
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this._verticalRT.dispose();
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}
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_getCoefficients( kernelRadius ) {
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const coefficients = [];
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for ( let i = 0; i < kernelRadius; i ++ ) {
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coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
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}
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return coefficients;
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}
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}
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export default GaussianBlurNode;
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export const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ) );
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export const premultipliedGaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ).setPremultipliedAlpha( true ) );
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