Add blur to the shadow example.
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@ -98,7 +98,7 @@
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let shadowMaterial = new THREE.MeshDepthMaterial ();
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shadowMaterial.depthTest = false;
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shadowMaterial.depthWrite = false;
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shadowMaterial.userData.darkness = { value: 1.0 };
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shadowMaterial.userData.darkness = { value: 0.7 };
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shadowMaterial.onBeforeCompile = (shader) => {
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shader.uniforms.darkness = shadowMaterial.userData.darkness;
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shader.fragmentShader = /* glsl */`
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@ -113,13 +113,25 @@
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// let cameraHelper = new THREE.CameraHelper (shadowCamera);
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// shadowGroup.add (cameraHelper);
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let blurPlaneGeometry = new THREE.PlaneGeometry (planeSizeX, planeSizeY)
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let blurRenderTarget = new THREE.WebGLRenderTarget (512, 512);
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blurRenderTarget.texture.generateMipmaps = false;
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let blurPlaneMesh = new THREE.Mesh (shadowPlaneGeometry);
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let blurPlaneMesh = new THREE.Mesh (blurPlaneGeometry);
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blurPlaneMesh.visible = false;
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shadowGroup.add (blurPlaneMesh);
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let blurCamera = new THREE.OrthographicCamera (
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-planeSizeX / 2.0,
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planeSizeX / 2.0,
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planeSizeY / 2.0,
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-planeSizeY / 2.0,
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0.0,
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1.0,
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);
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shadowGroup.add (blurCamera);
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horizontalBlurMaterial = new THREE.ShaderMaterial (THREE.HorizontalBlurShader);
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horizontalBlurMaterial.depthTest = false;
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@ -142,21 +154,27 @@
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blurPlaneMesh.visible = true;
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let amount = 5.0;
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for (let i = 0; i < 2; i++) {
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if (i == 2) {
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amount *= 1;
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}
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blurPlaneMesh.material = horizontalBlurMaterial;
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blurPlaneMesh.material.uniforms.tDiffuse.value = shadowRenderTarget.texture;
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horizontalBlurMaterial.uniforms.h.value = amount * 1 / 256;
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renderer.setRenderTarget (blurRenderTarget);
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renderer.render (blurPlaneMesh, shadowCamera);
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blurPlaneMesh.material = horizontalBlurMaterial;
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blurPlaneMesh.material.uniforms.tDiffuse.value = shadowRenderTarget.texture;
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horizontalBlurMaterial.uniforms.h.value = amount * 1 / 256;
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renderer.setRenderTarget (blurRenderTarget);
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renderer.render (blurPlaneMesh, blurCamera);
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blurPlaneMesh.material = verticalBlurMaterial;
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blurPlaneMesh.material.uniforms.tDiffuse.value = blurRenderTarget.texture;
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verticalBlurMaterial.uniforms.v.value = amount * 1 / 256;
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renderer.setRenderTarget (shadowRenderTarget);
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renderer.render (blurPlaneMesh, shadowCamera);
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blurPlaneMesh.material = verticalBlurMaterial;
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blurPlaneMesh.material.uniforms.tDiffuse.value = blurRenderTarget.texture;
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verticalBlurMaterial.uniforms.v.value = amount * 1 / 256;
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renderer.setRenderTarget (shadowRenderTarget);
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renderer.render (blurPlaneMesh, blurCamera);
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}
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blurPlaneMesh.visible = false;
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renderer.setRenderTarget (null);
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renderer.render (scene, camera);
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});
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