mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
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265 lines
8.3 KiB
JavaScript
265 lines
8.3 KiB
JavaScript
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/**
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* @author miibond
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* Generate a texture that represents the luminosity of the current scene, adapted over time
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* to simulate the optic nerve responding to the amount of light it is receiving.
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* Based on a GDC2007 presentation by Wolfgang Engel titled "Post-Processing Pipeline"
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*
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* Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
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*/
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THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
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this.resolution = ( resolution !== undefined ) ? resolution : 256;
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this.needsInit = true;
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this.adaptive = adaptive !== undefined ? !!adaptive : true;
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this.luminanceRT = null;
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this.previousLuminanceRT = null;
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this.currentLuminanceRT = null;
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if ( THREE.CopyShader === undefined )
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console.error( "THREE.AdaptiveToneMappingPass 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.materialCopy = 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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blending: THREE.NoBlending,
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depthTest: false
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} );
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if ( THREE.LuminosityShader === undefined )
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console.error( "THREE.AdaptiveToneMappingPass relies on THREE.LuminosityShader" );
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this.materialLuminance = new THREE.ShaderMaterial( {
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uniforms: THREE.LuminosityShader.uniforms,
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vertexShader: THREE.LuminosityShader.vertexShader,
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fragmentShader: THREE.LuminosityShader.fragmentShader,
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blending: THREE.NoBlending,
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} );
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this.adaptLuminanceShader = {
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defines: {
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"MIP_LEVEL_1X1" : Math.log2( this.resolution ).toFixed(1),
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},
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uniforms: {
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"lastLum": { type: "t", value: null },
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"currentLum": { type: "t", value: null },
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"delta": { type: 'f', value: 0.016 },
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"tau": { type: 'f', value: 1.0 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join('\n'),
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fragmentShader: [
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"varying vec2 vUv;",
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"uniform sampler2D lastLum;",
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"uniform sampler2D currentLum;",
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"uniform float delta;",
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"uniform float tau;",
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"void main() {",
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"vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );",
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"vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );",
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"float fLastLum = lastLum.r;",
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"float fCurrentLum = currentLum.r;",
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//The adaption seems to work better in extreme lighting differences
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//if the input luminance is squared.
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"fCurrentLum *= fCurrentLum;",
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// Adapt the luminance using Pattanaik's technique
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"float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));",
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// "fAdaptedLum = sqrt(fAdaptedLum);",
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"gl_FragColor = vec4( vec3( fAdaptedLum ), 1.0 );",
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"}",
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].join('\n')
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};
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this.materialAdaptiveLum = new THREE.ShaderMaterial( {
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uniforms: this.adaptLuminanceShader.uniforms,
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vertexShader: this.adaptLuminanceShader.vertexShader,
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fragmentShader: this.adaptLuminanceShader.fragmentShader,
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defines: this.adaptLuminanceShader.defines,
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blending: THREE.NoBlending
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} );
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if ( THREE.ToneMapShader === undefined )
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console.error( "THREE.AdaptiveToneMappingPass relies on THREE.ToneMapShader" );
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this.materialToneMap = new THREE.ShaderMaterial( {
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uniforms: THREE.ToneMapShader.uniforms,
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vertexShader: THREE.ToneMapShader.vertexShader,
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fragmentShader: THREE.ToneMapShader.fragmentShader,
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blending: THREE.NoBlending
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} );
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this.enabled = true;
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this.needsSwap = true;
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this.clear = false;
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this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
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this.scene = new THREE.Scene();
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this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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this.scene.add( this.quad );
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};
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THREE.AdaptiveToneMappingPass.prototype = {
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render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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if ( this.needsInit ) {
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this.reset( renderer );
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this.luminanceRT.type = readBuffer.type;
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this.previousLuminanceRT.type = readBuffer.type;
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this.currentLuminanceRT.type = readBuffer.type;
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this.needsInit = false;
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}
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if ( this.adaptive ) {
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//Render the luminance of the current scene into a render target with mipmapping enabled
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this.quad.material = this.materialLuminance;
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this.materialLuminance.uniforms.tDiffuse.value = readBuffer;
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renderer.render( this.scene, this.camera, this.currentLuminanceRT );
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//Use the new luminance values, the previous luminance and the frame delta to
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//adapt the luminance over time.
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this.quad.material = this.materialAdaptiveLum;
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this.materialAdaptiveLum.uniforms.delta.value = delta;
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this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT;
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this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT;
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renderer.render( this.scene, this.camera, this.luminanceRT );
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//Copy the new adapted luminance value so that it can be used by the next frame.
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this.quad.material = this.materialCopy;
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this.copyUniforms.tDiffuse.value = this.luminanceRT;
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renderer.render( this.scene, this.camera, this.previousLuminanceRT );
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}
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this.quad.material = this.materialToneMap;
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this.materialToneMap.uniforms.tDiffuse.value = readBuffer;
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renderer.render( this.scene, this.camera, writeBuffer, this.clear );
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},
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reset: function( renderer ) {
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// render targets
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if ( this.luminanceRT ) {
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this.luminanceRT.dispose();
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}
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if ( this.currentLuminanceRT ) {
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this.currentLuminanceRT.dispose();
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}
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if ( this.previousLuminanceRT ) {
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this.previousLuminanceRT.dispose();
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}
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var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
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this.luminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
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this.luminanceRT.generateMipmaps = false;
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this.previousLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
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this.previousLuminanceRT.generateMipmaps = false;
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//We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
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pars.minFilter = THREE.LinearMipMapLinearFilter;
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this.currentLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
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if ( this.adaptive ) {
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this.materialToneMap.defines["ADAPTED_LUMINANCE"] = "";
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this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT;
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}
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//Put something in the adaptive luminance texture so that the scene can render initially
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this.quad.material = new THREE.MeshBasicMaterial( { color: 0x777777 });
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this.materialLuminance.needsUpdate = true;
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this.materialAdaptiveLum.needsUpdate = true;
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this.materialToneMap.needsUpdate = true;
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// renderer.render( this.scene, this.camera, this.luminanceRT );
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// renderer.render( this.scene, this.camera, this.previousLuminanceRT );
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// renderer.render( this.scene, this.camera, this.currentLuminanceRT );
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},
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setAdaptive: function( adaptive ) {
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if ( adaptive ) {
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this.adaptive = true;
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this.materialToneMap.defines["ADAPTED_LUMINANCE"] = "";
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this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT;
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}
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else {
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this.adaptive = false;
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delete this.materialToneMap.defines["ADAPTED_LUMINANCE"];
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this.materialToneMap.uniforms.luminanceMap.value = undefined;
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}
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this.materialToneMap.needsUpdate = true;
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},
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setAdaptionRate: function( rate ) {
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if ( rate ) {
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this.materialAdaptiveLum.uniforms.tau.value = Math.abs( rate );
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}
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},
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setMaxLuminance: function( maxLum ) {
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if ( maxLum ) {
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this.materialToneMap.uniforms.maxLuminance.value = maxLum;
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}
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},
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setAverageLuminance: function( avgLum ) {
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if ( avgLum ) {
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this.materialToneMap.uniforms.averageLuminance.value = avgLum;
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}
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},
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setMiddleGrey: function( middleGrey ) {
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if ( middleGrey ) {
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this.materialToneMap.uniforms.middleGrey.value = middleGrey;
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}
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},
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dispose: function() {
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if ( this.luminanceRT ) {
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this.luminanceRT.dispose();
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}
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if ( this.previousLuminanceRT ) {
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this.previousLuminanceRT.dispose();
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}
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if ( this.currentLuminanceRT ) {
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this.currentLuminanceRT.dispose();
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}
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if ( this.materialLuminance ) {
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this.materialLuminance.dispose();
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}
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if ( this.materialAdaptiveLum ) {
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this.materialAdaptiveLum.dispose();
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}
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if ( this.materialCopy ) {
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this.materialCopy.dispose();
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}
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if ( this.materialToneMap ) {
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this.materialToneMap.dispose();
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}
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}
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};
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