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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              html,
body {
  height: 100%;
}
body {
  overflow: hidden;
  margin: 0;
  background-color: #000;
}
canvas {
  position: absolute;
  top: 0;
  left: 50%;
  transform: translate(-50%, 0);
}

            
          
!
            
              const TEXTURE_SRC_BEFORE = 'https://images.unsplash.com/photo-1457369900526-e7606baa133b?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&w=600&fit=max&s=96647cd4038299342a15cd2bd177075f' // https://unsplash.com/photos/dcp4hnQY-z0
const TEXTURE_SRC_AFTER = 'https://images.unsplash.com/photo-1456947700819-d91abdf38117?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&w=600&fit=max&s=96647cd4038299342a15cd2bd177075f' // https://unsplash.com/photos/weuWmzv7xnU

const PREFAB = {
  WIDTH: 1,
  HEIGHT: 1
}

const START_DELAY = 500
const INTERVAL = '10.'
const DURATION_START = '1.2'
const DURATION_END = '1.2'

function init (textureBefore, textureAfter) {
  const image = textureBefore.image
  const width = image.width
  const height = image.height
  const intervalX = width / PREFAB.WIDTH
  const intervalY = height / PREFAB.HEIGHT

  const root = new THREERoot({
    cameraPosition: [0, 0, width * 2.5],
    aspect: 0.6 / 1,
    autoStart: false
  })

  const prefab = new THREE.PlaneGeometry(PREFAB.WIDTH, PREFAB.HEIGHT)
  const geometry = new BAS.PrefabBufferGeometry(prefab, intervalX * intervalY)
  const aPosition = geometry.createAttribute('aPosition', 4)

  let i = 0
  for (let x = 0; x < intervalX; x++) {
    for (let y = 0; y < intervalY; y++) {
      geometry.setPrefabData(aPosition, i++, [
        x * PREFAB.WIDTH - (width / 2),
        y * PREFAB.HEIGHT - (height / 2),
        0,
        Math.random() // random coefficient
      ])
    }
  }

  textureBefore.minFilter = THREE.LinearFilter
  textureAfter.minFilter = THREE.LinearFilter

  const material = new BAS.BasicAnimationMaterial({
    side: THREE.DoubleSide,
    vertexColors: THREE.VertexColors,
    uniforms: {
      uTime: { type: 'f', value: 0 },
      uSize: { type: 'vf2', value: [width, height] },
      mapBefore: { type: 't', value: textureBefore },
      mapAfter: { type: 't', value: textureAfter },
    },
    vertexFunctions: [
      BAS.ShaderChunk['ease_quad_in_out'],
      BAS.ShaderChunk['ease_quad_in'],
      BAS.ShaderChunk['ease_quad_out'],
    ],
    vertexParameters: `
      uniform float uTime;
      uniform vec2 uSize;
      uniform sampler2D mapBefore;
      uniform sampler2D mapAfter;
      attribute vec4 aPosition;
      const float interval = ${INTERVAL};
      const float durationStart = ${DURATION_START};
      const float durationEnd = ${DURATION_END};
      const float totalTime = durationStart + interval + durationEnd;
      const float speed = 60.;
      const float minWeight = 0.3;
      const float fallSpeed = 4.;
      const float xSpeed = 0.03;
      const float spreadPosition = 0.03;
    `,
    vertexInit: `
      vec2 texelCoord = (aPosition.xy + uSize / 2.) / uSize;
      vec4 texelBefore = texture2D(mapBefore, texelCoord);
      vec4 texelAfter = texture2D(mapAfter, texelCoord);
      float bottom = aPosition.y - uSize.y * 1.8;
      float time = uTime / 50.;
      float tTime = mod(time, totalTime);
      float doubleTime = mod(time, totalTime * 2.);
      float isReverse = step(totalTime, doubleTime);
      float progress = max(tTime - durationStart, 0.);
      float nProgress = progress / interval;
      float move = progress * speed;
      float weightBefore = pow(1. - texelBefore.r * texelBefore.g * texelBefore.b, 2.) * (1. - minWeight) + minWeight;
      float weightAfter = pow(1. - texelAfter.r * texelAfter.g * texelAfter.b, 2.) * (1. - minWeight) + minWeight;
      float order = pow(abs(aPosition.x) / (uSize.x * 0.5), 2.) * 40.;
      float fall = max(-aPosition.y - uSize.y / 2. + move - order, 0.) * (aPosition.w * 0.2 + 1.) * (0.3 + nProgress) * fallSpeed;
      float y = aPosition.y - fall * mix(weightBefore, weightAfter, easeQuadIn(min(fall, -bottom) / -bottom)) - move + order * clamp(progress, 0., 1.);
      float offsetY = easeQuadOut(clamp(tTime / durationStart, 0., 1.)) * uSize.y * 0.9;
      float endOffsetY = easeQuadIn(clamp((tTime - (durationStart + interval)) / durationEnd, 0., 1.)) * uSize.y * 0.9;
    `,
    vertexPosition: `
      transformed.x += aPosition.x / (1. + fall * xSpeed * max(1. - max(-y + (bottom * (1. - spreadPosition)), 0.) / (-bottom * spreadPosition), 0.));
      transformed.y += max(y, bottom) + offsetY + endOffsetY;
      transformed.z += aPosition.z;
    `,
    vertexColor: `
      vec4 colorBefore = texelBefore * (1. - isReverse) + texelAfter * isReverse;
      vec4 colorAfter = texelBefore * isReverse + texelAfter * (1. - isReverse);
      vColor = mix(colorBefore.rgb, colorAfter.rgb, smoothstep(-uSize.y / 2., bottom, y));
    `,
  })
  material.uniforms['mapBefore'].value.needsUpdate = true
  material.uniforms['mapAfter'].value.needsUpdate = true

  const mesh = new THREE.Mesh(geometry, material)
  mesh.frustumCulled = false

  root.add(mesh)

  let time = -50

  const postShader = new THREE.ShaderPass({
    uniforms: {
      'tDiffuse': { type: 't', value: null },
      'uTime': { type: 'f', value: time },
    },
    vertexShader: `
      varying vec2 vUv;

      void main () {
        vUv = uv;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);
      }
    `,
    fragmentShader: `
      uniform sampler2D tDiffuse;
      uniform float uTime;
      varying vec2 vUv;
      const float interval = ${INTERVAL};
      const float durationStart = ${DURATION_START};
      const float durationEnd = ${DURATION_END};
      const float totalTime = durationStart + interval + durationEnd;
      const float size = 0.03;
      const float halfSize = size * 0.5;
      const float n = size * 4.;
      const float brightness = 500.;
      const float speed = 0.006;

      vec4 getMosaicColor (vec2 coord) {
        return texture2D(tDiffuse, coord);
        // vec4 mosaicColor = vec4(0.);
        // for (float x = 0.; x <= size; x += size * 0.2) {
        //   for (float y = 0.; y <= size; y += size * 0.2) {
        //     mosaicColor += texture2D(tDiffuse, vec2(coord.x + x, coord.y + y));
        //   }
        // }
        // return mosaicColor;
      }
      float lengthN (vec2 v, float n) {
        vec2 tmp = pow(abs(v), vec2(n));
        return pow(tmp.x + tmp.y, size / n);
      }
      float random (vec2 st) {
        return fract(sin(dot(st, vec2(12.9898, 4.1414))) * 43758.5453);
      }

      void main () {
        vec4 texel = texture2D(tDiffuse, vUv);
        vec2 mosaicCoord = floor(vUv / size) * size + halfSize;
        vec4 mosaicColor = getMosaicColor(mosaicCoord);
        vec2 p = mod(vUv, size) - halfSize;
        float time = uTime / 50.;
        float tTime = mod(time, totalTime);
        float doubleTime = mod(time, totalTime * 2.);
        float isReverse = step(totalTime, doubleTime);
        float mosaicBrightness = mosaicColor.r * mosaicColor.g * mosaicColor.b;
        float isBright = step(0.0005, mosaicBrightness);
        // float isBright = step(0.02, mosaicBrightness / 36.);
        float isBlink = isBright * abs(min(step(vUv.y, 0.5) + step(0., tTime - (durationStart + interval)), 1.) * step(durationStart, tTime) - isReverse);
        float l = (1. - clamp(lengthN(p, n), 0., 1.)) * isBlink;
        float n = random(mosaicCoord) * 10.;
        float blink = l * brightness * max(sin(uTime * speed + n) - 0.99, 0.);
        gl_FragColor = texel + vec4(vec3(blink), 1.);
      }
    `,
  })
  root.initPostProcessing([
    postShader,
    new THREE.BloomPass(1.3, 25, 3.1, 256),
    new THREE.ShaderPass(THREE.CopyShader)
  ])

  root.addUpdateCallback(() => {
    time++
    material.uniforms['uTime'].value = time
    postShader.uniforms['uTime'].value = time
  })

  root.update(time)
  root.render()
  setTimeout(() => {
    root.start()
  }, START_DELAY)
}

let textureBefore, textureAfter
function onLoad () {
  (textureBefore && textureAfter) && init(textureBefore, textureAfter)
}
new THREE.TextureLoader().load(TEXTURE_SRC_BEFORE, texture => {
  textureBefore = texture
  onLoad()
})
new THREE.TextureLoader().load(TEXTURE_SRC_AFTER, texture => {
  textureAfter = texture
  onLoad()
})

// --------------------
// Three.js Wrapper
// forked from https://github.com/zadvorsky/three.bas/blob/86931253240abadf68b7c62edb934b994693ed4a/examples/_js/root.js
// --------------------
class THREERoot {
  constructor (params) {
    // defaults
    params = Object.assign({
      container: document.body,
      fov: 45,
      zNear: 1,
      zFar: 10000,
      cameraPosition: [0, 0, 30],
      createCameraControls: false,
      autoStart: true,
      pixelRatio: window.devicePixelRatio,
      antialias: (window.devicePixelRatio === 1),
      alpha: false,
      clearColor: 0x000000
    }, params)

    // maps and arrays
    this.updateCallbacks = []
    this.resizeCallbacks = []
    this.objects = {}

    // renderer
    this.renderer = new THREE.WebGLRenderer({
      antialias: params.antialias,
      alpha: params.alpha
    })
    this.renderer.setPixelRatio(params.pixelRatio)
    this.renderer.setClearColor(params.clearColor)
    this.canvas = this.renderer.domElement

    // container
    this.container = (typeof params.container === 'string') ? document.querySelector(params.container) : params.container
    this.container.appendChild(this.canvas)

    this.aspect = params.aspect
    this.setSize()

    // camera
    this.camera = new THREE.PerspectiveCamera(
      params.fov,
      this.width / this.height,
      params.zNear,
      params.zFar
    )
    this.camera.position.set(...params.cameraPosition)

    // scene
    this.scene = new THREE.Scene()

    // resize handling
    this.resize()
    window.addEventListener('resize', () => {
      this.resize()
    })

    // tick / update / render
    params.autoStart && this.tick()

    // optional camera controls
    params.createCameraControls && this.createOrbitControls()

    // pointer
    this.raycaster = new THREE.Raycaster()
    this.pointer = new THREE.Vector2()
  }

  setSize () {
    if (this.aspect) {
      if (this.container.clientWidth / this.container.clientHeight > this.aspect) {
        this.width = this.container.clientHeight * this.aspect
        this.height = this.container.clientHeight
      } else {
        this.width = this.container.clientWidth
        this.height = this.container.clientWidth / this.aspect
      }
    } else {
      this.width = this.container.clientWidth
      this.height = this.container.clientHeight
    }
  }

  createOrbitControls () {
    if (!THREE.TrackballControls) {
      console.error('TrackballControls.js file is not loaded.')
      return
    }

    this.controls = new THREE.TrackballControls(this.camera, this.canvas)
    this.addUpdateCallback(() => { this.controls.update() })
  }

  start () {
    this.tick()
  }

  stop () {
    cancelAnimationFrame(this.animationFrameId)
  }

  addUpdateCallback (callback) {
    this.updateCallbacks.push(callback)
  }

  addResizeCallback (callback) {
    this.resizeCallbacks.push(callback)
  }

  add (object, key) {
    key && (this.objects[key] = object)
    this.scene.add(object)
  }

  addTo (object, parentKey, key) {
    key && (this.objects[key] = object)
    this.get(parentKey).add(object)
  }

  get (key) {
    return this.objects[key]
  }

  remove (o) {
    let object

    if (typeof o === 'string') {
      object = this.objects[o]
    } else {
      object = o
    }

    if (object) {
      object.parent.remove(object)
      delete this.objects[o]
    }
  }

  tick (time) {
    this.update(time)
    this.render()
    this.animationFrameId = requestAnimationFrame(time => { this.tick(time) })
  }

  update (time) {
    this.updateCallbacks.forEach(callback => { callback(time) })
  }

  render () {
    this.renderer.render(this.scene, this.camera)
  }

  resize () {
    this.container.style.width = ''
    this.container.style.height = ''
    this.setSize()

    this.camera.aspect = this.width / this.height
    this.camera.updateProjectionMatrix()

    this.renderer.setSize(this.width, this.height)
    this.resizeCallbacks.forEach(callback => { callback() })
  }

  initPostProcessing (passes) {
    const size = this.renderer.getSize()
    const pixelRatio = this.renderer.getPixelRatio()
    size.width *= pixelRatio
    size.height *= pixelRatio

    const composer = this.composer = new THREE.EffectComposer(this.renderer, new THREE.WebGLRenderTarget(size.width, size.height, {
      minFilter: THREE.LinearFilter,
      magFilter: THREE.LinearFilter,
      format: THREE.RGBAFormat,
      stencilBuffer: false
    }))

    const renderPass = new THREE.RenderPass(this.scene, this.camera)
    composer.addPass(renderPass)

    for (let i = 0; i < passes.length; i++) {
      const pass = passes[i]
      pass.renderToScreen = (i === passes.length - 1)
      composer.addPass(pass)
    }

    this.renderer.autoClear = false
    this.render = () => {
      this.renderer.clear()
      composer.render()
    }

    this.addResizeCallback(() => {
      composer.setSize(window.innerWidth * pixelRatio, window.innerHeight * pixelRatio)
    })
  }

  checkPointer ({ x, y }, meshs, handler, nohandler) {
    this.pointer.x = (x / this.canvas.clientWidth) * 2 - 1
    this.pointer.y = -(y / this.canvas.clientHeight) * 2 + 1

    this.raycaster.setFromCamera(this.pointer, this.camera)
    const intersects = this.raycaster.intersectObjects(meshs)

    if (intersects.length > 0) {
      handler(intersects[0].object)

      return true
    } else {
      nohandler && nohandler()

      return false
    }
  }
}

// --------------------
// for Post Processing
// copied from https://github.com/mrdoob/three.js/tree/dev/examples/js/postprocessing
// --------------------

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.EffectComposer = function ( renderer, renderTarget ) {

	this.renderer = renderer;

	if ( renderTarget === undefined ) {

		var parameters = {
			minFilter: THREE.LinearFilter,
			magFilter: THREE.LinearFilter,
			format: THREE.RGBAFormat,
			stencilBuffer: false
		};
		var size = renderer.getSize();
		renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters );

	}

	this.renderTarget1 = renderTarget;
	this.renderTarget2 = renderTarget.clone();

	this.writeBuffer = this.renderTarget1;
	this.readBuffer = this.renderTarget2;

	this.passes = [];

	if ( THREE.CopyShader === undefined )
		console.error( "THREE.EffectComposer relies on THREE.CopyShader" );

	this.copyPass = new THREE.ShaderPass( THREE.CopyShader );

};

Object.assign( THREE.EffectComposer.prototype, {

	swapBuffers: function() {

		var tmp = this.readBuffer;
		this.readBuffer = this.writeBuffer;
		this.writeBuffer = tmp;

	},

	addPass: function ( pass ) {

		this.passes.push( pass );

		var size = this.renderer.getSize();
		pass.setSize( size.width, size.height );

	},

	insertPass: function ( pass, index ) {

		this.passes.splice( index, 0, pass );

	},

	render: function ( delta ) {

		var maskActive = false;

		var pass, i, il = this.passes.length;

		for ( i = 0; i < il; i ++ ) {

			pass = this.passes[ i ];

			if ( pass.enabled === false ) continue;

			pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );

			if ( pass.needsSwap ) {

				if ( maskActive ) {

					var context = this.renderer.context;

					context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );

					this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );

					context.stencilFunc( context.EQUAL, 1, 0xffffffff );

				}

				this.swapBuffers();

			}

			if ( pass instanceof THREE.MaskPass ) {

				maskActive = true;

			} else if ( pass instanceof THREE.ClearMaskPass ) {

				maskActive = false;

			}

		}

	},

	reset: function ( renderTarget ) {

		if ( renderTarget === undefined ) {

			var size = this.renderer.getSize();

			renderTarget = this.renderTarget1.clone();
			renderTarget.setSize( size.width, size.height );

		}

		this.renderTarget1.dispose();
		this.renderTarget2.dispose();
		this.renderTarget1 = renderTarget;
		this.renderTarget2 = renderTarget.clone();

		this.writeBuffer = this.renderTarget1;
		this.readBuffer = this.renderTarget2;

	},

	setSize: function ( width, height ) {

		this.renderTarget1.setSize( width, height );
		this.renderTarget2.setSize( width, height );

		for ( var i = 0; i < this.passes.length; i ++ ) {

			this.passes[i].setSize( width, height );

		}

	}

} );


THREE.Pass = function () {

	// if set to true, the pass is processed by the composer
	this.enabled = true;

	// if set to true, the pass indicates to swap read and write buffer after rendering
	this.needsSwap = true;

	// if set to true, the pass clears its buffer before rendering
	this.clear = false;

	// if set to true, the result of the pass is rendered to screen
	this.renderToScreen = false;

};

Object.assign( THREE.Pass.prototype, {

	setSize: function( width, height ) {},

	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {

		console.error( "THREE.Pass: .render() must be implemented in derived pass." );

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ShaderPass = function ( shader, textureID ) {

	THREE.Pass.call( this );

	this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";

	if ( shader instanceof THREE.ShaderMaterial ) {

		this.uniforms = shader.uniforms;

		this.material = shader;

	} else if ( shader ) {

		this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );

		this.material = new THREE.ShaderMaterial( {

			defines: shader.defines || {},
			uniforms: this.uniforms,
			vertexShader: shader.vertexShader,
			fragmentShader: shader.fragmentShader

		} );

	}

	this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
	this.scene = new THREE.Scene();

	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
	this.scene.add( this.quad );

};

THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {

	constructor: THREE.ShaderPass,

	render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {

		if ( this.uniforms[ this.textureID ] ) {

			this.uniforms[ this.textureID ].value = readBuffer.texture;

		}

		this.quad.material = this.material;

		if ( this.renderToScreen ) {

			renderer.render( this.scene, this.camera );

		} else {

			renderer.render( this.scene, this.camera, writeBuffer, this.clear );

		}

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {

	THREE.Pass.call( this );

	this.scene = scene;
	this.camera = camera;

	this.overrideMaterial = overrideMaterial;

	this.clearColor = clearColor;
	this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 1;

	this.oldClearColor = new THREE.Color();
	this.oldClearAlpha = 1;

	this.clear = true;
	this.needsSwap = false;

};

THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {

	constructor: THREE.RenderPass,

	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {

		this.scene.overrideMaterial = this.overrideMaterial;

		if ( this.clearColor ) {

			this.oldClearColor.copy( renderer.getClearColor() );
			this.oldClearAlpha = renderer.getClearAlpha();

			renderer.setClearColor( this.clearColor, this.clearAlpha );

		}

		renderer.render( this.scene, this.camera, readBuffer, this.clear );

		if ( this.clearColor ) {

			renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );

		}

		this.scene.overrideMaterial = null;

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.MaskPass = function ( scene, camera ) {

	THREE.Pass.call( this );

	this.scene = scene;
	this.camera = camera;

	this.clear = true;
	this.needsSwap = false;

	this.inverse = false;

};

THREE.MaskPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {

	constructor: THREE.MaskPass,

	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {

		var context = renderer.context;
		var state = renderer.state;

		// don't update color or depth

		state.buffers.color.setMask( false );
		state.buffers.depth.setMask( false );

		// lock buffers

		state.buffers.color.setLocked( true );
		state.buffers.depth.setLocked( true );

		// set up stencil

		var writeValue, clearValue;

		if ( this.inverse ) {

			writeValue = 0;
			clearValue = 1;

		} else {

			writeValue = 1;
			clearValue = 0;

		}

		state.buffers.stencil.setTest( true );
		state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
		state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
		state.buffers.stencil.setClear( clearValue );

		// draw into the stencil buffer

		renderer.render( this.scene, this.camera, readBuffer, this.clear );
		renderer.render( this.scene, this.camera, writeBuffer, this.clear );

		// unlock color and depth buffer for subsequent rendering

		state.buffers.color.setLocked( false );
		state.buffers.depth.setLocked( false );

		// only render where stencil is set to 1

		state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff );  // draw if == 1
		state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );

	}

} );


THREE.ClearMaskPass = function () {

	THREE.Pass.call( this );

	this.needsSwap = false;

};

THREE.ClearMaskPass.prototype = Object.create( THREE.Pass.prototype );

Object.assign( THREE.ClearMaskPass.prototype, {

	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {

		renderer.state.buffers.stencil.setTest( false );

	}

} );

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {

	THREE.Pass.call( this );

	strength = ( strength !== undefined ) ? strength : 1;
	kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
	sigma = ( sigma !== undefined ) ? sigma : 4.0;
	resolution = ( resolution !== undefined ) ? resolution : 256;

	// render targets

	var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };

	this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
	this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );

	// copy material

	if ( THREE.CopyShader === undefined )
		console.error( "THREE.BloomPass relies on THREE.CopyShader" );

	var copyShader = THREE.CopyShader;

	this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );

	this.copyUniforms[ "opacity" ].value = strength;

	this.materialCopy = new THREE.ShaderMaterial( {

		uniforms: this.copyUniforms,
		vertexShader: copyShader.vertexShader,
		fragmentShader: copyShader.fragmentShader,
		blending: THREE.AdditiveBlending,
		transparent: true

	} );

	// convolution material

	if ( THREE.ConvolutionShader === undefined )
		console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" );

	var convolutionShader = THREE.ConvolutionShader;

	this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );

	this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
	this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );

	this.materialConvolution = new THREE.ShaderMaterial( {

		uniforms: this.convolutionUniforms,
		vertexShader:  convolutionShader.vertexShader,
		fragmentShader: convolutionShader.fragmentShader,
		defines: {
			"KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
			"KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
		}

	} );

	this.needsSwap = false;

	this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
	this.scene  = new THREE.Scene();

	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
	this.scene.add( this.quad );

};

THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {

	constructor: THREE.BloomPass,

	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {

		if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );

		// Render quad with blured scene into texture (convolution pass 1)

		this.quad.material = this.materialConvolution;

		this.convolutionUniforms[ "tDiffuse" ].value = readBuffer.texture;
		this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;

		renderer.render( this.scene, this.camera, this.renderTargetX, true );


		// Render quad with blured scene into texture (convolution pass 2)

		this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX.texture;
		this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;

		renderer.render( this.scene, this.camera, this.renderTargetY, true );

		// Render original scene with superimposed blur to texture

		this.quad.material = this.materialCopy;

		this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY.texture;

		if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );

		renderer.render( this.scene, this.camera, readBuffer, this.clear );

	}

} );

THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * Full-screen textured quad shader
 */

THREE.CopyShader = {

	uniforms: {

		"tDiffuse": { type: "t", value: null },
		"opacity":  { type: "f", value: 1.0 }

	},

	vertexShader: [

		"varying vec2 vUv;",

		"void main() {",

			"vUv = uv;",
			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

	].join( "\n" ),

	fragmentShader: [

		"uniform float opacity;",

		"uniform sampler2D tDiffuse;",

		"varying vec2 vUv;",

		"void main() {",

			"vec4 texel = texture2D( tDiffuse, vUv );",
			"gl_FragColor = opacity * texel;",

		"}"

	].join( "\n" )

};

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * Convolution shader
 * ported from o3d sample to WebGL / GLSL
 * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
 */

THREE.ConvolutionShader = {

	defines: {

		"KERNEL_SIZE_FLOAT": "25.0",
		"KERNEL_SIZE_INT": "25",

	},

	uniforms: {

		"tDiffuse":        { type: "t", value: null },
		"uImageIncrement": { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
		"cKernel":         { type: "fv1", value: [] }

	},

	vertexShader: [

		"uniform vec2 uImageIncrement;",

		"varying vec2 vUv;",

		"void main() {",

			"vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

	].join( "\n" ),

	fragmentShader: [

		"uniform float cKernel[ KERNEL_SIZE_INT ];",

		"uniform sampler2D tDiffuse;",
		"uniform vec2 uImageIncrement;",

		"varying vec2 vUv;",

		"void main() {",

			"vec2 imageCoord = vUv;",
			"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",

			"for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",

				"sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
				"imageCoord += uImageIncrement;",

			"}",

			"gl_FragColor = sum;",

		"}"


	].join( "\n" ),

	buildKernel: function ( sigma ) {

		// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.

		function gauss( x, sigma ) {

			return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );

		}

		var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;

		if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
		halfWidth = ( kernelSize - 1 ) * 0.5;

		values = new Array( kernelSize );
		sum = 0.0;
		for ( i = 0; i < kernelSize; ++ i ) {

			values[ i ] = gauss( i - halfWidth, sigma );
			sum += values[ i ];

		}

		// normalize the kernel

		for ( i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;

		return values;

	}

};

            
          
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