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Selective Bloom Example: Add bloomStrength uniform to enhance bloom effect control (#32125)
* Add bloomStrength uniform to enhance bloom effect control * Minor fix * Review comment: #32125 (comment)
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examples/webgl_postprocessing_unreal_bloom_selective.html

Lines changed: 6 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -30,12 +30,13 @@
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uniform sampler2D baseTexture;
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uniform sampler2D bloomTexture;
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uniform float bloomStrength;
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varying vec2 vUv;
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void main() {
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gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
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gl_FragColor = ( texture2D( baseTexture, vUv ) + texture2D( bloomTexture, vUv ) * bloomStrength );
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}
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@@ -116,7 +117,8 @@
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new THREE.ShaderMaterial( {
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uniforms: {
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baseTexture: { value: null },
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bloomTexture: { value: bloomComposer.renderTarget2.texture }
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bloomTexture: { value: bloomComposer.renderTarget2.texture },
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bloomStrength: { value: params.strength }
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},
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vertexShader: document.getElementById( 'vertexshader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
@@ -153,6 +155,8 @@
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bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) {
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bloomPass.strength = Number( value );
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mixPass.material.uniforms.bloomStrength.value = bloomPass.strength;
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render();
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} );

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