getCompositeMaterial method

dynamic getCompositeMaterial(
  1. dynamic nMips
)

Implementation

getCompositeMaterial(nMips) {
  return ShaderMaterial({
    "defines": {'NUM_MIPS': nMips},
    "uniforms": {
      'blurTexture1': {},
      'blurTexture2': {},
      'blurTexture3': {},
      'blurTexture4': {},
      'blurTexture5': {},
      'dirtTexture': {},
      'bloomStrength': {"value": 1.0},
      'bloomFactors': {},
      'bloomTintColors': {},
      'bloomRadius': {"value": 0.0}
    },
    "vertexShader": """
				varying vec2 vUv;
				void main() {
					vUv = uv;
					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
				}
      """,
    "fragmentShader": """
				varying vec2 vUv;
				uniform sampler2D blurTexture1;
				uniform sampler2D blurTexture2;
				uniform sampler2D blurTexture3;
				uniform sampler2D blurTexture4;
				uniform sampler2D blurTexture5;
				uniform sampler2D dirtTexture;
				uniform float bloomStrength;
				uniform float bloomRadius;
				uniform float bloomFactors[NUM_MIPS];
				uniform vec3 bloomTintColors[NUM_MIPS];

				float lerpBloomFactor(const in float factor) {
					float mirrorFactor = 1.2 - factor;
					return mix(factor, mirrorFactor, bloomRadius);
				}

				void main() {
					gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
													 lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
													 lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
													 lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
													 lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
				}
    """
  });
}