text: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  import {
  	AdditiveBlending,
  	LinearFilter,
  	RGBAFormat
  } from '../constants.js'
  import { ShaderMaterial } from '../materials/ShaderMaterial.js'
  import { UniformsUtils } from '../renderers/shaders/UniformsUtils.js'
  import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js'
  import { Pass } from './Pass.js'
  import { CopyShader } from '../shaders/CopyShader.js'
  
  /**
  *
  * Supersample Anti-Aliasing Render Pass
  *
  * @author bhouston / http://clara.io/
  *
  * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  *
  * References: https://en.wikipedia.org/wiki/Supersampling
  *
  */
  var SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
  
  	Pass.call( this );
  
  	this.scene = scene;
  	this.camera = camera;
  
  	this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  	this.unbiased = true;
  
  	// as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
  	this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
  	this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
  
  	if ( CopyShader === undefined ) console.error( "SSAARenderPass relies on CopyShader" );
  
  	var copyShader = CopyShader;
  	this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  
  	this.copyMaterial = new ShaderMaterial(	{
  		uniforms: this.copyUniforms,
  		vertexShader: copyShader.vertexShader,
  		fragmentShader: copyShader.fragmentShader,
  		premultipliedAlpha: true,
  		transparent: true,
  		blending: AdditiveBlending,
  		depthTest: false,
  		depthWrite: false
  	} );
  
  	this.fsQuad = new Pass.FullScreenQuad( this.copyMaterial );
  
  };
  
  SSAARenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  
  	constructor: SSAARenderPass,
  
  	dispose: function () {
  
  		if ( this.sampleRenderTarget ) {
  
  			this.sampleRenderTarget.dispose();
  			this.sampleRenderTarget = null;
  
  		}
  
  	},
  
  	setSize: function ( width, height ) {
  
  		if ( this.sampleRenderTarget )	this.sampleRenderTarget.setSize( width, height );
  
  	},
  
  	render: function ( renderer, writeBuffer, readBuffer ) {
  
  		if ( ! this.sampleRenderTarget ) {
  
  			this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat } );
  			this.sampleRenderTarget.texture.name = "SSAARenderPass.sample";
  
  		}
  
  		var jitterOffsets = SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  
  		var autoClear = renderer.autoClear;
  		renderer.autoClear = false;
  
  		var oldClearColor = renderer.getClearColor().getHex();
  		var oldClearAlpha = renderer.getClearAlpha();
  
  		var baseSampleWeight = 1.0 / jitterOffsets.length;
  		var roundingRange = 1 / 32;
  		this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
  
  		var width = readBuffer.width, height = readBuffer.height;
  
  		// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  		for ( var i = 0; i < jitterOffsets.length; i ++ ) {
  
  			var jitterOffset = jitterOffsets[ i ];
  
  			if ( this.camera.setViewOffset ) {
  
  				this.camera.setViewOffset( width, height,
  					jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  					width, height );
  
  			}
  
  			var sampleWeight = baseSampleWeight;
  
  			if ( this.unbiased ) {
  
  				// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  				// The following equation varies the sampleWeight per sample so that it is uniformly distributed
  				// across a range of values whose rounding errors cancel each other out.
  
  				var uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
  				sampleWeight += roundingRange * uniformCenteredDistribution;
  
  			}
  
  			this.copyUniforms[ "opacity" ].value = sampleWeight;
  			renderer.setClearColor( this.clearColor, this.clearAlpha );
  			renderer.setRenderTarget( this.sampleRenderTarget );
  			renderer.clear();
  			renderer.render( this.scene, this.camera );
  
  			renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
  
  			if ( i === 0 ) {
  
  				renderer.setClearColor( 0x000000, 0.0 );
  				renderer.clear();
  
  			}
  
  			this.fsQuad.render( renderer );
  
  		}
  
  		if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
  
  		renderer.autoClear = autoClear;
  		renderer.setClearColor( oldClearColor, oldClearAlpha );
  
  	}
  
  } );
  // These jitter vectors are specified in integers because it is easier.
  // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  // before being used, thus these integers need to be scaled by 1/16.
  //
  // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  SSAARenderPass.JitterVectors = [
  	[
  		[ 0, 0 ]
  	],
  	[
  		[ 4, 4 ], [ - 4, - 4 ]
  	],
  	[
  		[ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  	],
  	[
  		[ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  		[ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  	],
  	[
  		[ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  		[ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  		[ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  		[ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  	],
  	[
  		[ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  		[ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  		[ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  		[ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  		[ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  		[ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  		[ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  		[ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  	]
  ];
  
  export { SSAARenderPass }
  