text: import {
  	AddEquation,
  	Color,
  	NormalBlending,
  	DepthTexture,
  	SrcAlphaFactor,
  	OneMinusSrcAlphaFactor,
  	MeshNormalMaterial,
  	MeshBasicMaterial,
  	NearestFilter,
  	NoBlending,
  	RGBAFormat,
  	ShaderMaterial,
  	UniformsUtils,
  	UnsignedShortType,
  	WebGLRenderTarget,
  	HalfFloatType,
  	MeshStandardMaterial
  } from 'three';
  import { Pass, FullScreenQuad } from '../postprocessing/Pass.js';
  import { SSRrShader } from '../shaders/SSRrShader.js';
  import { SSRrDepthShader } from '../shaders/SSRrShader.js';
  import { CopyShader } from '../shaders/CopyShader.js';
  
  class SSRrPass extends Pass {
  
  	constructor( { renderer, scene, camera, width, height, selects, encoding } ) {
  
  		super();
  
  		this.width = ( width !== undefined ) ? width : 512;
  		this.height = ( height !== undefined ) ? height : 512;
  
  		this.clear = true;
  
  		this.renderer = renderer;
  		this.scene = scene;
  		this.camera = camera;
  
  		this.output = 0;
  		// this.output = 1;
  
  		this.ior = SSRrShader.uniforms.ior.value;
  		this.maxDistance = SSRrShader.uniforms.maxDistance.value;
  		this.surfDist = SSRrShader.uniforms.surfDist.value;
  
  		this.encoding = encoding;
  
  		this.tempColor = new Color();
  
  		this.selects = selects;
  
  		this._specular = SSRrShader.defines.SPECULAR;
  		Object.defineProperty( this, 'specular', {
  			get() {
  
  				return this._specular;
  
  			},
  			set( val ) {
  
  				if ( this._specular === val ) return;
  				this._specular = val;
  				this.ssrrMaterial.defines.SPECULAR = val;
  				this.ssrrMaterial.needsUpdate = true;
  
  			}
  		} );
  
  		this._fillHole = SSRrShader.defines.FILL_HOLE;
  		Object.defineProperty( this, 'fillHole', {
  			get() {
  
  				return this._fillHole;
  
  			},
  			set( val ) {
  
  				if ( this._fillHole === val ) return;
  				this._fillHole = val;
  				this.ssrrMaterial.defines.FILL_HOLE = val;
  				this.ssrrMaterial.needsUpdate = true;
  
  			}
  		} );
  
  		this._infiniteThick = SSRrShader.defines.INFINITE_THICK;
  		Object.defineProperty( this, 'infiniteThick', {
  			get() {
  
  				return this._infiniteThick;
  
  			},
  			set( val ) {
  
  				if ( this._infiniteThick === val ) return;
  				this._infiniteThick = val;
  				this.ssrrMaterial.defines.INFINITE_THICK = val;
  				this.ssrrMaterial.needsUpdate = true;
  
  			}
  		} );
  
  		// beauty render target with depth buffer
  
  		const depthTexture = new DepthTexture();
  		depthTexture.type = UnsignedShortType;
  		depthTexture.minFilter = NearestFilter;
  		depthTexture.magFilter = NearestFilter;
  
  		this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  			minFilter: NearestFilter,
  			magFilter: NearestFilter,
  			format: RGBAFormat,
  			depthTexture: depthTexture,
  			depthBuffer: true
  		} );
  
  		this.specularRenderTarget = new WebGLRenderTarget( this.width, this.height, { // TODO: Can merge with refractiveRenderTarget?
  			minFilter: NearestFilter,
  			magFilter: NearestFilter,
  			format: RGBAFormat,
  		} );
  
  		// normalSelects render target
  
  		const depthTextureSelects = new DepthTexture();
  		depthTextureSelects.type = UnsignedShortType;
  		depthTextureSelects.minFilter = NearestFilter;
  		depthTextureSelects.magFilter = NearestFilter;
  
  		this.normalSelectsRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  			minFilter: NearestFilter,
  			magFilter: NearestFilter,
  			format: RGBAFormat,
  			type: HalfFloatType,
  			depthTexture: depthTextureSelects,
  			depthBuffer: true
  		} );
  
  		// refractive render target
  
  		this.refractiveRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  			minFilter: NearestFilter,
  			magFilter: NearestFilter,
  			format: RGBAFormat
  		} );
  
  		// ssrr render target
  
  		this.ssrrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  			minFilter: NearestFilter,
  			magFilter: NearestFilter,
  			format: RGBAFormat
  		} );
  
  		// ssrr material
  
  		if ( SSRrShader === undefined ) {
  
  			console.error( 'THREE.SSRrPass: The pass relies on SSRrShader.' );
  
  		}
  
  		this.ssrrMaterial = new ShaderMaterial( {
  			defines: Object.assign( {}, SSRrShader.defines, {
  				MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  			} ),
  			uniforms: UniformsUtils.clone( SSRrShader.uniforms ),
  			vertexShader: SSRrShader.vertexShader,
  			fragmentShader: SSRrShader.fragmentShader,
  			blending: NoBlending
  		} );
  
  		this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  		this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
  		this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;
  		this.ssrrMaterial.needsUpdate = true;
  		this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;
  		this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  		this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;
  		this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  		this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  		this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  		this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  		this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  
  		// normal material
  
  		this.normalMaterial = new MeshNormalMaterial();
  		this.normalMaterial.blending = NoBlending;
  
  		// refractiveOn material
  
  		this.refractiveOnMaterial = new MeshBasicMaterial( {
  			color: 'white'
  		} );
  
  		// refractiveOff material
  
  		this.refractiveOffMaterial = new MeshBasicMaterial( {
  			color: 'black'
  		} );
  
  		// specular material
  		this.specularMaterial = new MeshStandardMaterial( {
  			color: 'black',
  			metalness: 0,
  			roughness: .2,
  		} );
  
  		// material for rendering the depth
  
  		this.depthRenderMaterial = new ShaderMaterial( {
  			defines: Object.assign( {}, SSRrDepthShader.defines ),
  			uniforms: UniformsUtils.clone( SSRrDepthShader.uniforms ),
  			vertexShader: SSRrDepthShader.vertexShader,
  			fragmentShader: SSRrDepthShader.fragmentShader,
  			blending: NoBlending
  		} );
  		this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  		this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  		this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  
  		// material for rendering the content of a render target
  
  		this.copyMaterial = new ShaderMaterial( {
  			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  			vertexShader: CopyShader.vertexShader,
  			fragmentShader: CopyShader.fragmentShader,
  			transparent: true,
  			depthTest: false,
  			depthWrite: false,
  			blendSrc: SrcAlphaFactor,
  			blendDst: OneMinusSrcAlphaFactor,
  			blendEquation: AddEquation,
  			blendSrcAlpha: SrcAlphaFactor,
  			blendDstAlpha: OneMinusSrcAlphaFactor,
  			blendEquationAlpha: AddEquation,
  			// premultipliedAlpha:true,
  		} );
  
  		this.fsQuad = new FullScreenQuad( null );
  
  		this.originalClearColor = new Color();
  
  	}
  
  	dispose() {
  
  		// dispose render targets
  
  		this.beautyRenderTarget.dispose();
  		this.specularRenderTarget.dispose();
  		this.normalSelectsRenderTarget.dispose();
  		this.refractiveRenderTarget.dispose();
  		this.ssrrRenderTarget.dispose();
  
  		// dispose materials
  
  		this.normalMaterial.dispose();
  		this.refractiveOnMaterial.dispose();
  		this.refractiveOffMaterial.dispose();
  		this.copyMaterial.dispose();
  		this.depthRenderMaterial.dispose();
  
  		// dipsose full screen quad
  
  		this.fsQuad.dispose();
  
  	}
  
  	render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  
  		// render beauty and depth
  
  		if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
  		renderer.setRenderTarget( this.beautyRenderTarget );
  		renderer.clear();
  		this.scene.children.forEach( child => {
  
  			if ( this.selects.includes( child ) ) {
  
  				child.visible = false;
  
  			} else {
  
  				child.visible = true;
  
  			}
  
  		} );
  		renderer.render( this.scene, this.camera );
  
  		renderer.setRenderTarget( this.specularRenderTarget );
  		renderer.clear();
  		this.scene.children.forEach( child => {
  
  			if ( this.selects.includes( child ) ) {
  
  				child.visible = true;
  				child._SSRrPassBackupMaterial = child.material;
  				child.material = this.specularMaterial;
  
  			} else if ( ! child.isLight ) {
  
  				child.visible = false;
  
  			}
  
  		} );
  		renderer.render( this.scene, this.camera );
  		this.scene.children.forEach( child => {
  
  			if ( this.selects.includes( child ) ) {
  
  				child.material = child._SSRrPassBackupMaterial;
  
  			}
  
  		} );
  
  
  		// render normalSelectss
  
  		this.scene.children.forEach( child => {
  
  			if ( this.selects.includes( child ) ) {
  
  				child.visible = true;
  
  			} else {
  
  				child.visible = false;
  
  			}
  
  		} );
  
  		this.renderOverride( renderer, this.normalMaterial, this.normalSelectsRenderTarget, 0, 0 );
  
  		this.renderRefractive( renderer, this.refractiveOnMaterial, this.refractiveRenderTarget, 0, 0 );
  
  		// render SSRr
  
  		this.ssrrMaterial.uniforms[ 'ior' ].value = this.ior;
  		this.ssrrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  		this.ssrrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  		this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
  		this.renderPass( renderer, this.ssrrMaterial, this.ssrrRenderTarget );
  
  		// output result to screen
  
  		switch ( this.output ) {
  
  			case SSRrPass.OUTPUT.Default:
  
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
  				this.copyMaterial.blending = NormalBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  			case SSRrPass.OUTPUT.SSRr:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSRrPass.OUTPUT.Beauty:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSRrPass.OUTPUT.Depth:
  
  				this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  				this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSRrPass.OUTPUT.DepthSelects:
  
  				this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalSelectsRenderTarget.depthTexture;
  				this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSRrPass.OUTPUT.NormalSelects:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalSelectsRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSRrPass.OUTPUT.Refractive:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.refractiveRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSRrPass.OUTPUT.Specular:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.specularRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			default:
  				console.warn( 'THREE.SSRrPass: Unknown output type.' );
  
  		}
  
  	}
  
  	renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  
  		// save original state
  		this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  		const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  		const originalAutoClear = renderer.autoClear;
  
  		renderer.setRenderTarget( renderTarget );
  
  		// setup pass state
  		renderer.autoClear = false;
  		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  
  			renderer.setClearColor( clearColor );
  			renderer.setClearAlpha( clearAlpha || 0.0 );
  			renderer.clear();
  
  		}
  
  		this.fsQuad.material = passMaterial;
  		this.fsQuad.render( renderer );
  
  		// restore original state
  		renderer.autoClear = originalAutoClear;
  		renderer.setClearColor( this.originalClearColor );
  		renderer.setClearAlpha( originalClearAlpha );
  
  	}
  
  	renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  
  		this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  		const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  		const originalAutoClear = renderer.autoClear;
  
  		renderer.setRenderTarget( renderTarget );
  		renderer.autoClear = false;
  
  		clearColor = overrideMaterial.clearColor || clearColor;
  		clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  
  		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  
  			renderer.setClearColor( clearColor );
  			renderer.setClearAlpha( clearAlpha || 0.0 );
  			renderer.clear();
  
  		}
  
  		this.scene.overrideMaterial = overrideMaterial;
  		renderer.render( this.scene, this.camera );
  		this.scene.overrideMaterial = null;
  
  		// restore original state
  
  		renderer.autoClear = originalAutoClear;
  		renderer.setClearColor( this.originalClearColor );
  		renderer.setClearAlpha( originalClearAlpha );
  
  	}
  
  	renderRefractive( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  
  		this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  		const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  		const originalAutoClear = renderer.autoClear;
  
  		renderer.setRenderTarget( renderTarget );
  		renderer.autoClear = false;
  
  		clearColor = overrideMaterial.clearColor || clearColor;
  		clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  
  		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  
  			renderer.setClearColor( clearColor );
  			renderer.setClearAlpha( clearAlpha || 0.0 );
  			renderer.clear();
  
  		}
  
  		this.scene.children.forEach( child => {
  
  			child.visible = true;
  
  		} );
  		this.scene.traverse( child => {
  
  			child._SSRrPassBackupMaterial = child.material;
  			if ( this.selects.includes( child ) ) {
  
  				child.material = this.refractiveOnMaterial;
  
  			} else {
  
  				child.material = this.refractiveOffMaterial;
  
  			}
  
  		} );
  		this.scene._SSRrPassBackupBackground = this.scene.background;
  		this.scene.background = null;
  		this.scene._SSRrPassBackupFog = this.scene.fog;
  		this.scene.fog = null;
  		renderer.render( this.scene, this.camera );
  		this.scene.fog = this.scene._SSRrPassBackupFog;
  		this.scene.background = this.scene._SSRrPassBackupBackground;
  		this.scene.traverse( child => {
  
  			child.material = child._SSRrPassBackupMaterial;
  
  		} );
  
  		// restore original state
  
  		renderer.autoClear = originalAutoClear;
  		renderer.setClearColor( this.originalClearColor );
  		renderer.setClearAlpha( originalClearAlpha );
  
  	}
  
  	setSize( width, height ) {
  
  		this.width = width;
  		this.height = height;
  
  		this.ssrrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  		this.ssrrMaterial.needsUpdate = true;
  		this.beautyRenderTarget.setSize( width, height );
  		this.specularRenderTarget.setSize( width, height );
  		this.ssrrRenderTarget.setSize( width, height );
  		this.normalSelectsRenderTarget.setSize( width, height );
  		this.refractiveRenderTarget.setSize( width, height );
  
  		this.ssrrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  		this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  		this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  
  	}
  
  }
  
  SSRrPass.OUTPUT = {
  	'Default': 0,
  	'SSRr': 1,
  	'Beauty': 3,
  	'Depth': 4,
  	'DepthSelects': 9,
  	'NormalSelects': 5,
  	'Refractive': 7,
  	'Specular': 8,
  };
  
  export { SSRrPass };
  