Constructs a new selective bloom effect.
The main scene.
The main camera.
The blend mode of this effect.
A blur pass.
Preprocessor macro definitions.
Call Effect.setChanged after changing macro definitions.
WebGL extensions that are required by this effect.
Call Effect.setChanged after adding or removing extensions.
A luminance shader pass.
This pass can be disabled to skip luminance filtering.
The name of this effect.
The renderer.
A selection of objects.
The default layer of this selection is 11.
Shader uniforms.
Call Effect.setChanged after adding or removing uniforms.
Indicates whether dithering is enabled.
The current height of the internal render targets.
Indicates whether the background colors will be ignored.
The input color space.
The input color space.
The bloom intensity.
Indicates whether the selection should be considered inverted.
The blur kernel size.
The luminance material.
Sets the main camera.
Sets the main scene.
The output color space.
Should only be changed if this effect converts the input colors to a different color space.
The output color space.
Should only be changed if this effect converts the input colors to a different color space.
The resolution of this effect.
A texture that contains the intermediate result of this effect.
The current width of the internal render targets.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Fire an event type.
The event that gets fired.
Performs a shallow search for properties that define a dispose method and deletes them.
The EffectComposer calls this method when it is being destroyed.
Returns the effect attributes.
The attributes.
Returns the blend mode.
The result of this effect will be blended with the result of the previous effect using this blend mode.
The blend mode.
Returns the blur pass.
The blur pass.
Returns the preprocessor macro definitions.
The extensions.
Returns the WebGL extensions that are required by this effect.
The extensions.
Returns the fragment shader.
The fragment shader.
The bloom intensity.
The intensity.
Returns the luminance material.
The material.
Returns the luminance pass.
The luminance pass.
Returns the name of this effect.
The name.
Returns the resolution settings.
The resolution.
Returns the current resolution scale.
The resolution scale.
Returns the selection.
The selection.
Returns the generated bloom texture.
The texture.
Returns the uniforms of this effect.
The extensions.
Returns the vertex shader.
The vertex shader.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Performs initialization tasks.
The renderer.
Whether the renderer uses the alpha channel.
The type of the main frame buffers.
Indicates whether the background is disabled.
Whether the background is disabled.
Indicates whether the mask is inverted.
Whether the mask is inverted.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Sets the effect attributes.
Effects that have the same attributes will be executed in the order in which they were registered. Some attributes imply a higher priority.
The attributes.
Enables or disables the background.
Whether the background should be disabled.
Informs the associated {@link EffectPass} that this effect requires a shader recompilation.
Should be called after changing macros or extensions and after adding/removing uniforms.
Sets the depth texture.
A depth texture.
Sets the fragment shader.
The fragment shader.
Sets the bloom intensity.
The intensity.
Enables or disable mask inversion.
Whether the mask should be inverted.
Sets the renderer.
The renderer.
Sets the resolution scale.
The new resolution scale.
Updates the size of internal render targets.
The width.
The height.
Sets the vertex shader.
The vertex shader.
Updates this effect.
The renderer.
A frame buffer that contains the result of the previous pass.
A selective bloom effect.
This effect applies bloom to selected objects only.