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BokehPass
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.gitignore

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bun.lock
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compressed/
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compressed
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*.glb
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src/jsm/postprocessing/BokehPass.js

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import { Color, HalfFloatType, MeshDepthMaterial, NearestFilter, NoBlending, RGBADepthPacking, ShaderMaterial, UniformsUtils, WebGLRenderTarget } from "three"
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// import { Color, HalfFloatType, MeshDepthMaterial, NearestFilter, NoBlending, RGBADepthPacking, ShaderMaterial, UniformsUtils, WebGLRenderTarget } from "three"
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import { Pass, FullScreenQuad } from "./Pass.js"
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import { BokehShader } from "../shaders/BokehShader.js"
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import { Color } from "@/math/Color.js"
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import { HalfFloatType, NearestFilter, NoBlending, RGBADepthPacking } from "@/constants.js"
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import { MeshDepthMaterial } from "@/materials/MeshDepthMaterial.js"
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import { ShaderMaterial } from "@/materials/ShaderMaterial.js"
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import { UniformsUtils } from "@/renderers/shaders/UniformsUtils.js"
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import { WebGLRenderTarget } from "@/renderers/WebGLRenderTarget.js"
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/**
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* Depth-of-field post-process with bokeh shader
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*/
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class BokehPass extends Pass {
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constructor(scene, camera, params) {
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super()

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