( function () {

	class SSRPass extends THREE.Pass {

		constructor( {
			renderer,
			scene,
			camera,
			width,
			height,
			selects,
			encoding,
			bouncing = false,
			morphTargets = false,
			groundReflector
		} ) {

			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.groundReflector = groundReflector;
			this.opacity = THREE.SSRShader.uniforms.opacity.value;
			this.output = 0;
			this.maxDistance = THREE.SSRShader.uniforms.maxDistance.value;
			this.thickness = THREE.SSRShader.uniforms.thickness.value;
			this.encoding = encoding;
			this.tempColor = new THREE.Color();
			this._selects = selects;
			this.selective = Array.isArray( this._selects );
			Object.defineProperty( this, 'selects', {
				get() {

					return this._selects;

				},

				set( val ) {

					if ( this._selects === val ) return;
					this._selects = val;

					if ( Array.isArray( val ) ) {

						this.selective = true;
						this.ssrMaterial.defines.SELECTIVE = true;
						this.ssrMaterial.needsUpdate = true;

					} else {

						this.selective = false;
						this.ssrMaterial.defines.SELECTIVE = false;
						this.ssrMaterial.needsUpdate = true;

					}

				}

			} );
			this._bouncing = bouncing;
			Object.defineProperty( this, 'bouncing', {
				get() {

					return this._bouncing;

				},

				set( val ) {

					if ( this._bouncing === val ) return;
					this._bouncing = val;

					if ( val ) {

						this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;

					} else {

						this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;

					}

				}

			} );
			this.blur = true;
			this._distanceAttenuation = THREE.SSRShader.defines.DISTANCE_ATTENUATION;
			Object.defineProperty( this, 'distanceAttenuation', {
				get() {

					return this._distanceAttenuation;

				},

				set( val ) {

					if ( this._distanceAttenuation === val ) return;
					this._distanceAttenuation = val;
					this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
					this.ssrMaterial.needsUpdate = true;

				}

			} );
			this._fresnel = THREE.SSRShader.defines.FRESNEL;
			Object.defineProperty( this, 'fresnel', {
				get() {

					return this._fresnel;

				},

				set( val ) {

					if ( this._fresnel === val ) return;
					this._fresnel = val;
					this.ssrMaterial.defines.FRESNEL = val;
					this.ssrMaterial.needsUpdate = true;

				}

			} );
			this._infiniteThick = THREE.SSRShader.defines.INFINITE_THICK;
			Object.defineProperty( this, 'infiniteThick', {
				get() {

					return this._infiniteThick;

				},

				set( val ) {

					if ( this._infiniteThick === val ) return;
					this._infiniteThick = val;
					this.ssrMaterial.defines.INFINITE_THICK = val;
					this.ssrMaterial.needsUpdate = true;

				}

			} ); // beauty render target with depth buffer

			const depthTexture = new THREE.DepthTexture();
			depthTexture.type = THREE.UnsignedShortType;
			depthTexture.minFilter = THREE.NearestFilter;
			depthTexture.magFilter = THREE.NearestFilter;
			this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
				minFilter: THREE.NearestFilter,
				magFilter: THREE.NearestFilter,
				format: THREE.RGBAFormat,
				depthTexture: depthTexture,
				depthBuffer: true
			} ); //for bouncing

			this.prevRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
				minFilter: THREE.NearestFilter,
				magFilter: THREE.NearestFilter,
				format: THREE.RGBAFormat
			} ); // normal render target

			this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
				minFilter: THREE.NearestFilter,
				magFilter: THREE.NearestFilter,
				format: THREE.RGBAFormat,
				type: THREE.HalfFloatType
			} ); // metalness render target

			this.metalnessRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
				minFilter: THREE.NearestFilter,
				magFilter: THREE.NearestFilter,
				format: THREE.RGBAFormat
			} ); // ssr render target

			this.ssrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
				minFilter: THREE.NearestFilter,
				magFilter: THREE.NearestFilter,
				format: THREE.RGBAFormat
			} );
			this.blurRenderTarget = this.ssrRenderTarget.clone();
			this.blurRenderTarget2 = this.ssrRenderTarget.clone(); // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
			// ssr material

			if ( THREE.SSRShader === undefined ) {

				console.error( 'THREE.SSRPass: The pass relies on THREE.SSRShader.' );

			}

			this.ssrMaterial = new THREE.ShaderMaterial( {
				defines: Object.assign( {}, THREE.SSRShader.defines, {
					MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
				} ),
				uniforms: THREE.UniformsUtils.clone( THREE.SSRShader.uniforms ),
				vertexShader: THREE.SSRShader.vertexShader,
				fragmentShader: THREE.SSRShader.fragmentShader,
				blending: THREE.NoBlending
			} );
			this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
			this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
			this.ssrMaterial.defines.SELECTIVE = this.selective;
			this.ssrMaterial.needsUpdate = true;
			this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
			this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
			this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
			this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
			this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
			this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
			this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
			this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); // normal material

			this.normalMaterial = new THREE.MeshNormalMaterial( {
				morphTargets
			} );
			this.normalMaterial.blending = THREE.NoBlending; // metalnessOn material

			this.metalnessOnMaterial = new THREE.MeshBasicMaterial( {
				color: 'white'
			} ); // metalnessOff material

			this.metalnessOffMaterial = new THREE.MeshBasicMaterial( {
				color: 'black'
			} ); // blur material

			this.blurMaterial = new THREE.ShaderMaterial( {
				defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
				uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
				vertexShader: THREE.SSRBlurShader.vertexShader,
				fragmentShader: THREE.SSRBlurShader.fragmentShader
			} );
			this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
			this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); // blur material 2

			this.blurMaterial2 = new THREE.ShaderMaterial( {
				defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
				uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
				vertexShader: THREE.SSRBlurShader.vertexShader,
				fragmentShader: THREE.SSRBlurShader.fragmentShader
			} );
			this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
			this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height ); // // blur material 3
			// this.blurMaterial3 = new THREE.ShaderMaterial({
			//   defines: Object.assign({}, THREE.SSRBlurShader.defines),
			//   uniforms: THREE.UniformsUtils.clone(THREE.SSRBlurShader.uniforms),
			//   vertexShader: THREE.SSRBlurShader.vertexShader,
			//   fragmentShader: THREE.SSRBlurShader.fragmentShader
			// });
			// this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
			// this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
			// material for rendering the depth

			this.depthRenderMaterial = new THREE.ShaderMaterial( {
				defines: Object.assign( {}, THREE.SSRDepthShader.defines ),
				uniforms: THREE.UniformsUtils.clone( THREE.SSRDepthShader.uniforms ),
				vertexShader: THREE.SSRDepthShader.vertexShader,
				fragmentShader: THREE.SSRDepthShader.fragmentShader,
				blending: THREE.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 THREE.ShaderMaterial( {
				uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
				vertexShader: THREE.CopyShader.vertexShader,
				fragmentShader: THREE.CopyShader.fragmentShader,
				transparent: true,
				depthTest: false,
				depthWrite: false,
				blendSrc: THREE.SrcAlphaFactor,
				blendDst: THREE.OneMinusSrcAlphaFactor,
				blendEquation: THREE.AddEquation,
				blendSrcAlpha: THREE.SrcAlphaFactor,
				blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
				blendEquationAlpha: THREE.AddEquation // premultipliedAlpha:true,

			} );
			this.fsQuad = new THREE.FullScreenQuad( null );
			this.originalClearColor = new THREE.Color();

		}

		dispose() {

			// dispose render targets
			this.beautyRenderTarget.dispose();
			this.prevRenderTarget.dispose();
			this.normalRenderTarget.dispose();
			this.metalnessRenderTarget.dispose();
			this.ssrRenderTarget.dispose();
			this.blurRenderTarget.dispose();
			this.blurRenderTarget2.dispose(); // this.blurRenderTarget3.dispose();
			// dispose materials

			this.normalMaterial.dispose();
			this.metalnessOnMaterial.dispose();
			this.metalnessOffMaterial.dispose();
			this.blurMaterial.dispose();
			this.blurMaterial2.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();

			if ( this.groundReflector ) {

				this.groundReflector.visible = false;
				this.groundReflector.doRender( this.renderer, this.scene, this.camera );
				this.groundReflector.visible = true;

			}

			renderer.render( this.scene, this.camera );
			if ( this.groundReflector ) this.groundReflector.visible = false; // render normals

			this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 ); // render metalnesses

			if ( this.selective ) {

				this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );

			} // render SSR


			this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
			this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
			this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
			this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget ); // render blur

			if ( this.blur ) {

				this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
				this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 ); // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);

			} // output result to screen


			switch ( this.output ) {

				case SSRPass.OUTPUT.Default:
					if ( this.bouncing ) {

						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
						this.copyMaterial.blending = THREE.NoBlending;
						this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
						if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
						this.copyMaterial.blending = THREE.NormalBlending;
						this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
						this.copyMaterial.blending = THREE.NoBlending;
						this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

					} else {

						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
						this.copyMaterial.blending = THREE.NoBlending;
						this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
						if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
						this.copyMaterial.blending = THREE.NormalBlending;
						this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

					}

					break;

				case SSRPass.OUTPUT.SSR:
					if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
					this.copyMaterial.blending = THREE.NoBlending;
					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

					if ( this.bouncing ) {

						if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
						this.copyMaterial.blending = THREE.NoBlending;
						this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
						this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
						this.copyMaterial.blending = THREE.NormalBlending;
						this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );

					}

					break;

				case SSRPass.OUTPUT.Beauty:
					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
					this.copyMaterial.blending = THREE.NoBlending;
					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
					break;

				case SSRPass.OUTPUT.Depth:
					this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
					break;

				case SSRPass.OUTPUT.Normal:
					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
					this.copyMaterial.blending = THREE.NoBlending;
					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
					break;

				case SSRPass.OUTPUT.Metalness:
					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
					this.copyMaterial.blending = THREE.NoBlending;
					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
					break;

				default:
					console.warn( 'THREE.SSRPass: 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 );

		}

		renderMetalness( 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.traverseVisible( child => {

				child._SSRPassBackupMaterial = child.material;

				if ( this._selects.includes( child ) ) {

					child.material = this.metalnessOnMaterial;

				} else {

					child.material = this.metalnessOffMaterial;

				}

			} );
			renderer.render( this.scene, this.camera );
			this.scene.traverseVisible( child => {

				child.material = child._SSRPassBackupMaterial;

			} ); // restore original state

			renderer.autoClear = originalAutoClear;
			renderer.setClearColor( this.originalClearColor );
			renderer.setClearAlpha( originalClearAlpha );

		}

		setSize( width, height ) {

			this.width = width;
			this.height = height;
			this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
			this.ssrMaterial.needsUpdate = true;
			this.beautyRenderTarget.setSize( width, height );
			this.prevRenderTarget.setSize( width, height );
			this.ssrRenderTarget.setSize( width, height );
			this.normalRenderTarget.setSize( width, height );
			this.metalnessRenderTarget.setSize( width, height );
			this.blurRenderTarget.setSize( width, height );
			this.blurRenderTarget2.setSize( width, height ); // this.blurRenderTarget3.setSize(width, height);

			this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
			this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
			this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
			this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
			this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );

		}

	}

	SSRPass.OUTPUT = {
		'Default': 0,
		'SSR': 1,
		'Beauty': 3,
		'Depth': 4,
		'Normal': 5,
		'Metalness': 7
	};

	THREE.SSRPass = SSRPass;

} )();
