diff --git a/.storybook/public/digital_painting_golden_hour_sunset.jpg b/.storybook/public/digital_painting_golden_hour_sunset.jpg
new file mode 100644
index 00000000..673b67cf
Binary files /dev/null and b/.storybook/public/digital_painting_golden_hour_sunset.jpg differ
diff --git a/.storybook/public/lensDirtTexture.png b/.storybook/public/lensDirtTexture.png
new file mode 100644
index 00000000..b8776dc8
Binary files /dev/null and b/.storybook/public/lensDirtTexture.png differ
diff --git a/.storybook/stories/LensFlare.stories.tsx b/.storybook/stories/LensFlare.stories.tsx
new file mode 100644
index 00000000..25cfe023
--- /dev/null
+++ b/.storybook/stories/LensFlare.stories.tsx
@@ -0,0 +1,90 @@
+import React, { memo } from 'react'
+import * as THREE from 'three'
+import type { Meta, StoryObj } from '@storybook/react'
+import { BackSide } from 'three'
+import { Box, useTexture } from '@react-three/drei'
+
+import { Setup } from '../Setup'
+import { EffectComposer, LensFlare, Vignette, Bloom, BrightnessContrast } from '../../src'
+
+function SkyBox() {
+ const texture = useTexture('/digital_painting_golden_hour_sunset.jpg')
+
+ return (
+
+
+
+
+ )
+}
+
+// More on how to set up stories at: https://storybook.js.org/docs/react/writing-stories/introduction
+const meta = {
+ title: 'Effect/LensFlare',
+ component: LensFlare,
+ decorators: [
+ (Story) => (
+
+ {Story()}
+
+ ),
+ ],
+ tags: ['autodocs'],
+ // argTypes: {
+ // debug: {
+ // control: { type: 'range', min: 0, max: 1, step: 0.01 },
+ // },
+ // },
+} satisfies Meta
+
+export default meta
+type Story = StoryObj
+
+// More on writing stories with args: https://storybook.js.org/docs/react/writing-stories/args
+export const Primary: Story = {
+ render: (args) => (
+ <>
+
+
+
+
+
+
+
+
+
+
+
+
+
+ >
+ ),
+ args: { colorGain: new THREE.Color(56, 21, 9) },
+}
+
+function DirtLensFlare(props) {
+ const texture = useTexture('/lensDirtTexture.png')
+
+ return
+}
+
+export const Secondary: Story = {
+ render: (args) => (
+ <>
+
+
+
+
+
+
+
+
+
+
+
+
+
+ >
+ ),
+ args: { starBurst: true, colorGain: new THREE.Color(56, 21, 9) },
+}
diff --git a/docs/effects/lensflare.mdx b/docs/effects/lensflare.mdx
new file mode 100644
index 00000000..3b38fbed
--- /dev/null
+++ b/docs/effects/lensflare.mdx
@@ -0,0 +1,57 @@
+---
+title: Lensflare
+nav: 1
+---
+
+A Lens Flare adds the optical aberration caused by the dispersion of light entering the lens through its edges.
+
+Based on [ektogamat/R3F-Ultimate-Lens-Flare](https://github.com/ektogamat/R3F-Ultimate-Lens-Flare).
+
+```jsx
+import { LensFlare } from '@react-three/postprocessing'
+
+return (
+
+)
+```
+
+#### Ignoring occlusion on some objects
+
+To disable the occlusion effect, simply add `userData={{ lensflare: 'no-occlusion' }}` to your object/mesh props.
+
+#### Improving performance
+
+Use bvh `` to enhance the internal raycaster performance.
+
+#### Limitations
+
+The Ultimate Lens Flare leverages the raycaster to examine the material type of objects and determine if they are `MeshTransmissionMaterial` or `MeshPhysicalMaterial`. It checks for the transmission parameter to identify glass-like materials. Therefore, for an object to behave like glass, its material should have either `transmission = 1` or `transparent = true` and `opacity = NUMBER`. The effect automatically interprets the opacity `NUMBER` value to determine the brightness of the flare.
+
+#### Credits
+
+- https://www.shadertoy.com/view/4sK3W3
+- https://www.shadertoy.com/view/4sX3Rs
+- https://www.shadertoy.com/view/dllSRX
+- https://www.shadertoy.com/view/Xlc3D2
+- https://www.shadertoy.com/view/XtKfRV
diff --git a/src/effects/LensFlare.tsx b/src/effects/LensFlare.tsx
new file mode 100644
index 00000000..2b0ea195
--- /dev/null
+++ b/src/effects/LensFlare.tsx
@@ -0,0 +1,528 @@
+// Created by Anderson Mancini 2023
+// From https://github.com/ektogamat/R3F-Ultimate-Lens-Flare
+
+import * as THREE from 'three'
+import { useMemo, useEffect, forwardRef, useState, useContext } from 'react'
+import { useFrame, useThree } from '@react-three/fiber'
+import { BlendFunction, Effect } from 'postprocessing'
+import { easing } from 'maath'
+
+import { EffectComposerContext } from '../EffectComposer'
+
+const LensFlareShader = {
+ fragmentShader: `
+
+ uniform float time;
+ uniform vec2 lensPosition;
+ uniform vec2 screenRes;
+ uniform vec3 colorGain;
+ uniform float starPoints;
+ uniform float glareSize;
+ uniform float flareSize;
+ uniform float flareSpeed;
+ uniform float flareShape;
+ uniform float haloScale;
+ uniform float opacity;
+ uniform bool animated;
+ uniform bool anamorphic;
+ uniform bool enabled;
+ uniform bool secondaryGhosts;
+ uniform bool starBurst;
+ uniform float ghostScale;
+ uniform bool aditionalStreaks;
+ uniform sampler2D lensDirtTexture;
+ vec2 vTexCoord;
+
+ float rand(float n){return fract(sin(n) * 43758.5453123);}
+
+ float noise(float p){
+ float fl = floor(p);
+ float fc = fract(p);
+ return mix(rand(fl),rand(fl + 1.0), fc);
+ }
+
+ vec3 hsv2rgb(vec3 c)
+ {
+ vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+ vec3 p = abs(fract(c.xxx + k.xyz) * 6.0 - k.www);
+ return c.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), c.y);
+ }
+
+ float saturate(float x)
+ {
+ return clamp(x, 0.,1.);
+ }
+
+ vec2 rotateUV(vec2 uv, float rotation)
+ {
+ return vec2(
+ cos(rotation) * uv.x + sin(rotation) * uv.y,
+ cos(rotation) * uv.y - sin(rotation) * uv.x
+ );
+ }
+
+ // Based on https://www.shadertoy.com/view/XtKfRV
+ vec3 drawflare(vec2 p, float intensity, float rnd, float speed, int id)
+ {
+ float flarehueoffset = (1. / 32.) * float(id) * 0.1;
+ float lingrad = distance(vec2(0.), p);
+ float expgrad = 1. / exp(lingrad * (fract(rnd) * 0.66 + 0.33));
+ vec3 colgrad = hsv2rgb(vec3( fract( (expgrad * 8.) + speed * flareSpeed + flarehueoffset), pow(1.-abs(expgrad*2.-1.), 0.45), 20.0 * expgrad * intensity)); //rainbow spectrum effect
+
+ float internalStarPoints;
+
+ if(anamorphic){
+ internalStarPoints = 1.0;
+ } else{
+ internalStarPoints = starPoints;
+ }
+
+ float blades = length(p * flareShape * sin(internalStarPoints * atan(p.x, p.y)));
+
+ float comp = pow(1.-saturate(blades), ( anamorphic ? 100. : 12.));
+ comp += saturate(expgrad-0.9) * 3.;
+ comp = pow(comp * expgrad, 8. + (1.-intensity) * 5.);
+
+ if(flareSpeed > 0.0){
+ return vec3(comp) * colgrad;
+ } else{
+ return vec3(comp) * flareSize * 15.;
+ }
+ }
+
+ float dist(vec3 a, vec3 b) { return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); }
+
+ vec3 saturate(vec3 x)
+ {
+ return clamp(x, vec3(0.0), vec3(1.0));
+ }
+
+ // Based on https://www.shadertoy.com/view/XtKfRV
+ float glare(vec2 uv, vec2 pos, float size)
+ {
+ vec2 main;
+
+ if(animated){
+ main = rotateUV(uv-pos, time * 0.1);
+ } else{
+ main = uv-pos;
+ }
+
+ float ang = atan(main.y, main.x) * (anamorphic ? 1.0 : starPoints);
+ float dist = length(main);
+ dist = pow(dist, .9);
+
+ float f0 = 1.0/(length(uv-pos)*(1.0/size*16.0)+.2);
+
+ return f0+f0*(sin((ang))*.2 +.3);
+ }
+
+ float sdHex(vec2 p){
+ p = abs(p);
+ vec2 q = vec2(p.x*2.0*0.5773503, p.y + p.x*0.5773503);
+ return dot(step(q.xy,q.yx), 1.0-q.yx);
+ }
+
+ //Based on https://www.shadertoy.com/view/dllSRX
+ float fpow(float x, float k){
+ return x > k ? pow((x-k)/(1.0-k),2.0) : 0.0;
+ }
+
+ vec3 renderhex(vec2 uv, vec2 p, float s, vec3 col){
+ uv -= p;
+ if (abs(uv.x) < 0.2*s && abs(uv.y) < 0.2*s){
+ return mix(vec3(0),mix(vec3(0),col,0.1 + fpow(length(uv/s),0.1)*10.0),smoothstep(0.0,0.1,sdHex(uv*20.0/s)));
+ }
+ return vec3(0);
+ }
+
+ // Based on https://www.shadertoy.com/view/4sX3Rs
+ vec3 LensFlare(vec2 uv, vec2 pos)
+ {
+ vec2 main = uv-pos;
+ vec2 uvd = uv*(length(uv));
+
+ float ang = atan(main.x,main.y);
+
+ float f0 = .3/(length(uv-pos)*16.0+1.0);
+
+ f0 = f0*(sin(noise(sin(ang*3.9-(animated ? time : 0.0) * 0.3) * starPoints))*.2 );
+
+ float f1 = max(0.01-pow(length(uv+1.2*pos),1.9),.0)*7.0;
+
+ float f2 = max(.9/(10.0+32.0*pow(length(uvd+0.99*pos),2.0)),.0)*0.35;
+ float f22 = max(.9/(11.0+32.0*pow(length(uvd+0.85*pos),2.0)),.0)*0.23;
+ float f23 = max(.9/(12.0+32.0*pow(length(uvd+0.95*pos),2.0)),.0)*0.6;
+
+ vec2 uvx = mix(uv,uvd, 0.1);
+
+ float f4 = max(0.01-pow(length(uvx+0.4*pos),2.9),.0)*4.02;
+ float f42 = max(0.0-pow(length(uvx+0.45*pos),2.9),.0)*4.1;
+ float f43 = max(0.01-pow(length(uvx+0.5*pos),2.9),.0)*4.6;
+
+ uvx = mix(uv,uvd,-.4);
+
+ float f5 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0;
+ float f52 = max(0.01-pow(length(uvx+0.2*pos),5.5),.0)*2.0;
+ float f53 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0;
+
+ uvx = mix(uv,uvd, 2.1);
+
+ float f6 = max(0.01-pow(length(uvx-0.3*pos),1.61),.0)*3.159;
+ float f62 = max(0.01-pow(length(uvx-0.325*pos),1.614),.0)*3.14;
+ float f63 = max(0.01-pow(length(uvx-0.389*pos),1.623),.0)*3.12;
+
+ vec3 c = vec3(glare(uv,pos, glareSize));
+
+ vec2 prot;
+
+ if(animated){
+ prot = rotateUV(uv - pos, (time * 0.1));
+ } else if(anamorphic){
+ prot = rotateUV(uv - pos, 1.570796);
+ } else {
+ prot = uv - pos;
+ }
+
+ c += drawflare(prot, (anamorphic ? flareSize * 10. : flareSize), 0.1, time, 1);
+
+ c.r+=f1+f2+f4+f5+f6; c.g+=f1+f22+f42+f52+f62; c.b+=f1+f23+f43+f53+f63;
+ c = c*1.3 * vec3(length(uvd)+.09);
+ c+=vec3(f0);
+
+ return c;
+ }
+
+ vec3 cc(vec3 color, float factor,float factor2)
+ {
+ float w = color.x+color.y+color.z;
+ return mix(color,vec3(w)*factor,w*factor2);
+ }
+
+ float rnd(vec2 p)
+ {
+ float f = fract(sin(dot(p, vec2(12.1234, 72.8392) )*45123.2));
+ return f;
+ }
+
+ float rnd(float w)
+ {
+ float f = fract(sin(w)*1000.);
+ return f;
+ }
+
+ float regShape(vec2 p, int N)
+ {
+ float f;
+
+ float a=atan(p.x,p.y)+.2;
+ float b=6.28319/float(N);
+ f=smoothstep(.5,.51, cos(floor(.5+a/b)*b-a)*length(p.xy)* 2.0 -ghostScale);
+
+ return f;
+ }
+
+ // Based on https://www.shadertoy.com/view/Xlc3D2
+ vec3 circle(vec2 p, float size, float decay, vec3 color, vec3 color2, float dist, vec2 position)
+ {
+ float l = length(p + position*(dist*2.))+size/2.;
+ float l2 = length(p + position*(dist*4.))+size/3.;
+
+ float c = max(0.01-pow(length(p + position*dist), size*ghostScale), 0.0)*10.;
+ float c1 = max(0.001-pow(l-0.3, 1./40.)+sin(l*20.), 0.0)*3.;
+ float c2 = max(0.09/pow(length(p-position*dist/.5)*1., .95), 0.0)/20.;
+ float s = max(0.02-pow(regShape(p*5. + position*dist*5. + decay, 6) , 1.), 0.0)*1.5;
+
+ color = cos(vec3(0.44, .24, .2)*16. + dist/8.)*0.5+.5;
+ vec3 f = c*color;
+ f += c1*color;
+ f += c2*color;
+ f += s*color;
+ return f;
+ }
+
+ vec4 getLensColor(float x){
+ return vec4(vec3(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(vec3(0., 0., 0.),
+ vec3(0., 0., 0.), smoothstep(0.0, 0.063, x)),
+ vec3(0., 0., 0.), smoothstep(0.063, 0.125, x)),
+ vec3(0.0, 0., 0.), smoothstep(0.125, 0.188, x)),
+ vec3(0.188, 0.131, 0.116), smoothstep(0.188, 0.227, x)),
+ vec3(0.31, 0.204, 0.537), smoothstep(0.227, 0.251, x)),
+ vec3(0.192, 0.106, 0.286), smoothstep(0.251, 0.314, x)),
+ vec3(0.102, 0.008, 0.341), smoothstep(0.314, 0.392, x)),
+ vec3(0.086, 0.0, 0.141), smoothstep(0.392, 0.502, x)),
+ vec3(1.0, 0.31, 0.0), smoothstep(0.502, 0.604, x)),
+ vec3(.1, 0.1, 0.1), smoothstep(0.604, 0.643, x)),
+ vec3(1.0, 0.929, 0.0), smoothstep(0.643, 0.761, x)),
+ vec3(1.0, 0.086, 0.424), smoothstep(0.761, 0.847, x)),
+ vec3(1.0, 0.49, 0.0), smoothstep(0.847, 0.89, x)),
+ vec3(0.945, 0.275, 0.475), smoothstep(0.89, 0.941, x)),
+ vec3(0.251, 0.275, 0.796), smoothstep(0.941, 1.0, x))),
+ 1.0);
+ }
+
+ float dirtNoise(vec2 p){
+ vec2 f = fract(p);
+ f = (f * f) * (3.0 - (2.0 * f));
+ float n = dot(floor(p), vec2(1.0, 157.0));
+ vec4 a = fract(sin(vec4(n + 0.0, n + 1.0, n + 157.0, n + 158.0)) * 43758.5453123);
+ return mix(mix(a.x, a.y, f.x), mix(a.z, a.w, f.x), f.y);
+ }
+
+ float fbm(vec2 p){
+ const mat2 m = mat2(0.80, -0.60, 0.60, 0.80);
+ float f = 0.0;
+ f += 0.5000*dirtNoise(p); p = m*p*2.02;
+ f += 0.2500*dirtNoise(p); p = m*p*2.03;
+ f += 0.1250*dirtNoise(p); p = m*p*2.01;
+ f += 0.0625*dirtNoise(p);
+ return f/0.9375;
+ }
+
+ vec4 getLensStar(vec2 p){
+ vec2 pp = (p - vec2(0.5)) * 2.0;
+ float a = atan(pp.y, pp.x);
+ vec4 cp = vec4(sin(a * 1.0), length(pp), sin(a * 13.0), sin(a * 53.0));
+ float d = sin(clamp(pow(length(vec2(0.5) - p) * 0.5 + haloScale /2., 5.0), 0.0, 1.0) * 3.14159);
+ vec3 c = vec3(d) * vec3(fbm(cp.xy * 16.0) * fbm(cp.zw * 9.0) * max(max(max(max(0.5, sin(a * 1.0)), sin(a * 3.0) * 0.8), sin(a * 7.0) * 0.8), sin(a * 9.0) * 10.6));
+ c *= vec3(mix(2.0, (sin(length(pp.xy) * 256.0) * 0.5) + 0.5, sin((clamp((length(pp.xy) - 0.875) / 0.1, 0.0, 1.0) + 0.0) * 2.0 * 3.14159) * 1.5) + 0.5) * 0.3275;
+ return vec4(vec3(c * 1.0), d);
+ }
+
+ vec4 getLensDirt(vec2 p){
+ p.xy += vec2(fbm(p.yx * 3.0), fbm(p.yx * 2.0)) * 0.0825;
+ vec3 o = vec3(mix(0.125, 0.25, max(max(smoothstep(0.1, 0.0, length(p - vec2(0.25))),
+ smoothstep(0.4, 0.0, length(p - vec2(0.75)))),
+ smoothstep(0.8, 0.0, length(p - vec2(0.875, 0.125))))));
+ o += vec3(max(fbm(p * 1.0) - 0.5, 0.0)) * 0.5;
+ o += vec3(max(fbm(p * 2.0) - 0.5, 0.0)) * 0.5;
+ o += vec3(max(fbm(p * 4.0) - 0.5, 0.0)) * 0.25;
+ o += vec3(max(fbm(p * 8.0) - 0.75, 0.0)) * 1.0;
+ o += vec3(max(fbm(p * 16.0) - 0.75, 0.0)) * 0.75;
+ o += vec3(max(fbm(p * 64.0) - 0.75, 0.0)) * 0.5;
+ return vec4(clamp(o, vec3(0.15), vec3(1.0)), 1.0);
+ }
+
+ vec4 textureLimited(sampler2D tex, vec2 texCoord){
+ if(((texCoord.x < 0.) || (texCoord.y < 0.)) || ((texCoord.x > 1.) || (texCoord.y > 1.))){
+ return vec4(0.0);
+ }else{
+ return texture(tex, texCoord);
+ }
+ }
+
+ vec4 textureDistorted(sampler2D tex, vec2 texCoord, vec2 direction, vec3 distortion) {
+ return vec4(textureLimited(tex, (texCoord + (direction * distortion.r))).r,
+ textureLimited(tex, (texCoord + (direction * distortion.g))).g,
+ textureLimited(tex, (texCoord + (direction * distortion.b))).b,
+ 1.0);
+ }
+
+ // Based on https://www.shadertoy.com/view/4sK3W3
+ vec4 getStartBurst(){
+ vec2 aspectTexCoord = vec2(1.0) - (((vTexCoord - vec2(0.5)) * vec2(1.0)) + vec2(0.5));
+ vec2 texCoord = vec2(1.0) - vTexCoord;
+ vec2 ghostVec = (vec2(0.5) - texCoord) * 0.3 - lensPosition;
+ vec2 ghostVecAspectNormalized = normalize(ghostVec * vec2(1.0)) * vec2(1.0);
+ vec2 haloVec = normalize(ghostVec) * 0.6;
+ vec2 haloVecAspectNormalized = ghostVecAspectNormalized * 0.6;
+ vec2 texelSize = vec2(1.0) / vec2(screenRes.xy);
+ vec3 distortion = vec3(-(texelSize.x * 1.5), 0.2, texelSize.x * 1.5);
+ vec4 c = vec4(0.0);
+ for (int i = 0; i < 8; i++) {
+ vec2 offset = texCoord + (ghostVec * float(i));
+ c += textureDistorted(lensDirtTexture, offset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - offset) / length(vec2(0.5)))), 10.0);
+ }
+ vec2 haloOffset = texCoord + haloVecAspectNormalized;
+ return (c * getLensColor((length(vec2(0.5) - aspectTexCoord) / length(vec2(haloScale))))) +
+ (textureDistorted(lensDirtTexture, haloOffset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - haloOffset) / length(vec2(0.5)))), 10.0));
+ }
+
+ void mainImage(vec4 inputColor, vec2 uv, out vec4 outputColor)
+ {
+ vec2 myUV = uv -0.5;
+ myUV.y *= screenRes.y/screenRes.x;
+ vec2 finalLensPosition = lensPosition * 0.5;
+ finalLensPosition.y *= screenRes.y/screenRes.x;
+
+ //First Lens flare pass
+ vec3 finalColor = LensFlare(myUV, finalLensPosition) * 20.0 * colorGain / 256.;
+
+ //Aditional streaks
+ if(aditionalStreaks){
+ vec3 circColor = vec3(0.9, 0.2, 0.1);
+ vec3 circColor2 = vec3(0.3, 0.1, 0.9);
+
+ for(float i=0.;i<10.;i++){
+ finalColor += circle(myUV, pow(rnd(i*2000.)*2.8, .1)+1.41, 0.0, circColor+i , circColor2+i, rnd(i*20.)*3.+0.2-.5, lensPosition);
+ }
+ }
+
+ //Alternative ghosts
+ if(secondaryGhosts){
+ vec3 altGhosts = vec3(0);
+ altGhosts += renderhex(myUV, -lensPosition*0.25, ghostScale * 1.4, vec3(0.25,0.35,0));
+ altGhosts += renderhex(myUV, lensPosition*0.25, ghostScale * 0.5, vec3(1,0.5,0.5));
+ altGhosts += renderhex(myUV, lensPosition*0.1, ghostScale * 1.6, vec3(1,1,1));
+ altGhosts += renderhex(myUV, lensPosition*1.8, ghostScale * 2.0, vec3(0,0.5,0.75));
+ altGhosts += renderhex(myUV, lensPosition*1.25, ghostScale * 0.8, vec3(1,1,0.5));
+ altGhosts += renderhex(myUV, -lensPosition*1.25, ghostScale * 5.0, vec3(0.5,0.5,0.25));
+
+ //Circular ghosts
+ altGhosts += fpow(1.0 - abs(distance(lensPosition*0.8,myUV) - 0.7),0.985)*colorGain / 2100.;
+ finalColor += altGhosts;
+ }
+
+
+ //Starburst
+ if(starBurst){
+ vTexCoord = myUV + 0.5;
+ vec4 lensMod = getLensDirt(myUV);
+ float tooBright = 1.0 - (clamp(0.5, 0.0, 0.5) * 2.0);
+ float tooDark = clamp(0.5 - 0.5, 0.0, 0.5) * 2.0;
+ lensMod += mix(lensMod, pow(lensMod * 2.0, vec4(2.0)) * 0.5, tooBright);
+ float lensStarRotationAngle = ((myUV.x + myUV.y)) * (1.0 / 6.0);
+ vec2 lensStarTexCoord = (mat2(cos(lensStarRotationAngle), -sin(lensStarRotationAngle), sin(lensStarRotationAngle), cos(lensStarRotationAngle)) * vTexCoord);
+ lensMod += getLensStar(lensStarTexCoord) * 2.;
+
+ finalColor += clamp((lensMod.rgb * getStartBurst().rgb ), 0.01, 1.0);
+ }
+
+ //Final composed output
+ if(enabled){
+ outputColor = vec4(mix(finalColor, vec3(.0), opacity) + inputColor.rgb, inputColor.a);
+ } else {
+ outputColor = vec4(inputColor);
+ }
+ }
+`,
+}
+
+export class LensFlareEffect extends Effect {
+ constructor({
+ blendFunction = BlendFunction.NORMAL,
+ enabled = true,
+ glareSize = 0.2,
+ lensPosition = [0.01, 0.01],
+ screenRes = [0, 0],
+ starPoints = 6,
+ flareSize = 0.01,
+ flareSpeed = 0.01,
+ flareShape = 0.01,
+ animated = true,
+ anamorphic = false,
+ colorGain = new THREE.Color(20, 20, 20),
+ lensDirtTexture = null as THREE.Texture | null,
+ haloScale = 0.5,
+ secondaryGhosts = true,
+ aditionalStreaks = true,
+ ghostScale = 0.0,
+ opacity = 1.0,
+ starBurst = false,
+ } = {}) {
+ super('LensFlareEffect', LensFlareShader.fragmentShader, {
+ blendFunction,
+ uniforms: new Map([
+ ['enabled', new THREE.Uniform(enabled)],
+ ['glareSize', new THREE.Uniform(glareSize)],
+ ['lensPosition', new THREE.Uniform(lensPosition)],
+ ['time', new THREE.Uniform(0)],
+ ['screenRes', new THREE.Uniform(screenRes)],
+ ['starPoints', new THREE.Uniform(starPoints)],
+ ['flareSize', new THREE.Uniform(flareSize)],
+ ['flareSpeed', new THREE.Uniform(flareSpeed)],
+ ['flareShape', new THREE.Uniform(flareShape)],
+ ['animated', new THREE.Uniform(animated)],
+ ['anamorphic', new THREE.Uniform(anamorphic)],
+ ['colorGain', new THREE.Uniform(colorGain)],
+ ['lensDirtTexture', new THREE.Uniform(lensDirtTexture)],
+ ['haloScale', new THREE.Uniform(haloScale)],
+ ['secondaryGhosts', new THREE.Uniform(secondaryGhosts)],
+ ['aditionalStreaks', new THREE.Uniform(aditionalStreaks)],
+ ['ghostScale', new THREE.Uniform(ghostScale)],
+ ['starBurst', new THREE.Uniform(starBurst)],
+ ['opacity', new THREE.Uniform(opacity)],
+ ]),
+ })
+ }
+
+ update(_renderer: any, _inputBuffer: any, deltaTime: number) {
+ const time = this.uniforms.get('time')
+ if (time) {
+ time.value += deltaTime
+ }
+ }
+}
+
+type LensFlareProps = ConstructorParameters[0] & {
+ position?: THREE.Vector3
+ followMouse?: boolean
+ smoothTime?: number
+}
+
+export const LensFlare = forwardRef(
+ ({ position = new THREE.Vector3(-25, 6, -60), followMouse = false, smoothTime = 0.07, ...props }, ref) => {
+ const viewport = useThree(({ viewport }) => viewport)
+ const raycaster = useThree(({ raycaster }) => raycaster)
+ const pointer = useThree(({ pointer }) => pointer)
+ const { scene, camera } = useContext(EffectComposerContext)
+
+ const [projectedPosition] = useState(() => new THREE.Vector3())
+ const [mouse2d] = useState(() => new THREE.Vector2())
+
+ const effect = useMemo(() => new LensFlareEffect(props), [props])
+
+ useFrame((_, delta) => {
+ const uLensPosition = effect.uniforms.get('lensPosition')
+ const uOpacity = effect.uniforms.get('opacity')
+ if (!uLensPosition || !uOpacity) return
+
+ let target = 1
+
+ if (followMouse) {
+ uLensPosition.value.x = pointer.x
+ uLensPosition.value.y = pointer.y
+ target = 0
+ } else {
+ projectedPosition.copy(position).project(camera)
+ if (projectedPosition.z > 1) return
+
+ uLensPosition.value.x = projectedPosition.x
+ uLensPosition.value.y = projectedPosition.y
+
+ mouse2d.set(projectedPosition.x, projectedPosition.y)
+ raycaster.setFromCamera(mouse2d, camera)
+ const intersects = raycaster.intersectObjects(scene.children, true)
+ const { object } = intersects[0]
+ if (object) {
+ if (object.userData?.lensflare === 'no-occlusion') {
+ target = 0
+ } else if (object instanceof THREE.Mesh) {
+ if (object.material.uniforms?._transmission?.value > 0.2) {
+ //Check for MeshTransmissionMaterial
+ target = 0.2
+ } else if (object.material._transmission && object.material._transmission > 0.2) {
+ //Check for MeshPhysicalMaterial with transmission setting
+ target = 0.2
+ } else if (object.material.transparent) {
+ // Check for OtherMaterials with transparent parameter
+ target = object.material.opacity
+ }
+ }
+ }
+ }
+
+ easing.damp(uOpacity, 'value', target, smoothTime, delta)
+ })
+
+ useEffect(() => {
+ const screenRes = effect.uniforms.get('screenRes')
+ if (screenRes) {
+ screenRes.value.x = viewport.width
+ screenRes.value.y = viewport.height
+ }
+ }, [effect, viewport])
+
+ return
+ }
+)
diff --git a/src/index.tsx b/src/index.tsx
index 2e65653e..c13a02f5 100644
--- a/src/index.tsx
+++ b/src/index.tsx
@@ -3,6 +3,7 @@ export * from './EffectComposer'
export * from './util'
export * from './effects/Autofocus'
+export * from './effects/LensFlare'
export * from './effects/Bloom'
export * from './effects/BrightnessContrast'
export * from './effects/ChromaticAberration'