Okay, because you need it so urgent, I have manually transformed the file to a module. If you study a bit the changes, you will see that it is not complicated to do this. With a little more research, you could have done that yourself.
import * as THREE from '../../../build/three.module.js';
function Lensflare() {
THREE.Mesh.call( this, LensflareGeometry, new THREE.MeshBasicMaterial( { opacity: 0, transparent: true } ) );
this.type = 'Lensflare';
this.frustumCulled = false;
this.renderOrder = Infinity;
//
var positionScreen = new THREE.Vector3();
var positionView = new THREE.Vector3();
// textures
var tempMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
tempMap.minFilter = THREE.NearestFilter;
tempMap.magFilter = THREE.NearestFilter;
tempMap.wrapS = THREE.ClampToEdgeWrapping;
tempMap.wrapT = THREE.ClampToEdgeWrapping;
tempMap.needsUpdate = true;
var occlusionMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
occlusionMap.minFilter = THREE.NearestFilter;
occlusionMap.magFilter = THREE.NearestFilter;
occlusionMap.wrapS = THREE.ClampToEdgeWrapping;
occlusionMap.wrapT = THREE.ClampToEdgeWrapping;
occlusionMap.needsUpdate = true;
// material
var geometry = LensflareGeometry;
var material1a = new THREE.RawShaderMaterial( {
uniforms: {
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: [
'precision highp float;',
'uniform vec3 screenPosition;',
'uniform vec2 scale;',
'attribute vec3 position;',
'void main() {',
' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'precision highp float;',
'void main() {',
' gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );',
'}'
].join( '\n' ),
depthTest: true,
depthWrite: false,
transparent: false
} );
var material1b = new THREE.RawShaderMaterial( {
uniforms: {
'map': { value: tempMap },
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: [
'precision highp float;',
'uniform vec3 screenPosition;',
'uniform vec2 scale;',
'attribute vec3 position;',
'attribute vec2 uv;',
'varying vec2 vUV;',
'void main() {',
' vUV = uv;',
' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'precision highp float;',
'uniform sampler2D map;',
'varying vec2 vUV;',
'void main() {',
' gl_FragColor = texture2D( map, vUV );',
'}'
].join( '\n' ),
depthTest: false,
depthWrite: false,
transparent: false
} );
// the following object is used for occlusionMap generation
var mesh1 = new THREE.Mesh( geometry, material1a );
//
var elements = [];
var shader = LensflareElement.Shader;
var material2 = new THREE.RawShaderMaterial( {
uniforms: {
'map': { value: null },
'occlusionMap': { value: occlusionMap },
'color': { value: new THREE.Color( 0xffffff ) },
'scale': { value: new THREE.Vector2() },
'screenPosition': { value: new THREE.Vector3() }
},
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true,
depthWrite: false
} );
var mesh2 = new THREE.Mesh( geometry, material2 );
this.addElement = function ( element ) {
elements.push( element );
};
//
var scale = new THREE.Vector2();
var screenPositionPixels = new THREE.Vector2();
var validArea = new THREE.Box2();
var viewport = new THREE.Vector4();
this.onBeforeRender = function ( renderer, scene, camera ) {
viewport.copy( renderer.getCurrentViewport() );
var invAspect = viewport.w / viewport.z;
var halfViewportWidth = viewport.z / 2.0;
var halfViewportHeight = viewport.w / 2.0;
var size = 16 / viewport.w;
scale.set( size * invAspect, size );
validArea.min.set( viewport.x, viewport.y );
validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
// calculate position in screen space
positionView.setFromMatrixPosition( this.matrixWorld );
positionView.applyMatrix4( camera.matrixWorldInverse );
if ( positionView.z > 0 ) return; // lensflare is behind the camera
positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
// horizontal and vertical coordinate of the lower left corner of the pixels to copy
screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
// screen cull
if ( validArea.containsPoint( screenPositionPixels ) ) {
// save current RGB to temp texture
renderer.copyFramebufferToTexture( screenPositionPixels, tempMap );
// render pink quad
var uniforms = material1a.uniforms;
uniforms[ "scale" ].value = scale;
uniforms[ "screenPosition" ].value = positionScreen;
renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null );
// copy result to occlusionMap
renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap );
// restore graphics
var uniforms = material1b.uniforms;
uniforms[ "scale" ].value = scale;
uniforms[ "screenPosition" ].value = positionScreen;
renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null );
// render elements
var vecX = - positionScreen.x * 2;
var vecY = - positionScreen.y * 2;
for ( var i = 0, l = elements.length; i < l; i ++ ) {
var element = elements[ i ];
var uniforms = material2.uniforms;
uniforms[ "color" ].value.copy( element.color );
uniforms[ "map" ].value = element.texture;
uniforms[ "screenPosition" ].value.x = positionScreen.x + vecX * element.distance;
uniforms[ "screenPosition" ].value.y = positionScreen.y + vecY * element.distance;
var size = element.size / viewport.w;
var invAspect = viewport.w / viewport.z;
uniforms[ "scale" ].value.set( size * invAspect, size );
material2.uniformsNeedUpdate = true;
renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null );
}
}
};
this.dispose = function () {
material1a.dispose();
material1b.dispose();
material2.dispose();
tempMap.dispose();
occlusionMap.dispose();
for ( var i = 0, l = elements.length; i < l; i ++ ) {
elements[ i ].texture.dispose();
}
};
}
Lensflare.prototype = Object.create( THREE.Mesh.prototype );
Lensflare.prototype.constructor = Lensflare;
Lensflare.prototype.isLensflare = true;
//
function LensflareElement( texture, size, distance, color ) {
this.texture = texture;
this.size = size || 1;
this.distance = distance || 0;
this.color = color || new THREE.Color( 0xffffff );
}
LensflareElement.Shader = {
uniforms: {
'map': { value: null },
'occlusionMap': { value: null },
'color': { value: null },
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: [
'precision highp float;',
'uniform vec3 screenPosition;',
'uniform vec2 scale;',
'uniform sampler2D occlusionMap;',
'attribute vec3 position;',
'attribute vec2 uv;',
'varying vec2 vUV;',
'varying float vVisibility;',
'void main() {',
' vUV = uv;',
' vec2 pos = position.xy;',
' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );',
' vVisibility = visibility.r / 9.0;',
' vVisibility *= 1.0 - visibility.g / 9.0;',
' vVisibility *= visibility.b / 9.0;',
' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'precision highp float;',
'uniform sampler2D map;',
'uniform vec3 color;',
'varying vec2 vUV;',
'varying float vVisibility;',
'void main() {',
' vec4 texture = texture2D( map, vUV );',
' texture.a *= vVisibility;',
' gl_FragColor = texture;',
' gl_FragColor.rgb *= color;',
'}'
].join( '\n' )
};
var count = 0;
var LensflareGeometry = ( function () {
var geometry = new THREE.BufferGeometry();
var float32Array = new Float32Array( [
- 1, - 1, 0, 0, 0,
1, - 1, 0, 1, 0,
1, 1, 0, 1, 1,
- 1, 1, 0, 0, 1
] );
var interleavedBuffer = new THREE.InterleavedBuffer( float32Array, 5 );
geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
geometry.addAttribute( 'uv', new THREE.InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
geometry.index.temp = count ++;
return geometry;
} )();
export { Lensflare, LensflareElement };