EventDispatcher → Node → TempNode →

# BloomNode

Post processing node for creating a bloom effect.

By default, the node affects the entire image. For a selective bloom, use the `emissive` material property to control which objects should contribute to bloom or not. This can be achieved via MRT.

    const renderPipeline = new THREE.RenderPipeline( renderer );
    const scenePass = pass( scene, camera );
    scenePass.setMRT( mrt( {
    	output,
    	emissive
    } ) );
    const scenePassColor = scenePass.getTextureNode( 'output' );
    const emissivePass = scenePass.getTextureNode( 'emissive' );
    const bloomPass = bloom( emissivePass );
    renderPipeline.outputNode = scenePassColor.add( bloomPass );

## Code Example

    const renderPipeline = new THREE.RenderPipeline( renderer );
    const scenePass = pass( scene, camera );
    const scenePassColor = scenePass.getTextureNode( 'output' );
    const bloomPass = bloom( scenePassColor );
    renderPipeline.outputNode = scenePassColor.add( bloomPass );

## Import

BloomNode is an addon, and must be imported explicitly, see Installation#Addons.

    import { bloom } from 'three/addons/tsl/display/BloomNode.js';

## Constructor

### new BloomNode ( inputNode : Node.<vec4>, strength : number, radius : number, threshold : number )

Constructs a new bloom node.

inputNode | The node that represents the input of the effect.
strength | The strength of the bloom. Default is `1`.
radius | The radius of the bloom. Default is `0`.
threshold | The luminance threshold limits which bright areas contribute to the bloom effect. Default is `0`.

## Properties

### .inputNode : Node.<vec4>

The node that represents the input of the effect.

### .radius : UniformNode.<float>

The radius of the bloom. Must be in the range `[0,1]`.

### .smoothWidth : UniformNode.<float>

Can be used to tweak the extracted luminance from the scene.

### .strength : UniformNode.<float>

The strength of the bloom.

### .threshold : UniformNode.<float>

The luminance threshold limits which bright areas contribute to the bloom effect.

### .updateBeforeType : string

The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders its effect once per frame in `updateBefore()`.

Default is `'frame'`.

Overrides: TempNode#updateBeforeType

## Methods

### .dispose ()

Frees internal resources. This method should be called when the effect is no longer required.

Overrides: TempNode#dispose

### .getTextureNode () : PassTextureNode

Returns the result of the effect as a texture node.

Returns: A texture node that represents the result of the effect.

### .setSize ( width : number, height : number )

Sets the size of the effect.

width | The width of the effect.
height | The height of the effect.

### .setup ( builder : NodeBuilder ) : PassTextureNode

This method is used to setup the effect's TSL code.

builder | The current node builder.

Overrides: TempNode#setup

### .updateBefore ( frame : NodeFrame )

This method is used to render the effect once per frame.

frame | The current node frame.

Overrides: TempNode#updateBefore

## Source

examples/jsm/tsl/display/BloomNode.js