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import { | |
ShaderMaterial, | |
UniformsUtils | |
} from 'three'; | |
import { Pass, FullScreenQuad } from './Pass.js'; | |
import { HalftoneShader } from '../shaders/HalftoneShader.js'; | |
/** | |
* RGB Halftone pass for three.js effects composer. Requires HalftoneShader. | |
*/ | |
class HalftonePass extends Pass { | |
constructor( width, height, params ) { | |
super(); | |
this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms ); | |
this.material = new ShaderMaterial( { | |
uniforms: this.uniforms, | |
fragmentShader: HalftoneShader.fragmentShader, | |
vertexShader: HalftoneShader.vertexShader | |
} ); | |
// set params | |
this.uniforms.width.value = width; | |
this.uniforms.height.value = height; | |
for ( const key in params ) { | |
if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) { | |
this.uniforms[ key ].value = params[ key ]; | |
} | |
} | |
this.fsQuad = new FullScreenQuad( this.material ); | |
} | |
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) { | |
this.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture; | |
if ( this.renderToScreen ) { | |
renderer.setRenderTarget( null ); | |
this.fsQuad.render( renderer ); | |
} else { | |
renderer.setRenderTarget( writeBuffer ); | |
if ( this.clear ) renderer.clear(); | |
this.fsQuad.render( renderer ); | |
} | |
} | |
setSize( width, height ) { | |
this.uniforms.width.value = width; | |
this.uniforms.height.value = height; | |
} | |
dispose() { | |
this.material.dispose(); | |
this.fsQuad.dispose(); | |
} | |
} | |
export { HalftonePass }; | |