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import { | |
ShaderMaterial, | |
UniformsUtils | |
} from 'three'; | |
import { Pass, FullScreenQuad } from './Pass.js'; | |
class ShaderPass extends Pass { | |
constructor( shader, textureID ) { | |
super(); | |
this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse'; | |
if ( shader instanceof ShaderMaterial ) { | |
this.uniforms = shader.uniforms; | |
this.material = shader; | |
} else if ( shader ) { | |
this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
this.material = new ShaderMaterial( { | |
name: ( shader.name !== undefined ) ? shader.name : 'unspecified', | |
defines: Object.assign( {}, shader.defines ), | |
uniforms: this.uniforms, | |
vertexShader: shader.vertexShader, | |
fragmentShader: shader.fragmentShader | |
} ); | |
} | |
this.fsQuad = new FullScreenQuad( this.material ); | |
} | |
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { | |
if ( this.uniforms[ this.textureID ] ) { | |
this.uniforms[ this.textureID ].value = readBuffer.texture; | |
} | |
this.fsQuad.material = this.material; | |
if ( this.renderToScreen ) { | |
renderer.setRenderTarget( null ); | |
this.fsQuad.render( renderer ); | |
} else { | |
renderer.setRenderTarget( writeBuffer ); | |
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600 | |
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); | |
this.fsQuad.render( renderer ); | |
} | |
} | |
dispose() { | |
this.material.dispose(); | |
this.fsQuad.dispose(); | |
} | |
} | |
export { ShaderPass }; | |