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import { | |
ShaderMaterial, | |
UniformsUtils | |
} from 'three'; | |
import { Pass, FullScreenQuad } from './Pass.js'; | |
import { CopyShader } from '../shaders/CopyShader.js'; | |
class TexturePass extends Pass { | |
constructor( map, opacity ) { | |
super(); | |
const shader = CopyShader; | |
this.map = map; | |
this.opacity = ( opacity !== undefined ) ? opacity : 1.0; | |
this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
this.material = new ShaderMaterial( { | |
uniforms: this.uniforms, | |
vertexShader: shader.vertexShader, | |
fragmentShader: shader.fragmentShader, | |
depthTest: false, | |
depthWrite: false, | |
premultipliedAlpha: true | |
} ); | |
this.needsSwap = false; | |
this.fsQuad = new FullScreenQuad( null ); | |
} | |
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { | |
const oldAutoClear = renderer.autoClear; | |
renderer.autoClear = false; | |
this.fsQuad.material = this.material; | |
this.uniforms[ 'opacity' ].value = this.opacity; | |
this.uniforms[ 'tDiffuse' ].value = this.map; | |
this.material.transparent = ( this.opacity < 1.0 ); | |
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer ); | |
if ( this.clear ) renderer.clear(); | |
this.fsQuad.render( renderer ); | |
renderer.autoClear = oldAutoClear; | |
} | |
dispose() { | |
this.material.dispose(); | |
this.fsQuad.dispose(); | |
} | |
} | |
export { TexturePass }; | |