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							- import {
 
- 	BackSide,
 
- 	BoxGeometry,
 
- 	Mesh,
 
- 	PerspectiveCamera,
 
- 	Scene,
 
- 	ShaderLib,
 
- 	ShaderMaterial,
 
- 	UniformsUtils
 
- } from '../../../build/three.module.js';
 
- import { Pass } from './Pass.js';
 
- class CubeTexturePass extends Pass {
 
- 	constructor( camera, envMap, opacity = 1 ) {
 
- 		super();
 
- 		this.camera = camera;
 
- 		this.needsSwap = false;
 
- 		this.cubeShader = ShaderLib[ 'cube' ];
 
- 		this.cubeMesh = new Mesh(
 
- 			new BoxGeometry( 10, 10, 10 ),
 
- 			new ShaderMaterial( {
 
- 				uniforms: UniformsUtils.clone( this.cubeShader.uniforms ),
 
- 				vertexShader: this.cubeShader.vertexShader,
 
- 				fragmentShader: this.cubeShader.fragmentShader,
 
- 				depthTest: false,
 
- 				depthWrite: false,
 
- 				side: BackSide
 
- 			} )
 
- 		);
 
- 		Object.defineProperty( this.cubeMesh.material, 'envMap', {
 
- 			get: function () {
 
- 				return this.uniforms.envMap.value;
 
- 			}
 
- 		} );
 
- 		this.envMap = envMap;
 
- 		this.opacity = opacity;
 
- 		this.cubeScene = new Scene();
 
- 		this.cubeCamera = new PerspectiveCamera();
 
- 		this.cubeScene.add( this.cubeMesh );
 
- 	}
 
- 	render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
 
- 		const oldAutoClear = renderer.autoClear;
 
- 		renderer.autoClear = false;
 
- 		this.cubeCamera.projectionMatrix.copy( this.camera.projectionMatrix );
 
- 		this.cubeCamera.quaternion.setFromRotationMatrix( this.camera.matrixWorld );
 
- 		this.cubeMesh.material.uniforms.envMap.value = this.envMap;
 
- 		this.cubeMesh.material.uniforms.flipEnvMap.value = ( this.envMap.isCubeTexture && this.envMap.isRenderTargetTexture === false ) ? - 1 : 1;
 
- 		this.cubeMesh.material.uniforms.opacity.value = this.opacity;
 
- 		this.cubeMesh.material.transparent = ( this.opacity < 1.0 );
 
- 		renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
 
- 		if ( this.clear ) renderer.clear();
 
- 		renderer.render( this.cubeScene, this.cubeCamera );
 
- 		renderer.autoClear = oldAutoClear;
 
- 	}
 
- }
 
- export { CubeTexturePass };
 
 
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