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- import {
- ShaderMaterial,
- UniformsUtils
- } from '../../../build/three.module.js';
- 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( {
- 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 );
- }
- }
- }
- export { ShaderPass };
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