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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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