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+/**
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+ * @author meatbags / xavierburrow.com, github/meatbags
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+ *
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+ * RGB Halftone pass for three.js effects composer. Requires HalftoneShader.
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+ *
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+ */
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+
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+import {
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+ ShaderMaterial,
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+ UniformsUtils
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+} from "../../../build/three.module.js";
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+import { Pass } from "../postprocessing/Pass.js";
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+import { HalftoneShader } from "../shaders/HalftoneShader.js";
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+
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+var HalftonePass = function ( width, height, params ) {
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+
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+ Pass.call( this );
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+
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+ if ( HalftoneShader === undefined ) {
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+
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+ console.error( 'THREE.HalftonePass requires HalftoneShader' );
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+
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+ }
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+
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+ this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms );
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+ this.material = new ShaderMaterial( {
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+ uniforms: this.uniforms,
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+ fragmentShader: HalftoneShader.fragmentShader,
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+ vertexShader: HalftoneShader.vertexShader
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+ } );
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+
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+ // set params
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+ this.uniforms.width.value = width;
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+ this.uniforms.height.value = height;
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+
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+ for ( var key in params ) {
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+
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+ if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
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+
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+ this.uniforms[ key ].value = params[ key ];
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+
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+ }
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+
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+ }
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+
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+ this.fsQuad = new Pass.FullScreenQuad( this.material );
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+
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+};
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+
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+HalftonePass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: HalftonePass,
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+
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+ render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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+
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+ this.material.uniforms[ "tDiffuse" ].value = readBuffer.texture;
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+
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+ if ( this.renderToScreen ) {
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+
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+ renderer.setRenderTarget( null );
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+ this.fsQuad.render( renderer );
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+
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+ } else {
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+
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+ renderer.setRenderTarget( writeBuffer );
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+ if ( this.clear ) renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ }
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+
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+ },
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+
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+ setSize: function ( width, height ) {
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+
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+ this.uniforms.width.value = width;
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+ this.uniforms.height.value = height;
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+
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+ }
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+} );
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+
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+export { HalftonePass };
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