ShaderPass.js 1.5 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.ShaderPass = function ( shader, textureID ) {
  5. THREE.Pass.call( this );
  6. this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
  7. if ( shader instanceof THREE.ShaderMaterial ) {
  8. this.uniforms = shader.uniforms;
  9. this.material = shader;
  10. } else if ( shader ) {
  11. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  12. this.material = new THREE.ShaderMaterial( {
  13. defines: Object.assign( {}, shader.defines ),
  14. uniforms: this.uniforms,
  15. vertexShader: shader.vertexShader,
  16. fragmentShader: shader.fragmentShader
  17. } );
  18. }
  19. this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
  20. };
  21. THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  22. constructor: THREE.ShaderPass,
  23. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  24. if ( this.uniforms[ this.textureID ] ) {
  25. this.uniforms[ this.textureID ].value = readBuffer.texture;
  26. }
  27. this.fsQuad.material = this.material;
  28. if ( this.renderToScreen ) {
  29. renderer.setRenderTarget( null );
  30. this.fsQuad.render( renderer );
  31. } else {
  32. renderer.setRenderTarget( writeBuffer );
  33. // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  34. if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  35. this.fsQuad.render( renderer );
  36. }
  37. }
  38. } );