DotScreenPass.js 1.1 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950
  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.DotScreenPass = function( center, angle, scale ) {
  5. var shader = THREE.ShaderUtils.lib[ "dotscreen" ];
  6. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  7. if ( center !== undefined )
  8. this.uniforms[ "center" ].value.copy( center );
  9. if ( angle !== undefined ) this.uniforms[ "angle"].value = angle;
  10. if ( scale !== undefined ) this.uniforms[ "scale"].value = scale;
  11. this.material = new THREE.MeshShaderMaterial( {
  12. uniforms: this.uniforms,
  13. vertexShader: shader.vertexShader,
  14. fragmentShader: shader.fragmentShader
  15. } );
  16. this.renderToScreen = false;
  17. };
  18. THREE.DotScreenPass.prototype = {
  19. render: function ( renderer, renderTarget, delta ) {
  20. this.uniforms[ "tDiffuse" ].texture = renderTarget;
  21. this.uniforms[ "tSize" ].value.set( renderTarget.width, renderTarget.height );
  22. THREE.EffectComposer.quad.materials[ 0 ] = this.material;
  23. if ( this.renderToScreen ) {
  24. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
  25. } else {
  26. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, renderTarget, false );
  27. }
  28. }
  29. };