ShaderPass.js 1.7 KB

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  1. console.warn( "THREE.ShaderPass: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. THREE.ShaderPass = function ( shader, textureID ) {
  3. THREE.Pass.call( this );
  4. this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
  5. if ( shader instanceof THREE.ShaderMaterial ) {
  6. this.uniforms = shader.uniforms;
  7. this.material = shader;
  8. } else if ( shader ) {
  9. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  10. this.material = new THREE.ShaderMaterial( {
  11. defines: Object.assign( {}, shader.defines ),
  12. uniforms: this.uniforms,
  13. vertexShader: shader.vertexShader,
  14. fragmentShader: shader.fragmentShader
  15. } );
  16. }
  17. this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
  18. };
  19. THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  20. constructor: THREE.ShaderPass,
  21. render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  22. if ( this.uniforms[ this.textureID ] ) {
  23. this.uniforms[ this.textureID ].value = readBuffer.texture;
  24. }
  25. this.fsQuad.material = this.material;
  26. if ( this.renderToScreen ) {
  27. renderer.setRenderTarget( null );
  28. this.fsQuad.render( renderer );
  29. } else {
  30. renderer.setRenderTarget( writeBuffer );
  31. // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  32. if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  33. this.fsQuad.render( renderer );
  34. }
  35. }
  36. } );