ShaderPass.js 1.1 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.ShaderPass = function ( shader, textureID ) {
  5. this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
  6. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  7. this.material = new THREE.ShaderMaterial( {
  8. defines: shader.defines || {},
  9. uniforms: this.uniforms,
  10. vertexShader: shader.vertexShader,
  11. fragmentShader: shader.fragmentShader
  12. } );
  13. this.renderToScreen = false;
  14. this.enabled = true;
  15. this.needsSwap = true;
  16. this.clear = false;
  17. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  18. this.scene = new THREE.Scene();
  19. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
  20. this.scene.add( this.quad );
  21. };
  22. THREE.ShaderPass.prototype = {
  23. render: function ( renderer, writeBuffer, readBuffer, delta ) {
  24. if ( this.uniforms[ this.textureID ] ) {
  25. this.uniforms[ this.textureID ].value = readBuffer;
  26. }
  27. this.quad.material = this.material;
  28. if ( this.renderToScreen ) {
  29. renderer.render( this.scene, this.camera );
  30. } else {
  31. renderer.render( this.scene, this.camera, writeBuffer, this.clear );
  32. }
  33. }
  34. };