ShaderPass.js 1.8 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/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * @author alteredq / http://alteredqualia.com/
  4. */
  5. THREE.ShaderPass = function ( shader, textureID ) {
  6. THREE.Pass.call( this );
  7. this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
  8. if ( shader instanceof THREE.ShaderMaterial ) {
  9. this.uniforms = shader.uniforms;
  10. this.material = shader;
  11. } else if ( shader ) {
  12. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  13. this.material = new THREE.ShaderMaterial( {
  14. defines: Object.assign( {}, shader.defines ),
  15. uniforms: this.uniforms,
  16. vertexShader: shader.vertexShader,
  17. fragmentShader: shader.fragmentShader
  18. } );
  19. }
  20. this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
  21. };
  22. THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  23. constructor: THREE.ShaderPass,
  24. render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  25. if ( this.uniforms[ this.textureID ] ) {
  26. this.uniforms[ this.textureID ].value = readBuffer.texture;
  27. }
  28. this.fsQuad.material = this.material;
  29. if ( this.renderToScreen ) {
  30. renderer.setRenderTarget( null );
  31. this.fsQuad.render( renderer );
  32. } else {
  33. renderer.setRenderTarget( writeBuffer );
  34. // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  35. if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  36. this.fsQuad.render( renderer );
  37. }
  38. }
  39. } );