SavePass.js 1.2 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.SavePass = function( renderTarget ) {
  5. var shader = THREE.ShaderExtras[ "screen" ];
  6. this.textureID = "tDiffuse";
  7. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  8. this.material = new THREE.ShaderMaterial( {
  9. uniforms: this.uniforms,
  10. vertexShader: shader.vertexShader,
  11. fragmentShader: shader.fragmentShader
  12. } );
  13. this.renderTarget = renderTarget;
  14. if ( this.renderTarget === undefined ) {
  15. this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  16. this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters );
  17. }
  18. this.enabled = true;
  19. this.needsSwap = false;
  20. this.clear = false;
  21. };
  22. THREE.SavePass.prototype = {
  23. render: function ( renderer, writeBuffer, readBuffer, delta ) {
  24. if ( this.uniforms[ this.textureID ] ) {
  25. this.uniforms[ this.textureID ].texture = readBuffer;
  26. }
  27. THREE.EffectComposer.quad.material = this.material;
  28. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTarget, this.clear );
  29. }
  30. };