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- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.VignettePass = function( offset, darkness ) {
- var shader = THREE.ShaderUtils.lib[ "vignette" ];
- this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
- if ( offset !== undefined ) this.uniforms[ "offset"].value = offset;
- if ( darkness !== undefined ) this.uniforms[ "darkness"].value = darkness;
- this.material = new THREE.MeshShaderMaterial( {
- uniforms: this.uniforms,
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- } );
- this.renderToScreen = false;
- };
- THREE.VignettePass.prototype = {
- render: function ( renderer, renderTarget, delta ) {
- this.uniforms[ "tDiffuse" ].texture = renderTarget;
- THREE.EffectComposer.quad.materials[ 0 ] = this.material;
- if ( this.renderToScreen ) {
- renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
- } else {
- renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, renderTarget, false );
- }
- }
- };
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