VignettePass.js 1012 B

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.VignettePass = function( offset, darkness ) {
  5. var shader = THREE.ShaderUtils.lib[ "vignette" ];
  6. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  7. if ( offset !== undefined ) this.uniforms[ "offset"].value = offset;
  8. if ( darkness !== undefined ) this.uniforms[ "darkness"].value = darkness;
  9. this.material = new THREE.MeshShaderMaterial( {
  10. uniforms: this.uniforms,
  11. vertexShader: shader.vertexShader,
  12. fragmentShader: shader.fragmentShader
  13. } );
  14. this.renderToScreen = false;
  15. };
  16. THREE.VignettePass.prototype = {
  17. render: function ( renderer, renderTarget, delta ) {
  18. this.uniforms[ "tDiffuse" ].texture = renderTarget;
  19. THREE.EffectComposer.quad.materials[ 0 ] = this.material;
  20. if ( this.renderToScreen ) {
  21. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
  22. } else {
  23. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, renderTarget, false );
  24. }
  25. }
  26. };