ShaderPass.js 1.5 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162
  1. ( function () {
  2. var ShaderPass = function ( shader, textureID ) {
  3. THREE.Pass.call( this );
  4. this.textureID = textureID !== undefined ? textureID : 'tDiffuse';
  5. if ( shader instanceof THREE.ShaderMaterial ) {
  6. this.uniforms = shader.uniforms;
  7. this.material = shader;
  8. } else if ( shader ) {
  9. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  10. this.material = new THREE.ShaderMaterial( {
  11. defines: Object.assign( {}, shader.defines ),
  12. uniforms: this.uniforms,
  13. vertexShader: shader.vertexShader,
  14. fragmentShader: shader.fragmentShader
  15. } );
  16. }
  17. this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
  18. };
  19. ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  20. constructor: ShaderPass,
  21. render: function ( renderer, writeBuffer, readBuffer
  22. /*, deltaTime, maskActive */
  23. ) {
  24. if ( this.uniforms[ this.textureID ] ) {
  25. this.uniforms[ this.textureID ].value = readBuffer.texture;
  26. }
  27. this.fsQuad.material = this.material;
  28. if ( this.renderToScreen ) {
  29. renderer.setRenderTarget( null );
  30. this.fsQuad.render( renderer );
  31. } else {
  32. renderer.setRenderTarget( writeBuffer ); // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  33. if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  34. this.fsQuad.render( renderer );
  35. }
  36. }
  37. } );
  38. THREE.ShaderPass = ShaderPass;
  39. } )();