TexturePass.js 1.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445
  1. ( function () {
  2. var TexturePass = function ( map, opacity ) {
  3. THREE.Pass.call( this );
  4. if ( THREE.CopyShader === undefined ) console.error( 'THREE.TexturePass relies on THREE.CopyShader' );
  5. var shader = THREE.CopyShader;
  6. this.map = map;
  7. this.opacity = opacity !== undefined ? opacity : 1.0;
  8. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  9. this.material = new THREE.ShaderMaterial( {
  10. uniforms: this.uniforms,
  11. vertexShader: shader.vertexShader,
  12. fragmentShader: shader.fragmentShader,
  13. depthTest: false,
  14. depthWrite: false
  15. } );
  16. this.needsSwap = false;
  17. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  18. };
  19. TexturePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  20. constructor: TexturePass,
  21. render: function ( renderer, writeBuffer, readBuffer
  22. /*, deltaTime, maskActive */
  23. ) {
  24. var oldAutoClear = renderer.autoClear;
  25. renderer.autoClear = false;
  26. this.fsQuad.material = this.material;
  27. this.uniforms[ 'opacity' ].value = this.opacity;
  28. this.uniforms[ 'tDiffuse' ].value = this.map;
  29. this.material.transparent = this.opacity < 1.0;
  30. renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
  31. if ( this.clear ) renderer.clear();
  32. this.fsQuad.render( renderer );
  33. renderer.autoClear = oldAutoClear;
  34. }
  35. } );
  36. THREE.TexturePass = TexturePass;
  37. } )();