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DotScreenPass.js 1.3 KB

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  1. THREE.DotScreenPass = function ( center, angle, scale ) {
  2. THREE.Pass.call( this );
  3. if ( THREE.DotScreenShader === undefined )
  4. console.error( 'THREE.DotScreenPass relies on THREE.DotScreenShader' );
  5. var shader = THREE.DotScreenShader;
  6. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  7. if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
  8. if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
  9. if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
  10. this.material = new THREE.ShaderMaterial( {
  11. uniforms: this.uniforms,
  12. vertexShader: shader.vertexShader,
  13. fragmentShader: shader.fragmentShader
  14. } );
  15. this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
  16. };
  17. THREE.DotScreenPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  18. constructor: THREE.DotScreenPass,
  19. render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  20. this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  21. this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
  22. if ( this.renderToScreen ) {
  23. renderer.setRenderTarget( null );
  24. this.fsQuad.render( renderer );
  25. } else {
  26. renderer.setRenderTarget( writeBuffer );
  27. if ( this.clear ) renderer.clear();
  28. this.fsQuad.render( renderer );
  29. }
  30. }
  31. } );