HalftonePass.js 1.5 KB

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  1. /**
  2. * RGB Halftone pass for three.js effects composer. Requires THREE.HalftoneShader.
  3. */
  4. THREE.HalftonePass = function ( width, height, params ) {
  5. THREE.Pass.call( this );
  6. if ( THREE.HalftoneShader === undefined ) {
  7. console.error( 'THREE.HalftonePass requires THREE.HalftoneShader' );
  8. }
  9. this.uniforms = THREE.UniformsUtils.clone( THREE.HalftoneShader.uniforms );
  10. this.material = new THREE.ShaderMaterial( {
  11. uniforms: this.uniforms,
  12. fragmentShader: THREE.HalftoneShader.fragmentShader,
  13. vertexShader: THREE.HalftoneShader.vertexShader
  14. } );
  15. // set params
  16. this.uniforms.width.value = width;
  17. this.uniforms.height.value = height;
  18. for ( var key in params ) {
  19. if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
  20. this.uniforms[ key ].value = params[ key ];
  21. }
  22. }
  23. this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
  24. };
  25. THREE.HalftonePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  26. constructor: THREE.HalftonePass,
  27. render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  28. this.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  29. if ( this.renderToScreen ) {
  30. renderer.setRenderTarget( null );
  31. this.fsQuad.render( renderer );
  32. } else {
  33. renderer.setRenderTarget( writeBuffer );
  34. if ( this.clear ) renderer.clear();
  35. this.fsQuad.render( renderer );
  36. }
  37. },
  38. setSize: function ( width, height ) {
  39. this.uniforms.width.value = width;
  40. this.uniforms.height.value = height;
  41. }
  42. } );