ShaderPass.js 1.4 KB

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