TexturePass.js 1.3 KB

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  1. THREE.TexturePass = function ( map, opacity ) {
  2. THREE.Pass.call( this );
  3. if ( THREE.CopyShader === undefined )
  4. 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. THREE.TexturePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  20. constructor: THREE.TexturePass,
  21. render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  22. var oldAutoClear = renderer.autoClear;
  23. renderer.autoClear = false;
  24. this.fsQuad.material = this.material;
  25. this.uniforms[ 'opacity' ].value = this.opacity;
  26. this.uniforms[ 'tDiffuse' ].value = this.map;
  27. this.material.transparent = ( this.opacity < 1.0 );
  28. renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
  29. if ( this.clear ) renderer.clear();
  30. this.fsQuad.render( renderer );
  31. renderer.autoClear = oldAutoClear;
  32. }
  33. } );