DotScreenPass.js 1.5 KB

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  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from '../../../build/three.module.js';
  5. import { Pass } from '../postprocessing/Pass.js';
  6. import { DotScreenShader } from '../shaders/DotScreenShader.js';
  7. var DotScreenPass = function ( center, angle, scale ) {
  8. Pass.call( this );
  9. if ( DotScreenShader === undefined )
  10. console.error( 'THREE.DotScreenPass relies on DotScreenShader' );
  11. var shader = DotScreenShader;
  12. this.uniforms = UniformsUtils.clone( shader.uniforms );
  13. if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
  14. if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
  15. if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
  16. this.material = new ShaderMaterial( {
  17. uniforms: this.uniforms,
  18. vertexShader: shader.vertexShader,
  19. fragmentShader: shader.fragmentShader
  20. } );
  21. this.fsQuad = new Pass.FullScreenQuad( this.material );
  22. };
  23. DotScreenPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  24. constructor: DotScreenPass,
  25. render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  26. this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  27. this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
  28. if ( this.renderToScreen ) {
  29. renderer.setRenderTarget( null );
  30. this.fsQuad.render( renderer );
  31. } else {
  32. renderer.setRenderTarget( writeBuffer );
  33. if ( this.clear ) renderer.clear();
  34. this.fsQuad.render( renderer );
  35. }
  36. }
  37. } );
  38. export { DotScreenPass };