HalftonePass.js 1.7 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 { HalftoneShader } from '../shaders/HalftoneShader.js';
  7. /**
  8. * RGB Halftone pass for three.js effects composer. Requires HalftoneShader.
  9. */
  10. var HalftonePass = function ( width, height, params ) {
  11. Pass.call( this );
  12. if ( HalftoneShader === undefined ) {
  13. console.error( 'THREE.HalftonePass requires HalftoneShader' );
  14. }
  15. this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms );
  16. this.material = new ShaderMaterial( {
  17. uniforms: this.uniforms,
  18. fragmentShader: HalftoneShader.fragmentShader,
  19. vertexShader: HalftoneShader.vertexShader
  20. } );
  21. // set params
  22. this.uniforms.width.value = width;
  23. this.uniforms.height.value = height;
  24. for ( var key in params ) {
  25. if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
  26. this.uniforms[ key ].value = params[ key ];
  27. }
  28. }
  29. this.fsQuad = new Pass.FullScreenQuad( this.material );
  30. };
  31. HalftonePass.prototype = Object.assign( Object.create( Pass.prototype ), {
  32. constructor: HalftonePass,
  33. render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  34. this.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  35. if ( this.renderToScreen ) {
  36. renderer.setRenderTarget( null );
  37. this.fsQuad.render( renderer );
  38. } else {
  39. renderer.setRenderTarget( writeBuffer );
  40. if ( this.clear ) renderer.clear();
  41. this.fsQuad.render( renderer );
  42. }
  43. },
  44. setSize: function ( width, height ) {
  45. this.uniforms.width.value = width;
  46. this.uniforms.height.value = height;
  47. }
  48. } );
  49. export { HalftonePass };