ShaderPass.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. var ShaderPass = function ( shader, textureID ) {
  7. Pass.call( this );
  8. this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
  9. if ( shader instanceof ShaderMaterial ) {
  10. this.uniforms = shader.uniforms;
  11. this.material = shader;
  12. } else if ( shader ) {
  13. this.uniforms = UniformsUtils.clone( shader.uniforms );
  14. this.material = new ShaderMaterial( {
  15. defines: Object.assign( {}, shader.defines ),
  16. uniforms: this.uniforms,
  17. vertexShader: shader.vertexShader,
  18. fragmentShader: shader.fragmentShader
  19. } );
  20. }
  21. this.fsQuad = new Pass.FullScreenQuad( this.material );
  22. };
  23. ShaderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  24. constructor: ShaderPass,
  25. render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  26. if ( this.uniforms[ this.textureID ] ) {
  27. this.uniforms[ this.textureID ].value = readBuffer.texture;
  28. }
  29. this.fsQuad.material = this.material;
  30. if ( this.renderToScreen ) {
  31. renderer.setRenderTarget( null );
  32. this.fsQuad.render( renderer );
  33. } else {
  34. renderer.setRenderTarget( writeBuffer );
  35. // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  36. if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  37. this.fsQuad.render( renderer );
  38. }
  39. }
  40. } );
  41. export { ShaderPass };