TexturePass.js 1.4 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 { CopyShader } from '../shaders/CopyShader.js';
  7. var TexturePass = function ( map, opacity ) {
  8. Pass.call( this );
  9. if ( CopyShader === undefined )
  10. console.error( 'THREE.TexturePass relies on CopyShader' );
  11. var shader = CopyShader;
  12. this.map = map;
  13. this.opacity = ( opacity !== undefined ) ? opacity : 1.0;
  14. this.uniforms = UniformsUtils.clone( shader.uniforms );
  15. this.material = new ShaderMaterial( {
  16. uniforms: this.uniforms,
  17. vertexShader: shader.vertexShader,
  18. fragmentShader: shader.fragmentShader,
  19. depthTest: false,
  20. depthWrite: false
  21. } );
  22. this.needsSwap = false;
  23. this.fsQuad = new Pass.FullScreenQuad( null );
  24. };
  25. TexturePass.prototype = Object.assign( Object.create( Pass.prototype ), {
  26. constructor: TexturePass,
  27. render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  28. var oldAutoClear = renderer.autoClear;
  29. renderer.autoClear = false;
  30. this.fsQuad.material = this.material;
  31. this.uniforms[ 'opacity' ].value = this.opacity;
  32. this.uniforms[ 'tDiffuse' ].value = this.map;
  33. this.material.transparent = ( this.opacity < 1.0 );
  34. renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
  35. if ( this.clear ) renderer.clear();
  36. this.fsQuad.render( renderer );
  37. renderer.autoClear = oldAutoClear;
  38. }
  39. } );
  40. export { TexturePass };