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ShaderPass.js 1.5 KB

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  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from 'three';
  5. import { Pass, FullScreenQuad } from './Pass.js';
  6. class ShaderPass extends Pass {
  7. constructor( shader, textureID ) {
  8. super();
  9. this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
  10. if ( shader instanceof ShaderMaterial ) {
  11. this.uniforms = shader.uniforms;
  12. this.material = shader;
  13. } else if ( shader ) {
  14. this.uniforms = UniformsUtils.clone( shader.uniforms );
  15. this.material = new ShaderMaterial( {
  16. name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
  17. defines: Object.assign( {}, shader.defines ),
  18. uniforms: this.uniforms,
  19. vertexShader: shader.vertexShader,
  20. fragmentShader: shader.fragmentShader
  21. } );
  22. }
  23. this.fsQuad = new FullScreenQuad( this.material );
  24. }
  25. render( 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. dispose() {
  41. this.material.dispose();
  42. this.fsQuad.dispose();
  43. }
  44. }
  45. export { ShaderPass };