FilmPass.js 1.4 KB

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  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from 'three';
  5. import { Pass, FullScreenQuad } from './Pass.js';
  6. import { FilmShader } from '../shaders/FilmShader.js';
  7. class FilmPass extends Pass {
  8. constructor( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) {
  9. super();
  10. const shader = FilmShader;
  11. this.uniforms = UniformsUtils.clone( shader.uniforms );
  12. this.material = new ShaderMaterial( {
  13. uniforms: this.uniforms,
  14. vertexShader: shader.vertexShader,
  15. fragmentShader: shader.fragmentShader
  16. } );
  17. if ( grayscale !== undefined ) this.uniforms.grayscale.value = grayscale;
  18. if ( noiseIntensity !== undefined ) this.uniforms.nIntensity.value = noiseIntensity;
  19. if ( scanlinesIntensity !== undefined ) this.uniforms.sIntensity.value = scanlinesIntensity;
  20. if ( scanlinesCount !== undefined ) this.uniforms.sCount.value = scanlinesCount;
  21. this.fsQuad = new FullScreenQuad( this.material );
  22. }
  23. render( renderer, writeBuffer, readBuffer, deltaTime /*, maskActive */ ) {
  24. this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  25. this.uniforms[ 'time' ].value += deltaTime;
  26. if ( this.renderToScreen ) {
  27. renderer.setRenderTarget( null );
  28. this.fsQuad.render( renderer );
  29. } else {
  30. renderer.setRenderTarget( writeBuffer );
  31. if ( this.clear ) renderer.clear();
  32. this.fsQuad.render( renderer );
  33. }
  34. }
  35. dispose() {
  36. this.material.dispose();
  37. this.fsQuad.dispose();
  38. }
  39. }
  40. export { FilmPass };