three
Version:
JavaScript 3D library
62 lines (38 loc) • 1.5 kB
JavaScript
import {
ShaderMaterial,
UniformsUtils
} from "../../../build/three.module.js";
import { Pass } from "../postprocessing/Pass.js";
import { DotScreenShader } from "../shaders/DotScreenShader.js";
var DotScreenPass = function ( center, angle, scale ) {
Pass.call( this );
if ( DotScreenShader === undefined )
console.error( "DotScreenPass relies on DotScreenShader" );
var shader = DotScreenShader;
this.uniforms = UniformsUtils.clone( shader.uniforms );
if ( center !== undefined ) this.uniforms[ "center" ].value.copy( center );
if ( angle !== undefined ) this.uniforms[ "angle" ].value = angle;
if ( scale !== undefined ) this.uniforms[ "scale" ].value = scale;
this.material = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.fsQuad = new Pass.FullScreenQuad( this.material );
};
DotScreenPass.prototype = Object.assign( Object.create( Pass.prototype ), {
constructor: DotScreenPass,
render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
this.uniforms[ "tSize" ].value.set( readBuffer.width, readBuffer.height );
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this.fsQuad.render( renderer );
}
}
} );
export { DotScreenPass };