three
Version:
JavaScript 3D library
63 lines (39 loc) • 1.59 kB
JavaScript
import {
ShaderMaterial,
UniformsUtils
} from "../../../build/three.module.js";
import { Pass } from "../postprocessing/Pass.js";
import { FilmShader } from "../shaders/FilmShader.js";
var FilmPass = function ( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) {
Pass.call( this );
if ( FilmShader === undefined )
console.error( "FilmPass relies on FilmShader" );
var shader = FilmShader;
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
if ( grayscale !== undefined ) this.uniforms.grayscale.value = grayscale;
if ( noiseIntensity !== undefined ) this.uniforms.nIntensity.value = noiseIntensity;
if ( scanlinesIntensity !== undefined ) this.uniforms.sIntensity.value = scanlinesIntensity;
if ( scanlinesCount !== undefined ) this.uniforms.sCount.value = scanlinesCount;
this.fsQuad = new Pass.FullScreenQuad( this.material );
};
FilmPass.prototype = Object.assign( Object.create( Pass.prototype ), {
constructor: FilmPass,
render: function ( renderer, writeBuffer, readBuffer, deltaTime /*, maskActive */ ) {
this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
this.uniforms[ "time" ].value += deltaTime;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this.fsQuad.render( renderer );
}
}
} );
export { FilmPass };