添加关照、全局等高线、修改图层问题
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65
static/sdk/three/jsm/postprocessing/DotScreenPass.js
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65
static/sdk/three/jsm/postprocessing/DotScreenPass.js
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import {
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ShaderMaterial,
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UniformsUtils
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { DotScreenShader } from '../shaders/DotScreenShader.js';
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class DotScreenPass extends Pass {
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constructor( center, angle, scale ) {
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super();
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const shader = DotScreenShader;
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
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if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
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if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
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this.material = new ShaderMaterial( {
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name: shader.name,
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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} );
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this.fsQuad = new FullScreenQuad( this.material );
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}
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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if ( this.clear ) renderer.clear();
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this.fsQuad.render( renderer );
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}
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}
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dispose() {
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this.material.dispose();
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this.fsQuad.dispose();
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}
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}
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export { DotScreenPass };
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