78 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			78 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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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								class ShaderPass extends Pass {
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									constructor( shader, textureID ) {
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										super();
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										this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
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										if ( shader instanceof ShaderMaterial ) {
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											this.uniforms = shader.uniforms;
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											this.material = shader;
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										} else if ( shader ) {
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											this.uniforms = UniformsUtils.clone( shader.uniforms );
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											this.material = new ShaderMaterial( {
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												name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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												defines: Object.assign( {}, shader.defines ),
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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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										}
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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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										if ( this.uniforms[ this.textureID ] ) {
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											this.uniforms[ this.textureID ].value = readBuffer.texture;
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										}
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										this.fsQuad.material = this.material;
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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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											// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
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											if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
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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 { ShaderPass };
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