Buckets:
| import { | |
| ShaderMaterial, | |
| UniformsUtils | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { FilmShader } from '../shaders/FilmShader.js'; | |
| /** | |
| * This pass can be used to create a film grain effect. | |
| * | |
| * ```js | |
| * const filmPass = new FilmPass(); | |
| * composer.addPass( filmPass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { FilmPass } from 'three/addons/postprocessing/FilmPass.js'; | |
| */ | |
| class FilmPass extends Pass { | |
| /** | |
| * Constructs a new film pass. | |
| * | |
| * @param {number} [intensity=0.5] - The grain intensity in the range `[0,1]` (0 = no effect, 1 = full effect). | |
| * @param {boolean} [grayscale=false] - Whether to apply a grayscale effect or not. | |
| */ | |
| constructor( intensity = 0.5, grayscale = false ) { | |
| super(); | |
| const shader = FilmShader; | |
| /** | |
| * The pass uniforms. Use this object if you want to update the | |
| * `intensity` or `grayscale` values at runtime. | |
| * ```js | |
| * pass.uniforms.intensity.value = 1; | |
| * pass.uniforms.grayscale.value = true; | |
| * ``` | |
| * | |
| * @type {Object} | |
| */ | |
| this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
| /** | |
| * The pass material. | |
| * | |
| * @type {ShaderMaterial} | |
| */ | |
| this.material = new ShaderMaterial( { | |
| name: shader.name, | |
| uniforms: this.uniforms, | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader | |
| } ); | |
| this.uniforms.intensity.value = intensity; | |
| this.uniforms.grayscale.value = grayscale; | |
| // internals | |
| this._fsQuad = new FullScreenQuad( this.material ); | |
| } | |
| /** | |
| * Performs the film pass. | |
| * | |
| * @param {WebGLRenderer} renderer - The renderer. | |
| * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering | |
| * destination for the pass. | |
| * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the | |
| * previous pass from this buffer. | |
| * @param {number} deltaTime - The delta time in seconds. | |
| * @param {boolean} maskActive - Whether masking is active or not. | |
| */ | |
| render( 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 ); | |
| } | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever the pass is no longer used in your app. | |
| */ | |
| dispose() { | |
| this.material.dispose(); | |
| this._fsQuad.dispose(); | |
| } | |
| } | |
| export { FilmPass }; | |
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