Buckets:
| import { | |
| ShaderMaterial, | |
| UniformsUtils | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| /** | |
| * This pass can be used to create a post processing effect | |
| * with a raw GLSL shader object. Useful for implementing custom | |
| * effects. | |
| * | |
| * ```js | |
| * const fxaaPass = new ShaderPass( FXAAShader ); | |
| * composer.addPass( fxaaPass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js'; | |
| */ | |
| class ShaderPass extends Pass { | |
| /** | |
| * Constructs a new shader pass. | |
| * | |
| * @param {Object|ShaderMaterial} [shader] - A shader object holding vertex and fragment shader as well as | |
| * defines and uniforms. It's also valid to pass a custom shader material. | |
| * @param {string} [textureID='tDiffuse'] - The name of the texture uniform that should sample | |
| * the read buffer. | |
| */ | |
| constructor( shader, textureID = 'tDiffuse' ) { | |
| super(); | |
| /** | |
| * The name of the texture uniform that should sample the read buffer. | |
| * | |
| * @type {string} | |
| * @default 'tDiffuse' | |
| */ | |
| this.textureID = textureID; | |
| /** | |
| * The pass uniforms. | |
| * | |
| * @type {?Object} | |
| */ | |
| this.uniforms = null; | |
| /** | |
| * The pass material. | |
| * | |
| * @type {?ShaderMaterial} | |
| */ | |
| this.material = null; | |
| if ( shader instanceof ShaderMaterial ) { | |
| this.uniforms = shader.uniforms; | |
| this.material = shader; | |
| } else if ( shader ) { | |
| this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
| this.material = new ShaderMaterial( { | |
| name: ( shader.name !== undefined ) ? shader.name : 'unspecified', | |
| defines: Object.assign( {}, shader.defines ), | |
| uniforms: this.uniforms, | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader | |
| } ); | |
| } | |
| // internals | |
| this._fsQuad = new FullScreenQuad( this.material ); | |
| } | |
| /** | |
| * Performs the shader 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 */ ) { | |
| if ( this.uniforms[ this.textureID ] ) { | |
| this.uniforms[ this.textureID ].value = readBuffer.texture; | |
| } | |
| this._fsQuad.material = this.material; | |
| if ( this.renderToScreen ) { | |
| renderer.setRenderTarget( null ); | |
| this._fsQuad.render( renderer ); | |
| } else { | |
| renderer.setRenderTarget( writeBuffer ); | |
| // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600 | |
| if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); | |
| 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 { ShaderPass }; | |
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