Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /postprocessing /ShaderPass.cjs
| ; | |
| var __defProp = Object.defineProperty; | |
| var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; | |
| var __publicField = (obj, key, value) => { | |
| __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); | |
| return value; | |
| }; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| const THREE = require("three"); | |
| const Pass = require("./Pass.cjs"); | |
| class ShaderPass extends Pass.Pass { | |
| constructor(shader, textureID = "tDiffuse") { | |
| super(); | |
| __publicField(this, "textureID"); | |
| __publicField(this, "uniforms"); | |
| __publicField(this, "material"); | |
| __publicField(this, "fsQuad"); | |
| this.textureID = textureID; | |
| if (shader instanceof THREE.ShaderMaterial) { | |
| this.uniforms = shader.uniforms; | |
| this.material = shader; | |
| } else { | |
| this.uniforms = THREE.UniformsUtils.clone(shader.uniforms); | |
| this.material = new THREE.ShaderMaterial({ | |
| defines: Object.assign({}, shader.defines), | |
| uniforms: this.uniforms, | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader | |
| }); | |
| } | |
| this.fsQuad = new Pass.FullScreenQuad(this.material); | |
| } | |
| render(renderer, writeBuffer, readBuffer) { | |
| 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); | |
| if (this.clear) | |
| renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil); | |
| this.fsQuad.render(renderer); | |
| } | |
| } | |
| dispose() { | |
| this.fsQuad.dispose(); | |
| this.material.dispose(); | |
| } | |
| } | |
| exports.ShaderPass = ShaderPass; | |
| //# sourceMappingURL=ShaderPass.cjs.map | |
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