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| import { | |
| ShaderMaterial, | |
| UniformsUtils | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { DotScreenShader } from '../shaders/DotScreenShader.js'; | |
| class DotScreenPass extends Pass { | |
| constructor( center, angle, scale ) { | |
| super(); | |
| const shader = DotScreenShader; | |
| this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
| if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center ); | |
| if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle; | |
| if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale; | |
| this.material = new ShaderMaterial( { | |
| name: shader.name, | |
| uniforms: this.uniforms, | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader | |
| } ); | |
| this.fsQuad = new FullScreenQuad( this.material ); | |
| } | |
| render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { | |
| this.uniforms[ 'tDiffuse' ].value = readBuffer.texture; | |
| this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height ); | |
| if ( this.renderToScreen ) { | |
| renderer.setRenderTarget( null ); | |
| this.fsQuad.render( renderer ); | |
| } else { | |
| renderer.setRenderTarget( writeBuffer ); | |
| if ( this.clear ) renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| } | |
| } | |
| dispose() { | |
| this.material.dispose(); | |
| this.fsQuad.dispose(); | |
| } | |
| } | |
| export { DotScreenPass }; | |