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| import { | |
| ShaderMaterial, | |
| UniformsUtils | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| class TexturePass extends Pass { | |
| constructor( map, opacity ) { | |
| super(); | |
| const shader = CopyShader; | |
| this.map = map; | |
| this.opacity = ( opacity !== undefined ) ? opacity : 1.0; | |
| this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
| this.material = new ShaderMaterial( { | |
| uniforms: this.uniforms, | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader, | |
| depthTest: false, | |
| depthWrite: false | |
| } ); | |
| this.needsSwap = false; | |
| this.fsQuad = new FullScreenQuad( null ); | |
| } | |
| render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { | |
| const oldAutoClear = renderer.autoClear; | |
| renderer.autoClear = false; | |
| this.fsQuad.material = this.material; | |
| this.uniforms[ 'opacity' ].value = this.opacity; | |
| this.uniforms[ 'tDiffuse' ].value = this.map; | |
| this.material.transparent = ( this.opacity < 1.0 ); | |
| renderer.setRenderTarget( this.renderToScreen ? null : readBuffer ); | |
| if ( this.clear ) renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| renderer.autoClear = oldAutoClear; | |
| } | |
| dispose() { | |
| this.material.dispose(); | |
| this.fsQuad.dispose(); | |
| } | |
| } | |
| export { TexturePass }; | |