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DotScreenPass.js 1.3 KB

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  1. import {
  2. ShaderMaterial,
  3. UniformsUtils
  4. } from 'three';
  5. import { Pass, FullScreenQuad } from './Pass.js';
  6. import { DotScreenShader } from '../shaders/DotScreenShader.js';
  7. class DotScreenPass extends Pass {
  8. constructor( center, angle, scale ) {
  9. super();
  10. const shader = DotScreenShader;
  11. this.uniforms = UniformsUtils.clone( shader.uniforms );
  12. if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
  13. if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
  14. if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
  15. this.material = new ShaderMaterial( {
  16. name: shader.name,
  17. uniforms: this.uniforms,
  18. vertexShader: shader.vertexShader,
  19. fragmentShader: shader.fragmentShader
  20. } );
  21. this.fsQuad = new FullScreenQuad( this.material );
  22. }
  23. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  24. this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  25. this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
  26. if ( this.renderToScreen ) {
  27. renderer.setRenderTarget( null );
  28. this.fsQuad.render( renderer );
  29. } else {
  30. renderer.setRenderTarget( writeBuffer );
  31. if ( this.clear ) renderer.clear();
  32. this.fsQuad.render( renderer );
  33. }
  34. }
  35. dispose() {
  36. this.material.dispose();
  37. this.fsQuad.dispose();
  38. }
  39. }
  40. export { DotScreenPass };