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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 };
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