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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,
- premultipliedAlpha: true
- } );
- 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 };
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