/** * @author alteredq / http://alteredqualia.com/ */ import { ShaderMaterial, UniformsUtils } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { CopyShader } from "../shaders/CopyShader.js"; var TexturePass = function ( map, opacity ) { Pass.call( this ); if ( CopyShader === undefined ) console.error( "TexturePass relies on CopyShader" ); var 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 Pass.FullScreenQuad( null ); }; TexturePass.prototype = Object.assign( Object.create( Pass.prototype ), { constructor: TexturePass, render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { var 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; } } ); export { TexturePass };