import { ShaderMaterial, UniformsUtils } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { FilmShader } from '../shaders/FilmShader.js'; class FilmPass extends Pass { constructor( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) { super(); if ( FilmShader === undefined ) console.error( 'THREE.FilmPass relies on FilmShader' ); const shader = FilmShader; this.uniforms = UniformsUtils.clone( shader.uniforms ); this.material = new ShaderMaterial( { uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); if ( grayscale !== undefined ) this.uniforms.grayscale.value = grayscale; if ( noiseIntensity !== undefined ) this.uniforms.nIntensity.value = noiseIntensity; if ( scanlinesIntensity !== undefined ) this.uniforms.sIntensity.value = scanlinesIntensity; if ( scanlinesCount !== undefined ) this.uniforms.sCount.value = scanlinesCount; this.fsQuad = new FullScreenQuad( this.material ); } render( renderer, writeBuffer, readBuffer, deltaTime /*, maskActive */ ) { this.uniforms[ 'tDiffuse' ].value = readBuffer.texture; this.uniforms[ 'time' ].value += deltaTime; 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 { FilmPass };