import { ShaderMaterial, UniformsUtils } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; class ShaderPass extends Pass { constructor( shader, textureID ) { super(); this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse'; if ( shader instanceof ShaderMaterial ) { this.uniforms = shader.uniforms; this.material = shader; } else if ( shader ) { this.uniforms = UniformsUtils.clone( shader.uniforms ); this.material = new ShaderMaterial( { defines: Object.assign( {}, shader.defines ), uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); } this.fsQuad = new FullScreenQuad( this.material ); } render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { if ( this.uniforms[ this.textureID ] ) { this.uniforms[ this.textureID ].value = readBuffer.texture; } this.fsQuad.material = this.material; if ( this.renderToScreen ) { renderer.setRenderTarget( null ); this.fsQuad.render( renderer ); } else { renderer.setRenderTarget( writeBuffer ); // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600 if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); this.fsQuad.render( renderer ); } } dispose() { this.material.dispose(); this.fsQuad.dispose(); } } export { ShaderPass };