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70
node_modules/three/examples/jsm/postprocessing/ShaderPass.js
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node_modules/three/examples/jsm/postprocessing/ShaderPass.js
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import {
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ShaderMaterial,
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UniformsUtils
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} from '../../../build/three.module.js';
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import { Pass } from '../postprocessing/Pass.js';
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var ShaderPass = function ( shader, textureID ) {
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Pass.call( this );
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this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
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if ( shader instanceof ShaderMaterial ) {
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this.uniforms = shader.uniforms;
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this.material = shader;
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} else if ( shader ) {
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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this.material = new ShaderMaterial( {
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defines: Object.assign( {}, shader.defines ),
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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} );
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}
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this.fsQuad = new Pass.FullScreenQuad( this.material );
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};
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ShaderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
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constructor: ShaderPass,
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render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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if ( this.uniforms[ this.textureID ] ) {
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this.uniforms[ this.textureID ].value = readBuffer.texture;
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}
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this.fsQuad.material = this.material;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
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if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
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this.fsQuad.render( renderer );
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}
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}
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} );
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export { ShaderPass };
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