/** * @author alteredq / http://alteredqualia.com/ */ THREE.DotScreenPass = function( center, angle, scale ) { var shader = THREE.ShaderExtras[ "dotscreen" ]; this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); if ( center !== undefined ) this.uniforms[ "center" ].value.copy( center ); if ( angle !== undefined ) this.uniforms[ "angle"].value = angle; if ( scale !== undefined ) this.uniforms[ "scale"].value = scale; this.material = new THREE.MeshShaderMaterial( { uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); this.renderToScreen = false; }; THREE.DotScreenPass.prototype = { render: function ( renderer, renderTarget, delta ) { this.uniforms[ "tDiffuse" ].texture = renderTarget; this.uniforms[ "tSize" ].value.set( renderTarget.width, renderTarget.height ); THREE.EffectComposer.quad.materials[ 0 ] = this.material; if ( this.renderToScreen ) { renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera ); } else { renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, renderTarget, false ); } } };