/** * @author alteredq / http://alteredqualia.com/ */ THREE.VignettePass = function( offset, darkness ) { var shader = THREE.ShaderUtils.lib[ "vignette" ]; this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); if ( offset !== undefined ) this.uniforms[ "offset"].value = offset; if ( darkness !== undefined ) this.uniforms[ "darkness"].value = darkness; this.material = new THREE.MeshShaderMaterial( { uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); this.renderToScreen = false; }; THREE.VignettePass.prototype = { render: function ( renderer, renderTarget, delta ) { this.uniforms[ "tDiffuse" ].texture = renderTarget; 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 ); } } };