/** * @author alteredq / http://alteredqualia.com/ */ THREE.ShaderPass = function ( shader, textureID ) { THREE.Pass.call( this ); this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse"; if ( shader instanceof THREE.ShaderMaterial ) { this.uniforms = shader.uniforms; this.material = shader; } else if ( shader ) { this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); this.material = new THREE.ShaderMaterial( { defines: Object.assign( {}, shader.defines ), uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); } this.fsQuad = new THREE.Pass.FullScreenQuad( this.material ); }; THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.ShaderPass, render: function ( 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 ); } } } );