import { ShaderMaterial, UniformsUtils } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { DotScreenShader } from '../shaders/DotScreenShader.js'; class DotScreenPass extends Pass { constructor( center, angle, scale ) { super(); const shader = DotScreenShader; this.uniforms = 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 ShaderMaterial( { name: shader.name, uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); this.fsQuad = new FullScreenQuad( this.material ); } render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { this.uniforms[ 'tDiffuse' ].value = readBuffer.texture; this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height ); if ( this.renderToScreen ) { renderer.setRenderTarget( null ); this.fsQuad.render( renderer ); } else { renderer.setRenderTarget( writeBuffer ); if ( this.clear ) renderer.clear(); this.fsQuad.render( renderer ); } } dispose() { this.material.dispose(); this.fsQuad.dispose(); } } export { DotScreenPass };