import { ShaderMaterial, UniformsUtils } from 'three'; import { Pass, FullScreenQuad } from '../postprocessing/Pass.js'; import { HalftoneShader } from '../shaders/HalftoneShader.js'; /** * RGB Halftone pass for three.js effects composer. Requires HalftoneShader. */ class HalftonePass extends Pass { constructor( width, height, params ) { super(); if ( HalftoneShader === undefined ) { console.error( 'THREE.HalftonePass requires HalftoneShader' ); } this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms ); this.material = new ShaderMaterial( { uniforms: this.uniforms, fragmentShader: HalftoneShader.fragmentShader, vertexShader: HalftoneShader.vertexShader } ); // set params this.uniforms.width.value = width; this.uniforms.height.value = height; for ( const key in params ) { if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) { this.uniforms[ key ].value = params[ key ]; } } this.fsQuad = new FullScreenQuad( this.material ); } render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) { this.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture; if ( this.renderToScreen ) { renderer.setRenderTarget( null ); this.fsQuad.render( renderer ); } else { renderer.setRenderTarget( writeBuffer ); if ( this.clear ) renderer.clear(); this.fsQuad.render( renderer ); } } setSize( width, height ) { this.uniforms.width.value = width; this.uniforms.height.value = height; } } export { HalftonePass };