import { ShaderMaterial, UniformsUtils } from 'three'; import { Pass, FullScreenQuad } from '../postprocessing/Pass.js'; import { CopyShader } from '../shaders/CopyShader.js'; class TexturePass extends Pass { constructor( map, opacity ) { super(); if ( CopyShader === undefined ) console.error( 'THREE.TexturePass relies on CopyShader' ); const shader = CopyShader; this.map = map; this.opacity = ( opacity !== undefined ) ? opacity : 1.0; this.uniforms = UniformsUtils.clone( shader.uniforms ); this.material = new ShaderMaterial( { uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, depthTest: false, depthWrite: false } ); this.needsSwap = false; this.fsQuad = new FullScreenQuad( null ); } render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { const oldAutoClear = renderer.autoClear; renderer.autoClear = false; this.fsQuad.material = this.material; this.uniforms[ 'opacity' ].value = this.opacity; this.uniforms[ 'tDiffuse' ].value = this.map; this.material.transparent = ( this.opacity < 1.0 ); renderer.setRenderTarget( this.renderToScreen ? null : readBuffer ); if ( this.clear ) renderer.clear(); this.fsQuad.render( renderer ); renderer.autoClear = oldAutoClear; } } export { TexturePass };