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https://github.com/tengge1/ShadowEditor.git
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61 lines
1.5 KiB
JavaScript
61 lines
1.5 KiB
JavaScript
/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.TexturePass = function ( map, opacity ) {
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THREE.Pass.call( this );
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if ( THREE.CopyShader === undefined )
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console.error( "THREE.TexturePass relies on THREE.CopyShader" );
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var shader = THREE.CopyShader;
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this.map = map;
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this.opacity = ( opacity !== undefined ) ? opacity : 1.0;
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.material = new THREE.ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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depthTest: false,
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depthWrite: false
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} );
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this.needsSwap = false;
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this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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this.scene = new THREE.Scene();
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this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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this.quad.frustumCulled = false; // Avoid getting clipped
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this.scene.add( this.quad );
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};
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THREE.TexturePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.TexturePass,
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render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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var oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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this.quad.material = this.material;
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this.uniforms[ "opacity" ].value = this.opacity;
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this.uniforms[ "tDiffuse" ].value = this.map;
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this.material.transparent = ( this.opacity < 1.0 );
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renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
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renderer.autoClear = oldAutoClear;
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}
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} );
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