File: //var/www/aspa/three/addons/postprocessing/CubeTexturePass.js
import {
	BackSide,
	BoxGeometry,
	Mesh,
	PerspectiveCamera,
	Scene,
	ShaderLib,
	ShaderMaterial,
	UniformsUtils
} from 'three';
import { Pass } from './Pass.js';
class CubeTexturePass extends Pass {
	constructor( camera, tCube, opacity = 1 ) {
		super();
		this.camera = camera;
		this.needsSwap = false;
		this.cubeShader = ShaderLib[ 'cube' ];
		this.cubeMesh = new Mesh(
			new BoxGeometry( 10, 10, 10 ),
			new ShaderMaterial( {
				uniforms: UniformsUtils.clone( this.cubeShader.uniforms ),
				vertexShader: this.cubeShader.vertexShader,
				fragmentShader: this.cubeShader.fragmentShader,
				depthTest: false,
				depthWrite: false,
				side: BackSide
			} )
		);
		Object.defineProperty( this.cubeMesh.material, 'envMap', {
			get: function () {
				return this.uniforms.tCube.value;
			}
		} );
		this.tCube = tCube;
		this.opacity = opacity;
		this.cubeScene = new Scene();
		this.cubeCamera = new PerspectiveCamera();
		this.cubeScene.add( this.cubeMesh );
	}
	render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
		const oldAutoClear = renderer.autoClear;
		renderer.autoClear = false;
		this.cubeCamera.projectionMatrix.copy( this.camera.projectionMatrix );
		this.cubeCamera.quaternion.setFromRotationMatrix( this.camera.matrixWorld );
		this.cubeMesh.material.uniforms.tCube.value = this.tCube;
		this.cubeMesh.material.uniforms.tFlip.value = ( this.tCube.isCubeTexture && this.tCube.isRenderTargetTexture === false ) ? - 1 : 1;
		this.cubeMesh.material.uniforms.opacity.value = this.opacity;
		this.cubeMesh.material.transparent = ( this.opacity < 1.0 );
		renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
		if ( this.clear ) renderer.clear();
		renderer.render( this.cubeScene, this.cubeCamera );
		renderer.autoClear = oldAutoClear;
	}
	dispose() {
		this.cubeMesh.geometry.dispose();
		this.cubeMesh.material.dispose();
	}
}
export { CubeTexturePass };