File: //var/www/aspa/three/addons/postprocessing/ShaderPass.js
import {
	ShaderMaterial,
	UniformsUtils
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
class ShaderPass extends Pass {
	constructor( shader, textureID ) {
		super();
		this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
		if ( shader instanceof ShaderMaterial ) {
			this.uniforms = shader.uniforms;
			this.material = shader;
		} else if ( shader ) {
			this.uniforms = UniformsUtils.clone( shader.uniforms );
			this.material = new ShaderMaterial( {
				name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
				defines: Object.assign( {}, shader.defines ),
				uniforms: this.uniforms,
				vertexShader: shader.vertexShader,
				fragmentShader: shader.fragmentShader
			} );
		}
		this.fsQuad = new FullScreenQuad( this.material );
	}
	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
		if ( this.uniforms[ this.textureID ] ) {
			this.uniforms[ this.textureID ].value = readBuffer.texture;
		}
		this.fsQuad.material = this.material;
		if ( this.renderToScreen ) {
			renderer.setRenderTarget( null );
			this.fsQuad.render( renderer );
		} else {
			renderer.setRenderTarget( writeBuffer );
			// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
			if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
			this.fsQuad.render( renderer );
		}
	}
	dispose() {
		this.material.dispose();
		this.fsQuad.dispose();
	}
}
export { ShaderPass };