File: //var/www/aspa/three/addons/postprocessing/TexturePass.js
import {
	ShaderMaterial,
	UniformsUtils
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { CopyShader } from '../shaders/CopyShader.js';
class TexturePass extends Pass {
	constructor( map, opacity ) {
		super();
		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,
			premultipliedAlpha: true
		} );
		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;
	}
	dispose() {
		this.material.dispose();
		this.fsQuad.dispose();
	}
}
export { TexturePass };