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import {
ShaderMaterial,
UniformsUtils
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { DotScreenShader } from '../shaders/DotScreenShader.js';
class DotScreenPass extends Pass {
constructor( center, angle, scale ) {
super();
const shader = DotScreenShader;
this.uniforms = UniformsUtils.clone( shader.uniforms );
if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
this.material = new ShaderMaterial( {
name: shader.name,
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.fsQuad = new FullScreenQuad( this.material );
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this.fsQuad.render( renderer );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { DotScreenPass };