text: import {
  	ShaderMaterial,
  	UniformsUtils
  } from "../../../build/three.module.js";
  import { Pass } from '../postprocessing/Pass.js';
  
  var ShaderPass = function ( shader, textureID ) {
  
  	Pass.call( this );
  
  	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( {
  
  			defines: Object.assign( {}, shader.defines ),
  			uniforms: this.uniforms,
  			vertexShader: shader.vertexShader,
  			fragmentShader: shader.fragmentShader
  
  		} );
  
  	}
  
  	this.fsQuad = new Pass.FullScreenQuad( this.material );
  
  };
  
  ShaderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  
  	constructor: ShaderPass,
  
  	render: function ( 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 );
  
  		}
  
  	}
  
  } );
  
  export { ShaderPass };
  