text: const {
  	ShaderMaterial,
  	UniformsUtils
  } = require( "../../../build/three.node.js" );
  const { Pass } = require( "../postprocessing/Pass.js" );
  const { FilmShader } = require( "../shaders/FilmShader.js" );
  
  var FilmPass = function ( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) {
  
  	Pass.call( this );
  
  	if ( FilmShader === undefined )
  		console.error( 'THREE.FilmPass relies on FilmShader' );
  
  	var shader = FilmShader;
  
  	this.uniforms = UniformsUtils.clone( shader.uniforms );
  
  	this.material = new ShaderMaterial( {
  
  		uniforms: this.uniforms,
  		vertexShader: shader.vertexShader,
  		fragmentShader: shader.fragmentShader
  
  	} );
  
  	if ( grayscale !== undefined )	this.uniforms.grayscale.value = grayscale;
  	if ( noiseIntensity !== undefined ) this.uniforms.nIntensity.value = noiseIntensity;
  	if ( scanlinesIntensity !== undefined ) this.uniforms.sIntensity.value = scanlinesIntensity;
  	if ( scanlinesCount !== undefined ) this.uniforms.sCount.value = scanlinesCount;
  
  	this.fsQuad = new Pass.FullScreenQuad( this.material );
  
  };
  
  FilmPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  
  	constructor: FilmPass,
  
  	render: function ( renderer, writeBuffer, readBuffer, deltaTime /*, maskActive */ ) {
  
  		this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  		this.uniforms[ 'time' ].value += deltaTime;
  
  		if ( this.renderToScreen ) {
  
  			renderer.setRenderTarget( null );
  			this.fsQuad.render( renderer );
  
  		} else {
  
  			renderer.setRenderTarget( writeBuffer );
  			if ( this.clear ) renderer.clear();
  			this.fsQuad.render( renderer );
  
  		}
  
  	}
  
  } );
  
  module.exports = { FilmPass };
  