text: import {
  	ShaderMaterial,
  	UniformsUtils
  } from '../../../build/three.module.js';
  import { Pass, FullScreenQuad } from './Pass.js';
  import { HalftoneShader } from '../shaders/HalftoneShader.js';
  
  /**
   * RGB Halftone pass for three.js effects composer. Requires HalftoneShader.
   */
  
  class HalftonePass extends Pass {
  
  	constructor( width, height, params ) {
  
  		super();
  
  	 	if ( HalftoneShader === undefined ) {
  
  	 		console.error( 'THREE.HalftonePass requires HalftoneShader' );
  
  	 	}
  
  	 	this.uniforms = UniformsUtils.clone( HalftoneShader.uniforms );
  	 	this.material = new ShaderMaterial( {
  	 		uniforms: this.uniforms,
  	 		fragmentShader: HalftoneShader.fragmentShader,
  	 		vertexShader: HalftoneShader.vertexShader
  	 	} );
  
  		// set params
  		this.uniforms.width.value = width;
  		this.uniforms.height.value = height;
  
  		for ( const key in params ) {
  
  			if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
  
  				this.uniforms[ key ].value = params[ key ];
  
  			}
  
  		}
  
  		this.fsQuad = new FullScreenQuad( this.material );
  
  	}
  
  	render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  
   		this.material.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  
   		if ( this.renderToScreen ) {
  
   			renderer.setRenderTarget( null );
   			this.fsQuad.render( renderer );
  
  		} else {
  
   			renderer.setRenderTarget( writeBuffer );
   			if ( this.clear ) renderer.clear();
  			this.fsQuad.render( renderer );
  
  		}
  
   	}
  
   	setSize( width, height ) {
  
   		this.uniforms.width.value = width;
   		this.uniforms.height.value = height;
  
   	}
  
  }
  
  export { HalftonePass };
  