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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.TexturePass = function ( map, opacity ) {
THREE.Pass.call( this );
if ( THREE.CopyShader === undefined )
console.error( "THREE.TexturePass relies on THREE.CopyShader" );
var shader = THREE.CopyShader;
this.map = map;
this.opacity = ( opacity !== undefined ) ? opacity : 1.0;
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
depthTest: false,
depthWrite: false
} );
this.needsSwap = false;
this.fsQuad = new THREE.Pass.FullScreenQuad( null );
};
THREE.TexturePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.TexturePass,
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
var 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;
}
} );