/** * @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; } } );