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- import {
- ShaderMaterial,
- UniformsUtils
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { DotScreenShader } from '../shaders/DotScreenShader.js';
- /**
- * Pass for creating a dot-screen effect.
- *
- * ```js
- * const pass = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
- * composer.addPass( pass );
- * ```
- *
- * @augments Pass
- * @three_import import { DotScreenPass } from 'three/addons/postprocessing/DotScreenPass.js';
- */
- class DotScreenPass extends Pass {
- /**
- * Constructs a new dot screen pass.
- *
- * @param {Vector2} center - The center point.
- * @param {number} angle - The rotation of the effect in radians.
- * @param {number} scale - The scale of the effect. A higher value means smaller dots.
- */
- constructor( center, angle, scale ) {
- super();
- /**
- * The pass uniforms. Use this object if you want to update the
- * `center`, `angle` or `scale` values at runtime.
- * ```js
- * pass.uniforms.center.value.copy( center );
- * pass.uniforms.angle.value = 0;
- * pass.uniforms.scale.value = 0.5;
- * ```
- *
- * @type {Object}
- */
- this.uniforms = UniformsUtils.clone( DotScreenShader.uniforms );
- if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
- if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
- if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;
- /**
- * The pass material.
- *
- * @type {ShaderMaterial}
- */
- this.material = new ShaderMaterial( {
- name: DotScreenShader.name,
- uniforms: this.uniforms,
- vertexShader: DotScreenShader.vertexShader,
- fragmentShader: DotScreenShader.fragmentShader
- } );
- // internals
- this._fsQuad = new FullScreenQuad( this.material );
- }
- /**
- * Performs the dot screen pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
- this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
- this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );
- if ( this.renderToScreen ) {
- renderer.setRenderTarget( null );
- this._fsQuad.render( renderer );
- } else {
- renderer.setRenderTarget( writeBuffer );
- if ( this.clear ) renderer.clear();
- this._fsQuad.render( renderer );
- }
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- this.material.dispose();
- this._fsQuad.dispose();
- }
- }
- export { DotScreenPass };
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