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- import {
- ShaderMaterial,
- UniformsUtils
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { FilmShader } from '../shaders/FilmShader.js';
- /**
- * This pass can be used to create a film grain effect.
- *
- * ```js
- * const filmPass = new FilmPass();
- * composer.addPass( filmPass );
- * ```
- *
- * @augments Pass
- * @three_import import { FilmPass } from 'three/addons/postprocessing/FilmPass.js';
- */
- class FilmPass extends Pass {
- /**
- * Constructs a new film pass.
- *
- * @param {number} [intensity=0.5] - The grain intensity in the range `[0,1]` (0 = no effect, 1 = full effect).
- * @param {boolean} [grayscale=false] - Whether to apply a grayscale effect or not.
- */
- constructor( intensity = 0.5, grayscale = false ) {
- super();
- const shader = FilmShader;
- /**
- * The pass uniforms. Use this object if you want to update the
- * `intensity` or `grayscale` values at runtime.
- * ```js
- * pass.uniforms.intensity.value = 1;
- * pass.uniforms.grayscale.value = true;
- * ```
- *
- * @type {Object}
- */
- this.uniforms = UniformsUtils.clone( shader.uniforms );
- /**
- * The pass material.
- *
- * @type {ShaderMaterial}
- */
- this.material = new ShaderMaterial( {
- name: shader.name,
- uniforms: this.uniforms,
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- } );
- this.uniforms.intensity.value = intensity;
- this.uniforms.grayscale.value = grayscale;
- // internals
- this._fsQuad = new FullScreenQuad( this.material );
- }
- /**
- * Performs the film 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[ '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 );
- }
- }
- /**
- * 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 { FilmPass };
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