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import {
ShaderMaterial,
UniformsUtils
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { FilmShader } from '../shaders/FilmShader.js';
class FilmPass extends Pass {
constructor( intensity = 0.5, grayscale = false ) {
super();
const shader = FilmShader;
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new ShaderMaterial( {
name: shader.name,
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.uniforms.intensity.value = intensity; // (0 = no effect, 1 = full effect)
this.uniforms.grayscale.value = grayscale;
this.fsQuad = new FullScreenQuad( this.material );
}
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 );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { FilmPass };