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DotScreenPass.js
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/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.DotScreenPass = function ( center, angle, scale ) {
if ( THREE.DotScreenShader === undefined )
console.error( "THREE.DotScreenPass relies on THREE.DotScreenShader" );
var shader = THREE.DotScreenShader;
this.uniforms = THREE.UniformsUtils.clone( shader.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;
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.enabled = true;
this.renderToScreen = false;
this.needsSwap = true;
};
THREE.DotScreenPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
this.uniforms[ "tDiffuse" ].value = readBuffer;
this.uniforms[ "tSize" ].value.set( readBuffer.width, readBuffer.height );
THREE.EffectComposer.quad.material = this.material;
if ( this.renderToScreen ) {
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
} else {
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, writeBuffer, false );
}
}
};