Team:Central Calgary/postprocessing/ShaderPass.js

THREE.ShaderPass = function ( shader, textureID ) {

this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";

this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );

this.material = new THREE.ShaderMaterial( {

       	defines: shader.defines || {},

uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader

} );

this.renderToScreen = false;

this.enabled = true; this.needsSwap = true; this.clear = false;


this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 ); this.scene = new THREE.Scene();

this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null ); this.scene.add( this.quad );

};

THREE.ShaderPass.prototype = {

render: function ( renderer, writeBuffer, readBuffer, delta ) {

if ( this.uniforms[ this.textureID ] ) {

this.uniforms[ this.textureID ].value = readBuffer;

}

this.quad.material = this.material;

if ( this.renderToScreen ) {

renderer.render( this.scene, this.camera );

} else {

renderer.render( this.scene, this.camera, writeBuffer, this.clear );

}

}

};