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 );
}
}
};