/** * @author alteredq / http://alteredqualia.com/ */ THREE.ShaderPass = function ( shader, textureID ) { this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse"; this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); this.material = new THREE.ShaderMaterial( { uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); this.renderToScreen = false; this.enabled = true; this.needsSwap = true; this.clear = false; }; THREE.ShaderPass.prototype = { render: function ( renderer, writeBuffer, readBuffer, delta ) { if ( this.uniforms[ this.textureID ] ) { this.uniforms[ this.textureID ].value = readBuffer; } 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, this.clear ); } } };