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AfterimagePass.js
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AfterimagePass.js
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import {
HalfFloatType,
NearestFilter,
NoBlending,
ShaderMaterial,
UniformsUtils,
WebGLRenderTarget
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { AfterimageShader } from '../shaders/AfterimageShader.js';
class AfterimagePass extends Pass {
constructor( damp = 0.96 ) {
super();
this.shader = AfterimageShader;
this.uniforms = UniformsUtils.clone( this.shader.uniforms );
this.uniforms[ 'damp' ].value = damp;
this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
magFilter: NearestFilter,
type: HalfFloatType
} );
this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
magFilter: NearestFilter,
type: HalfFloatType
} );
this.compFsMaterial = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: this.shader.vertexShader,
fragmentShader: this.shader.fragmentShader
} );
this.compFsQuad = new FullScreenQuad( this.compFsMaterial );
const copyShader = CopyShader;
this.copyFsMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( copyShader.uniforms ),
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: NoBlending,
depthTest: false,
depthWrite: false
} );
this.copyFsQuad = new FullScreenQuad( this.copyFsMaterial );
}
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
this.uniforms[ 'tOld' ].value = this.textureOld.texture;
this.uniforms[ 'tNew' ].value = readBuffer.texture;
renderer.setRenderTarget( this.textureComp );
this.compFsQuad.render( renderer );
this.copyFsQuad.material.uniforms.tDiffuse.value = this.textureComp.texture;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.copyFsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this.copyFsQuad.render( renderer );
}
// Swap buffers.
const temp = this.textureOld;
this.textureOld = this.textureComp;
this.textureComp = temp;
// Now textureOld contains the latest image, ready for the next frame.
}
setSize( width, height ) {
this.textureComp.setSize( width, height );
this.textureOld.setSize( width, height );
}
dispose() {
this.textureComp.dispose();
this.textureOld.dispose();
this.compFsMaterial.dispose();
this.copyFsMaterial.dispose();
this.compFsQuad.dispose();
this.copyFsQuad.dispose();
}
}
export { AfterimagePass };