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Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
37 lines
798 B
JavaScript
37 lines
798 B
JavaScript
/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.TexturePass = function( texture, opacity ) {
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var shader = THREE.ShaderExtras[ "screen" ];
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.uniforms[ "opacity" ].value = ( opacity !== undefined ) ? opacity : 1.0;
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this.uniforms[ "tDiffuse" ].texture = texture;
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this.material = new THREE.MeshShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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} );
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this.needsSwap = false;
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};
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THREE.TexturePass.prototype = {
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render: function ( renderer, writeBuffer, readBuffer, delta ) {
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THREE.EffectComposer.quad.materials[ 0 ] = this.material;
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renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer );
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}
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};
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