mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-26 04:43:49 +01:00
60 lines
1.1 KiB
JavaScript
60 lines
1.1 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.ShaderPass = function ( shader, textureID ) {
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this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.material = new THREE.ShaderMaterial( {
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defines: shader.defines || {},
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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.renderToScreen = false;
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this.enabled = true;
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this.needsSwap = true;
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this.clear = false;
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this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
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this.scene = new THREE.Scene();
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this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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this.scene.add( this.quad );
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};
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THREE.ShaderPass.prototype = {
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render: function ( renderer, writeBuffer, readBuffer, delta ) {
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if ( this.uniforms[ this.textureID ] ) {
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this.uniforms[ this.textureID ].value = readBuffer;
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}
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this.quad.material = this.material;
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if ( this.renderToScreen ) {
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renderer.render( this.scene, this.camera );
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} else {
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renderer.render( this.scene, this.camera, writeBuffer, this.clear );
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}
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}
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};
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