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3 changes: 2 additions & 1 deletion index.js
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@ module.exports = function(THREE) {
var CopyShader = EffectComposer.CopyShader = require('three-copyshader')
, RenderPass = EffectComposer.RenderPass = require('./lib/renderpass')(THREE)
, ShaderPass = EffectComposer.ShaderPass = require('./lib/shaderpass')(THREE, EffectComposer)
, TexturePass = EffectComposer.TexturePass = require('./lib/texturepass')(THREE, EffectComposer)
, MaskPass = EffectComposer.MaskPass = require('./lib/maskpass')(THREE)
, ClearMaskPass = EffectComposer.ClearMaskPass = require('./lib/clearmaskpass')(THREE)

Expand Down Expand Up @@ -143,4 +144,4 @@ module.exports = function(THREE) {
EffectComposer.scene.add( EffectComposer.quad );

return EffectComposer
};
};
66 changes: 66 additions & 0 deletions lib/texturepass.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
/**
* @author alteredq / http://alteredqualia.com/
*/




module.exports = function(THREE, EffectComposer) {

function TexturePass( map, opacity ) {
if (!(this instanceof TexturePass)) return new TexturePass(texture);

var shader = EffectComposer.CopyShader;

this.map = map;
this.opacity = ( opacity !== undefined ) ? opacity : 1.0;


this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );

this.material = new THREE.ShaderMaterial( {

uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
depthTest: false,
depthWrite: false
} );

this.needsSwap = 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 );

this.enabled = true;

};

TexturePass.prototype = {

render: function ( renderer, writeBuffer, readBuffer, delta ) {

var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;

this.quad.material = this.material;


this.uniforms[ "opacity" ].value = this.opacity;
this.uniforms[ "tDiffuse" ].value = this.map;
this.material.transparent = ( this.opacity < 1.0 );

renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );

renderer.autoClear = oldAutoClear

}

};

return TexturePass;

};