Initial project import
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50
node_modules/three-stdlib/postprocessing/DotScreenPass.cjs
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50
node_modules/three-stdlib/postprocessing/DotScreenPass.cjs
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"use strict";
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var __defProp = Object.defineProperty;
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var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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var __publicField = (obj, key, value) => {
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__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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return value;
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};
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const Pass = require("./Pass.cjs");
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const THREE = require("three");
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const DotScreenShader = require("../shaders/DotScreenShader.cjs");
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class DotScreenPass extends Pass.Pass {
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constructor(center, angle, scale) {
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super();
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__publicField(this, "material");
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__publicField(this, "fsQuad");
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__publicField(this, "uniforms");
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if (DotScreenShader.DotScreenShader === void 0)
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console.error("THREE.DotScreenPass relies on THREE.DotScreenShader");
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const shader = DotScreenShader.DotScreenShader;
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this.uniforms = THREE.UniformsUtils.clone(shader.uniforms);
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if (center !== void 0)
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this.uniforms["center"].value.copy(center);
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if (angle !== void 0)
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this.uniforms["angle"].value = angle;
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if (scale !== void 0)
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this.uniforms["scale"].value = scale;
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this.material = new THREE.ShaderMaterial({
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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.fsQuad = new Pass.FullScreenQuad(this.material);
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}
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render(renderer, writeBuffer, readBuffer) {
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this.uniforms["tDiffuse"].value = readBuffer.texture;
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this.uniforms["tSize"].value.set(readBuffer.width, readBuffer.height);
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if (this.renderToScreen) {
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renderer.setRenderTarget(null);
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this.fsQuad.render(renderer);
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} else {
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renderer.setRenderTarget(writeBuffer);
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if (this.clear)
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renderer.clear();
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this.fsQuad.render(renderer);
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}
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}
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}
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exports.DotScreenPass = DotScreenPass;
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//# sourceMappingURL=DotScreenPass.cjs.map
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