AfterimagePass constructor
AfterimagePass(
- dynamic damp,
- dynamic bufferSizeMap
Implementation
AfterimagePass(damp, bufferSizeMap) : super() {
this.shader = AfterimageShader;
this.uniforms = UniformsUtils.clone(this.shader["uniforms"]);
this.uniforms['damp']["value"] = damp != null ? damp : 0.96;
this.textureComp = new WebGLRenderTarget(
bufferSizeMap["width"],
bufferSizeMap["height"],
WebGLRenderTargetOptions({
"minFilter": LinearFilter,
"magFilter": NearestFilter,
"format": RGBAFormat
}));
this.textureOld = new WebGLRenderTarget(
bufferSizeMap["width"],
bufferSizeMap["height"],
WebGLRenderTargetOptions({
"minFilter": LinearFilter,
"magFilter": NearestFilter,
"format": RGBAFormat
}));
this.shaderMaterial = new ShaderMaterial({
"uniforms": this.uniforms,
"vertexShader": this.shader["vertexShader"],
"fragmentShader": this.shader["fragmentShader"]
});
this.compFsQuad = new FullScreenQuad(this.shaderMaterial);
var material = new MeshBasicMaterial();
this.copyFsQuad = new FullScreenQuad(material);
}