ShaderPass constructor
ShaderPass(
- dynamic shader,
- dynamic textureID
Implementation
ShaderPass(shader, textureID) : super() {
this.textureID = (textureID != null) ? textureID : 'tDiffuse';
if (shader.runtimeType.toString() == "ShaderMaterial") {
this.uniforms = shader.uniforms;
this.material = shader;
} else if (shader != null) {
this.uniforms = UniformsUtils.clone(shader["uniforms"]);
Map<String, dynamic> _defines = {};
_defines.addAll(shader["defines"] ?? {});
this.material = new ShaderMaterial({
"defines": _defines,
"uniforms": this.uniforms,
"vertexShader": shader["vertexShader"],
"fragmentShader": shader["fragmentShader"]
});
}
this.fsQuad = new FullScreenQuad(this.material);
}