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