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