ShaderPasses constructor
ShaderPasses(
- dynamic shader,
- dynamic textureID
Implementation
ShaderPasses(shader, textureID) : super() {
this.textureID = (textureID != null) ? textureID : 'tDiffuse';
uniforms = UniformsUtils.clone(shader["uniforms"]);
passes = shader["passes"];
clearColor = Color(0, 0, 0);
oldClearColor = Color.fromHex(0xffffff);
Map<String, dynamic> defines = {};
defines.addAll(shader["defines"] ?? {});
material = ShaderMaterial({
"defines": defines,
"uniforms": uniforms,
"vertexShader": shader["vertexShader"],
"fragmentShader": shader["fragmentShader"]
});
fsQuad = FullScreenQuad(material);
renderTargetsPass = {};
}