AfterimagePass constructor

AfterimagePass(
  1. double? damp,
  2. dynamic bufferSizeMap
)

Implementation

AfterimagePass(double? damp, bufferSizeMap) : super() {
  shader = afterimageShader;

  uniforms = UniformsUtils.clone(shader["uniforms"]);

  uniforms['damp']["value"] = damp != null ? 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.fromMap({
    "uniforms": uniforms,
    "vertexShader": shader["vertexShader"],
    "fragmentShader": shader["fragmentShader"]
  });

  compFsQuad = FullScreenQuad(shaderMaterial);

  final material = MeshBasicMaterial();
  copyFsQuad = FullScreenQuad(material);
}