AfterimagePass constructor
AfterimagePass(
- double? damp,
- 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);
}