SSAARenderPass constructor
SSAARenderPass(
- Scene scene,
- Camera camera, [
- Color? clearColor,
- double clearAlpha = 0,
Implementation
SSAARenderPass(Scene scene, Camera camera, [Color? clearColor, this.clearAlpha = 0]) : super() {
this.scene = scene;
this.camera = camera;
sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
unbiased = true;
// as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
this.clearColor = clearColor ?? Color.fromHex32(0x000000);
_oldClearColor = Color(0, 0, 0);
final postCopyShader = copyShader;
copyUniforms = UniformsUtils.clone(postCopyShader["uniforms"]);
copyMaterial = ShaderMaterial.fromMap({
"uniforms": copyUniforms,
"vertexShader": postCopyShader["vertexShader"],
"fragmentShader": postCopyShader["fragmentShader"],
"premultipliedAlpha": true,
"transparent": true,
"blending": AdditiveBlending,
"depthTest": false,
"depthWrite": false
});
fsQuad = FullScreenQuad(copyMaterial);
}