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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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63 lines
1.4 KiB
63 lines
1.4 KiB
( function () { |
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class ShaderPass extends THREE.Pass { |
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constructor( shader, textureID ) { |
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super(); |
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this.textureID = textureID !== undefined ? textureID : 'tDiffuse'; |
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if ( shader instanceof THREE.ShaderMaterial ) { |
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this.uniforms = shader.uniforms; |
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this.material = shader; |
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} else if ( shader ) { |
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); |
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this.material = new THREE.ShaderMaterial( { |
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defines: Object.assign( {}, shader.defines ), |
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uniforms: this.uniforms, |
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vertexShader: shader.vertexShader, |
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fragmentShader: shader.fragmentShader |
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} ); |
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} |
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this.fsQuad = new THREE.FullScreenQuad( this.material ); |
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} |
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render( renderer, writeBuffer, readBuffer |
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/*, deltaTime, maskActive */ |
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) { |
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if ( this.uniforms[ this.textureID ] ) { |
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this.uniforms[ this.textureID ].value = readBuffer.texture; |
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} |
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this.fsQuad.material = this.material; |
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if ( this.renderToScreen ) { |
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renderer.setRenderTarget( null ); |
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this.fsQuad.render( renderer ); |
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} else { |
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renderer.setRenderTarget( writeBuffer ); // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600 |
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if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); |
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this.fsQuad.render( renderer ); |
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} |
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} |
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} |
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THREE.ShaderPass = ShaderPass; |
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} )();
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