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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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58 lines
1.3 KiB
58 lines
1.3 KiB
import { |
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ShaderMaterial, |
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UniformsUtils |
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} from 'three'; |
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import { Pass, FullScreenQuad } from './Pass.js'; |
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import { DotScreenShader } from '../shaders/DotScreenShader.js'; |
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class DotScreenPass extends Pass { |
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constructor( center, angle, scale ) { |
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super(); |
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if ( DotScreenShader === undefined ) console.error( 'THREE.DotScreenPass relies on DotScreenShader' ); |
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var shader = DotScreenShader; |
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this.uniforms = UniformsUtils.clone( shader.uniforms ); |
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if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center ); |
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if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle; |
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if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale; |
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this.material = new ShaderMaterial( { |
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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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this.fsQuad = new FullScreenQuad( this.material ); |
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} |
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { |
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this.uniforms[ 'tDiffuse' ].value = readBuffer.texture; |
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this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height ); |
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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 ); |
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if ( this.clear ) renderer.clear(); |
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this.fsQuad.render( renderer ); |
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} |
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} |
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} |
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export { DotScreenPass };
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