/** * @author HypnosNova / https://www.threejs.org.cn/gallery/ */ THREE.AfterimagePass = function ( damp ) { THREE.Pass.call( this ); if ( THREE.AfterimageShader === undefined ) console.error( "THREE.AfterimagePass relies on THREE.AfterimageShader" ); this.shader = THREE.AfterimageShader; this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms ); this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96; this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat } ); this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat } ); this.shaderMaterial = new THREE.ShaderMaterial( { uniforms: this.uniforms, vertexShader: this.shader.vertexShader, fragmentShader: this.shader.fragmentShader } ); this.sceneComp = new THREE.Scene(); this.scene = new THREE.Scene(); this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 ); this.camera.position.z = 1; var geometry = new THREE.PlaneBufferGeometry( 2, 2 ); this.quadComp = new THREE.Mesh( geometry, this.shaderMaterial ); this.sceneComp.add( this.quadComp ); var material = new THREE.MeshBasicMaterial( { map: this.textureComp.texture } ); var quadScreen = new THREE.Mesh( geometry, material ); this.scene.add( quadScreen ); }; THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.AfterimagePass, render: function ( renderer, writeBuffer, readBuffer ) { this.uniforms[ "tOld" ].value = this.textureOld.texture; this.uniforms[ "tNew" ].value = readBuffer.texture; this.quadComp.material = this.shaderMaterial; renderer.render( this.sceneComp, this.camera, this.textureComp ); renderer.render( this.scene, this.camera, this.textureOld ); if ( this.renderToScreen ) { renderer.render( this.scene, this.camera ); } else { renderer.render( this.scene, this.camera, writeBuffer, this.clear ); } } } );