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57
HTML/ThreeJS/node_modules/three/examples/js/postprocessing/CubeTexturePass.js
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57
HTML/ThreeJS/node_modules/three/examples/js/postprocessing/CubeTexturePass.js
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( function () {
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class CubeTexturePass extends THREE.Pass {
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constructor( camera, envMap, opacity = 1 ) {
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super();
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this.camera = camera;
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this.needsSwap = false;
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this.cubeShader = THREE.ShaderLib[ 'cube' ];
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this.cubeMesh = new THREE.Mesh( new THREE.BoxGeometry( 10, 10, 10 ), new THREE.ShaderMaterial( {
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uniforms: THREE.UniformsUtils.clone( this.cubeShader.uniforms ),
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vertexShader: this.cubeShader.vertexShader,
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fragmentShader: this.cubeShader.fragmentShader,
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depthTest: false,
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depthWrite: false,
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side: THREE.BackSide
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} ) );
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Object.defineProperty( this.cubeMesh.material, 'envMap', {
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get: function () {
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return this.uniforms.envMap.value;
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}
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} );
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this.envMap = envMap;
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this.opacity = opacity;
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this.cubeScene = new THREE.Scene();
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this.cubeCamera = new THREE.PerspectiveCamera();
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this.cubeScene.add( this.cubeMesh );
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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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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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this.cubeCamera.projectionMatrix.copy( this.camera.projectionMatrix );
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this.cubeCamera.quaternion.setFromRotationMatrix( this.camera.matrixWorld );
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this.cubeMesh.material.uniforms.envMap.value = this.envMap;
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this.cubeMesh.material.uniforms.flipEnvMap.value = this.envMap.isCubeTexture && this.envMap.isRenderTargetTexture === false ? - 1 : 1;
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this.cubeMesh.material.uniforms.opacity.value = this.opacity;
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this.cubeMesh.material.transparent = this.opacity < 1.0;
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renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
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if ( this.clear ) renderer.clear();
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renderer.render( this.cubeScene, this.cubeCamera );
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renderer.autoClear = oldAutoClear;
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}
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}
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THREE.CubeTexturePass = CubeTexturePass;
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} )();
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