v1.0.1 commit.
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.ShaderPass = function ( shader, textureID ) {
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this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.material = new THREE.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.renderToScreen = false;
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this.enabled = true;
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this.needsSwap = true;
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this.clear = false;
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};
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THREE.ShaderPass.prototype = {
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render: function ( renderer, writeBuffer, readBuffer, delta ) {
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if ( this.uniforms[ this.textureID ] ) {
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this.uniforms[ this.textureID ].texture = readBuffer;
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}
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THREE.EffectComposer.quad.material = this.material;
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if ( this.renderToScreen ) {
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renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
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} else {
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renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, writeBuffer, this.clear );
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}
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}
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};
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