@omerrgocmen/crewctl 1.0.2 → 1.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (84) hide show
  1. package/orchestrator/README.md +462 -462
  2. package/orchestrator/config.default.json +71 -71
  3. package/orchestrator/roles/operator.md +77 -77
  4. package/orchestrator/roles/reviewer.md +63 -63
  5. package/orchestrator/skills/acceptance-criteria.md +18 -18
  6. package/orchestrator/skills/accessibility-audit.md +16 -16
  7. package/orchestrator/skills/accessible-forms.md +16 -16
  8. package/orchestrator/skills/api-design.md +27 -27
  9. package/orchestrator/skills/api-documentation.md +16 -16
  10. package/orchestrator/skills/architecture-decision-record.md +18 -18
  11. package/orchestrator/skills/authentication-design.md +16 -16
  12. package/orchestrator/skills/authorization-review.md +16 -16
  13. package/orchestrator/skills/backward-compatibility.md +17 -17
  14. package/orchestrator/skills/changelog-writing.md +16 -16
  15. package/orchestrator/skills/ci-pipeline-design.md +16 -16
  16. package/orchestrator/skills/cli-design.md +16 -16
  17. package/orchestrator/skills/code-review.md +27 -27
  18. package/orchestrator/skills/configuration-management.md +16 -16
  19. package/orchestrator/skills/container-review.md +16 -16
  20. package/orchestrator/skills/contract-testing.md +16 -16
  21. package/orchestrator/skills/dashboard-design.md +16 -16
  22. package/orchestrator/skills/database-migration.md +16 -16
  23. package/orchestrator/skills/database-schema-design.md +16 -16
  24. package/orchestrator/skills/debugging.md +26 -26
  25. package/orchestrator/skills/dependency-review.md +16 -16
  26. package/orchestrator/skills/design-review.md +29 -29
  27. package/orchestrator/skills/design-system.md +16 -16
  28. package/orchestrator/skills/docs-api-reference.md +16 -16
  29. package/orchestrator/skills/docs-troubleshooting.md +16 -16
  30. package/orchestrator/skills/docs-tutorial.md +16 -16
  31. package/orchestrator/skills/docs-writing.md +25 -25
  32. package/orchestrator/skills/empty-error-loading-states.md +16 -16
  33. package/orchestrator/skills/end-to-end-testing.md +16 -16
  34. package/orchestrator/skills/error-handling.md +16 -16
  35. package/orchestrator/skills/frontend-design.md +28 -28
  36. package/orchestrator/skills/git-commit-writing.md +16 -16
  37. package/orchestrator/skills/graphql-design.md +16 -16
  38. package/orchestrator/skills/incident-runbook.md +18 -18
  39. package/orchestrator/skills/input-validation.md +16 -16
  40. package/orchestrator/skills/integration-testing.md +16 -16
  41. package/orchestrator/skills/interaction-design.md +16 -16
  42. package/orchestrator/skills/landing-page-design.md +16 -16
  43. package/orchestrator/skills/observability-design.md +16 -16
  44. package/orchestrator/skills/openapi-contract.md +16 -16
  45. package/orchestrator/skills/performance-profiling.md +16 -16
  46. package/orchestrator/skills/privacy-review.md +16 -16
  47. package/orchestrator/skills/property-based-testing.md +16 -16
  48. package/orchestrator/skills/pull-request-writing.md +16 -16
  49. package/orchestrator/skills/refactoring.md +16 -16
  50. package/orchestrator/skills/release-readiness.md +16 -16
  51. package/orchestrator/skills/responsive-design.md +16 -16
  52. package/orchestrator/skills/secrets-management.md +16 -16
  53. package/orchestrator/skills/secure-file-upload.md +16 -16
  54. package/orchestrator/skills/security-review.md +26 -26
  55. package/orchestrator/skills/semantic-versioning.md +17 -17
  56. package/orchestrator/skills/seo-on-page.md +16 -16
  57. package/orchestrator/skills/seo-structured-data.md +16 -16
  58. package/orchestrator/skills/seo-technical-audit.md +16 -16
  59. package/orchestrator/skills/sql-query-review.md +16 -16
  60. package/orchestrator/skills/supply-chain-security.md +16 -16
  61. package/orchestrator/skills/test-strategy.md +16 -16
  62. package/orchestrator/skills/threat-modeling.md +16 -16
  63. package/orchestrator/skills/unit-testing.md +16 -16
  64. package/orchestrator/skills/write-tests.md +28 -28
  65. package/orchestrator/src/cli-registry.js +616 -616
  66. package/orchestrator/src/cli.js +131 -131
  67. package/orchestrator/src/doctor.js +64 -64
  68. package/orchestrator/src/engine.js +162 -31
  69. package/orchestrator/src/server.js +766 -766
  70. package/orchestrator/src/skill-registry.js +272 -272
  71. package/orchestrator/src/store.js +399 -399
  72. package/orchestrator/web/OrbitControls.js +1417 -1417
  73. package/orchestrator/web/flow.html +740 -740
  74. package/orchestrator/web/index.html +587 -557
  75. package/orchestrator/web/jsm/postprocessing/EffectComposer.js +231 -231
  76. package/orchestrator/web/jsm/postprocessing/MaskPass.js +104 -104
  77. package/orchestrator/web/jsm/postprocessing/Pass.js +95 -95
  78. package/orchestrator/web/jsm/postprocessing/RenderPass.js +99 -99
  79. package/orchestrator/web/jsm/postprocessing/ShaderPass.js +77 -77
  80. package/orchestrator/web/jsm/postprocessing/UnrealBloomPass.js +415 -415
  81. package/orchestrator/web/jsm/shaders/CopyShader.js +45 -45
  82. package/orchestrator/web/jsm/shaders/LuminosityHighPassShader.js +66 -66
  83. package/orchestrator/web/three.module.min.js +6 -6
  84. package/package.json +1 -1
@@ -1,95 +1,95 @@
1
- import {
2
- BufferGeometry,
3
- Float32BufferAttribute,
4
- OrthographicCamera,
5
- Mesh
6
- } from 'three';
7
-
8
- class Pass {
9
-
10
- constructor() {
11
-
12
- this.isPass = true;
13
-
14
- // if set to true, the pass is processed by the composer
15
- this.enabled = true;
16
-
17
- // if set to true, the pass indicates to swap read and write buffer after rendering
18
- this.needsSwap = true;
19
-
20
- // if set to true, the pass clears its buffer before rendering
21
- this.clear = false;
22
-
23
- // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
24
- this.renderToScreen = false;
25
-
26
- }
27
-
28
- setSize( /* width, height */ ) {}
29
-
30
- render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
31
-
32
- console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
33
-
34
- }
35
-
36
- dispose() {}
37
-
38
- }
39
-
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- // Helper for passes that need to fill the viewport with a single quad.
41
-
42
- const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
43
-
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- // https://github.com/mrdoob/three.js/pull/21358
45
-
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- class FullscreenTriangleGeometry extends BufferGeometry {
47
-
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- constructor() {
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-
50
- super();
51
-
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- this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
53
- this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
54
-
55
- }
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-
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- }
58
-
59
- const _geometry = new FullscreenTriangleGeometry();
60
-
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- class FullScreenQuad {
62
-
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- constructor( material ) {
64
-
65
- this._mesh = new Mesh( _geometry, material );
66
-
67
- }
68
-
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- dispose() {
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-
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- this._mesh.geometry.dispose();
72
-
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- }
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-
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- render( renderer ) {
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-
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- renderer.render( this._mesh, _camera );
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-
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- }
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-
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- get material() {
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-
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- return this._mesh.material;
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-
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- }
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-
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- set material( value ) {
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-
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- this._mesh.material = value;
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-
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- }
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-
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- }
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-
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- export { Pass, FullScreenQuad };
1
+ import {
2
+ BufferGeometry,
3
+ Float32BufferAttribute,
4
+ OrthographicCamera,
5
+ Mesh
6
+ } from 'three';
7
+
8
+ class Pass {
9
+
10
+ constructor() {
11
+
12
+ this.isPass = true;
13
+
14
+ // if set to true, the pass is processed by the composer
15
+ this.enabled = true;
16
+
17
+ // if set to true, the pass indicates to swap read and write buffer after rendering
18
+ this.needsSwap = true;
19
+
20
+ // if set to true, the pass clears its buffer before rendering
21
+ this.clear = false;
22
+
23
+ // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
24
+ this.renderToScreen = false;
25
+
26
+ }
27
+
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+ setSize( /* width, height */ ) {}
29
+
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+ render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
31
+
32
+ console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
33
+
34
+ }
35
+
36
+ dispose() {}
37
+
38
+ }
39
+
40
+ // Helper for passes that need to fill the viewport with a single quad.
41
+
42
+ const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
43
+
44
+ // https://github.com/mrdoob/three.js/pull/21358
45
+
46
+ class FullscreenTriangleGeometry extends BufferGeometry {
47
+
48
+ constructor() {
49
+
50
+ super();
51
+
52
+ this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
53
+ this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
54
+
55
+ }
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+
57
+ }
58
+
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+ const _geometry = new FullscreenTriangleGeometry();
60
+
61
+ class FullScreenQuad {
62
+
63
+ constructor( material ) {
64
+
65
+ this._mesh = new Mesh( _geometry, material );
66
+
67
+ }
68
+
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+ dispose() {
70
+
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+ this._mesh.geometry.dispose();
72
+
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+ }
74
+
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+ render( renderer ) {
76
+
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+ renderer.render( this._mesh, _camera );
78
+
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+ }
80
+
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+ get material() {
82
+
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+ return this._mesh.material;
84
+
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+ }
86
+
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+ set material( value ) {
88
+
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+ this._mesh.material = value;
90
+
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+ }
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+
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+ }
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+
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+ export { Pass, FullScreenQuad };
@@ -1,99 +1,99 @@
1
- import {
2
- Color
3
- } from 'three';
4
- import { Pass } from './Pass.js';
5
-
6
- class RenderPass extends Pass {
7
-
8
- constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
9
-
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- super();
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-
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- this.scene = scene;
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- this.camera = camera;
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-
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- this.overrideMaterial = overrideMaterial;
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-
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- this.clearColor = clearColor;
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- this.clearAlpha = clearAlpha;
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-
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- this.clear = true;
21
- this.clearDepth = false;
22
- this.needsSwap = false;
23
- this._oldClearColor = new Color();
24
-
25
- }
26
-
27
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
28
-
29
- const oldAutoClear = renderer.autoClear;
30
- renderer.autoClear = false;
31
-
32
- let oldClearAlpha, oldOverrideMaterial;
33
-
34
- if ( this.overrideMaterial !== null ) {
35
-
36
- oldOverrideMaterial = this.scene.overrideMaterial;
37
-
38
- this.scene.overrideMaterial = this.overrideMaterial;
39
-
40
- }
41
-
42
- if ( this.clearColor !== null ) {
43
-
44
- renderer.getClearColor( this._oldClearColor );
45
- renderer.setClearColor( this.clearColor );
46
-
47
- }
48
-
49
- if ( this.clearAlpha !== null ) {
50
-
51
- oldClearAlpha = renderer.getClearAlpha();
52
- renderer.setClearAlpha( this.clearAlpha );
53
-
54
- }
55
-
56
- if ( this.clearDepth == true ) {
57
-
58
- renderer.clearDepth();
59
-
60
- }
61
-
62
- renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
63
-
64
- if ( this.clear === true ) {
65
-
66
- // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
67
- renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
68
-
69
- }
70
-
71
- renderer.render( this.scene, this.camera );
72
-
73
- // restore
74
-
75
- if ( this.clearColor !== null ) {
76
-
77
- renderer.setClearColor( this._oldClearColor );
78
-
79
- }
80
-
81
- if ( this.clearAlpha !== null ) {
82
-
83
- renderer.setClearAlpha( oldClearAlpha );
84
-
85
- }
86
-
87
- if ( this.overrideMaterial !== null ) {
88
-
89
- this.scene.overrideMaterial = oldOverrideMaterial;
90
-
91
- }
92
-
93
- renderer.autoClear = oldAutoClear;
94
-
95
- }
96
-
97
- }
98
-
99
- export { RenderPass };
1
+ import {
2
+ Color
3
+ } from 'three';
4
+ import { Pass } from './Pass.js';
5
+
6
+ class RenderPass extends Pass {
7
+
8
+ constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
9
+
10
+ super();
11
+
12
+ this.scene = scene;
13
+ this.camera = camera;
14
+
15
+ this.overrideMaterial = overrideMaterial;
16
+
17
+ this.clearColor = clearColor;
18
+ this.clearAlpha = clearAlpha;
19
+
20
+ this.clear = true;
21
+ this.clearDepth = false;
22
+ this.needsSwap = false;
23
+ this._oldClearColor = new Color();
24
+
25
+ }
26
+
27
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
28
+
29
+ const oldAutoClear = renderer.autoClear;
30
+ renderer.autoClear = false;
31
+
32
+ let oldClearAlpha, oldOverrideMaterial;
33
+
34
+ if ( this.overrideMaterial !== null ) {
35
+
36
+ oldOverrideMaterial = this.scene.overrideMaterial;
37
+
38
+ this.scene.overrideMaterial = this.overrideMaterial;
39
+
40
+ }
41
+
42
+ if ( this.clearColor !== null ) {
43
+
44
+ renderer.getClearColor( this._oldClearColor );
45
+ renderer.setClearColor( this.clearColor );
46
+
47
+ }
48
+
49
+ if ( this.clearAlpha !== null ) {
50
+
51
+ oldClearAlpha = renderer.getClearAlpha();
52
+ renderer.setClearAlpha( this.clearAlpha );
53
+
54
+ }
55
+
56
+ if ( this.clearDepth == true ) {
57
+
58
+ renderer.clearDepth();
59
+
60
+ }
61
+
62
+ renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
63
+
64
+ if ( this.clear === true ) {
65
+
66
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
67
+ renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
68
+
69
+ }
70
+
71
+ renderer.render( this.scene, this.camera );
72
+
73
+ // restore
74
+
75
+ if ( this.clearColor !== null ) {
76
+
77
+ renderer.setClearColor( this._oldClearColor );
78
+
79
+ }
80
+
81
+ if ( this.clearAlpha !== null ) {
82
+
83
+ renderer.setClearAlpha( oldClearAlpha );
84
+
85
+ }
86
+
87
+ if ( this.overrideMaterial !== null ) {
88
+
89
+ this.scene.overrideMaterial = oldOverrideMaterial;
90
+
91
+ }
92
+
93
+ renderer.autoClear = oldAutoClear;
94
+
95
+ }
96
+
97
+ }
98
+
99
+ export { RenderPass };
@@ -1,77 +1,77 @@
1
- import {
2
- ShaderMaterial,
3
- UniformsUtils
4
- } from 'three';
5
- import { Pass, FullScreenQuad } from './Pass.js';
6
-
7
- class ShaderPass extends Pass {
8
-
9
- constructor( shader, textureID ) {
10
-
11
- super();
12
-
13
- this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
14
-
15
- if ( shader instanceof ShaderMaterial ) {
16
-
17
- this.uniforms = shader.uniforms;
18
-
19
- this.material = shader;
20
-
21
- } else if ( shader ) {
22
-
23
- this.uniforms = UniformsUtils.clone( shader.uniforms );
24
-
25
- this.material = new ShaderMaterial( {
26
-
27
- name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
28
- defines: Object.assign( {}, shader.defines ),
29
- uniforms: this.uniforms,
30
- vertexShader: shader.vertexShader,
31
- fragmentShader: shader.fragmentShader
32
-
33
- } );
34
-
35
- }
36
-
37
- this.fsQuad = new FullScreenQuad( this.material );
38
-
39
- }
40
-
41
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
42
-
43
- if ( this.uniforms[ this.textureID ] ) {
44
-
45
- this.uniforms[ this.textureID ].value = readBuffer.texture;
46
-
47
- }
48
-
49
- this.fsQuad.material = this.material;
50
-
51
- if ( this.renderToScreen ) {
52
-
53
- renderer.setRenderTarget( null );
54
- this.fsQuad.render( renderer );
55
-
56
- } else {
57
-
58
- renderer.setRenderTarget( writeBuffer );
59
- // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
60
- if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
61
- this.fsQuad.render( renderer );
62
-
63
- }
64
-
65
- }
66
-
67
- dispose() {
68
-
69
- this.material.dispose();
70
-
71
- this.fsQuad.dispose();
72
-
73
- }
74
-
75
- }
76
-
77
- export { ShaderPass };
1
+ import {
2
+ ShaderMaterial,
3
+ UniformsUtils
4
+ } from 'three';
5
+ import { Pass, FullScreenQuad } from './Pass.js';
6
+
7
+ class ShaderPass extends Pass {
8
+
9
+ constructor( shader, textureID ) {
10
+
11
+ super();
12
+
13
+ this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
14
+
15
+ if ( shader instanceof ShaderMaterial ) {
16
+
17
+ this.uniforms = shader.uniforms;
18
+
19
+ this.material = shader;
20
+
21
+ } else if ( shader ) {
22
+
23
+ this.uniforms = UniformsUtils.clone( shader.uniforms );
24
+
25
+ this.material = new ShaderMaterial( {
26
+
27
+ name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
28
+ defines: Object.assign( {}, shader.defines ),
29
+ uniforms: this.uniforms,
30
+ vertexShader: shader.vertexShader,
31
+ fragmentShader: shader.fragmentShader
32
+
33
+ } );
34
+
35
+ }
36
+
37
+ this.fsQuad = new FullScreenQuad( this.material );
38
+
39
+ }
40
+
41
+ render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
42
+
43
+ if ( this.uniforms[ this.textureID ] ) {
44
+
45
+ this.uniforms[ this.textureID ].value = readBuffer.texture;
46
+
47
+ }
48
+
49
+ this.fsQuad.material = this.material;
50
+
51
+ if ( this.renderToScreen ) {
52
+
53
+ renderer.setRenderTarget( null );
54
+ this.fsQuad.render( renderer );
55
+
56
+ } else {
57
+
58
+ renderer.setRenderTarget( writeBuffer );
59
+ // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
60
+ if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
61
+ this.fsQuad.render( renderer );
62
+
63
+ }
64
+
65
+ }
66
+
67
+ dispose() {
68
+
69
+ this.material.dispose();
70
+
71
+ this.fsQuad.dispose();
72
+
73
+ }
74
+
75
+ }
76
+
77
+ export { ShaderPass };