import * as THREE from "three" ; /**
 * The interface for the  Pass class.
  export interface IPass { /**
     * Whether the  Pass instance is active or not.
     *  default enabled : boolean ; default renderToScreen : boolean ; /**
     * The resize method to extend in  Pass implementations.
     *
     *  remarks param width param height setSize ( width , height ) : void ; /**
     * The render method to extend in  Pass implementations.
     *
     *  remarks param renderer param scene param camera param writeBuffer param readBuffer param delta render ( renderer , scene , camera , writeBuffer , readBuffer , delta ? ) : void ; } /**
 * The base class to extend for further passes in  MapView ,
 * like the  MSAARenderPass ,
 *
 *  remarks export class Pass implements IPass { enabled : boolean = false ; renderToScreen : boolean = false ; setSize ( width , height ) { } render ( renderer , scene , camera , writeBuffer , readBuffer , delta ? ) { } } /**
 * The pass that does a default normal scene rendering for further post-effects.
 */ export class RenderPass extends Pass { constructor ( ) { super ( ) ; } @override  render ( renderer , scene , camera , writeBuffer , readBuffer ) { renderer . setRenderTarget ( this . renderToScreen ? null : writeBuffer ) ; renderer . render ( scene , camera ) ; } } /**
 * The base class to extend for post-effects on the final render (like Vignette, Sepia, color
 * correction...)
 */ export class ShaderPass extends Pass { uniforms : { [ uniform ] : THREE . IUniform ; } ; material : THREE . Material ; fsQuad : FullScreenQuad ; constructor ( shader , private readonly textureID = "tDiffuse" ) { super ( ) ; if ( shader instanceof THREE . ShaderMaterial ) { this . uniforms = shader . uniforms ; this . material = shader ; } else { this . uniforms = THREE . UniformsUtils . clone ( shader . uniforms ) ; this . material = new THREE . ShaderMaterial ( { defines : { ... ( shader as any ) . defines } , uniforms : this . uniforms , vertexShader : shader . vertexShader , fragmentShader : shader . fragmentShader } ) ; } this . fsQuad = new FullScreenQuad ( this . material ) ; } @override  render ( renderer , scene , camera , writeBuffer , readBuffer , delta ? ) { if ( this . uniforms [ this . textureID ] ) { this . uniforms [ this . textureID ] . value = readBuffer . texture ; } this . fsQuad . material = this . material ; renderer . setRenderTarget ( this . renderToScreen ? null : writeBuffer ) ; this . fsQuad . render ( renderer ) ; } } class FullScreenQuad { private m_mesh : THREE . Mesh ; private readonly m_camera : THREE . Camera ; constructor ( material ) { this . m_camera = new THREE . OrthographicCamera ( - 1 , 1 , 1 , - 1 , 0 , 1 ) ; const geometry = new THREE . PlaneBufferGeometry ( 2 , 2 ) ; this . m_mesh = new THREE . Mesh ( geometry , material ) ; } get material ( ) : THREE . Material { return this . m_mesh . material as THREE . Material ; } set material ( value ) { this . m_mesh . material = value ; } render ( renderer ) { renderer . render ( ( this . m_mesh as any ) as THREE . Scene , this . m_camera ) ; } }