plugins/threebox/postprocessing/ShaderPass.js

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ShaderPass = function ( shader, textureID ) {

    THREE.Pass.call( this );

    this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';

    if ( shader instanceof THREE.ShaderMaterial ) {

        this.uniforms = shader.uniforms;

        this.material = shader;

    } else if ( shader ) {

        this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );

        this.material = new THREE.ShaderMaterial( {

            defines: shader.defines || {},
            uniforms: this.uniforms,
            vertexShader: shader.vertexShader,
            fragmentShader: shader.fragmentShader

        } );

    }

    this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
    this.scene = new THREE.Scene();

    this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
    this.quad.frustumCulled = false; // Avoid getting clipped
    this.scene.add( this.quad );

};

THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {

    constructor: THREE.ShaderPass,

    render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {

        if ( this.uniforms[ this.textureID ] ) {

            this.uniforms[ this.textureID ].value = readBuffer.texture;

        }

        this.quad.material = this.material;

        if ( this.renderToScreen ) {

            renderer.render( this.scene, this.camera );

        } else {

            renderer.render( this.scene, this.camera, writeBuffer, this.clear );

        }

    }

} );