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import {
	ShaderMaterial,
	UniformsUtils
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { DotScreenShader } from '../shaders/DotScreenShader.js';

class DotScreenPass extends Pass {

	constructor( center, angle, scale ) {

		super();

		const shader = DotScreenShader;

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

		if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
		if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
		if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;

		this.material = new ShaderMaterial( {

			name: shader.name,
			uniforms: this.uniforms,
			vertexShader: shader.vertexShader,
			fragmentShader: shader.fragmentShader

		} );

		this.fsQuad = new FullScreenQuad( this.material );

	}

	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {

		this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
		this.uniforms[ 'tSize' ].value.set( readBuffer.width, readBuffer.height );

		if ( this.renderToScreen ) {

			renderer.setRenderTarget( null );
			this.fsQuad.render( renderer );

		} else {

			renderer.setRenderTarget( writeBuffer );
			if ( this.clear ) renderer.clear();
			this.fsQuad.render( renderer );

		}

	}

	dispose() {

		this.material.dispose();

		this.fsQuad.dispose();

	}

}

export { DotScreenPass };