提交 049ef33c 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #11931 from Mugen87/dev

Examples: Clean up
......@@ -34,8 +34,11 @@
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
......@@ -45,17 +48,16 @@
<script id="fragmentShader" type="x-shader/x-fragment">
uniform sampler2D tAudioData;
uniform vec2 resolution;
void main() {
varying vec2 vUv;
vec2 uv = gl_FragCoord.xy / resolution.xy;
void main() {
vec3 backgroundColor = vec3( 0.0 );
vec3 color = vec3( 1.0, 0.0, 0.0 );
float f = texture2D( tAudioData, vec2( uv.x, 0.0 ) ).r; // sample data texture (only the red channel is relevant)
float i = step( uv.y, f );
float f = texture2D( tAudioData, vec2( vUv.x, 0.0 ) ).r; // sample data texture (only the red channel is relevant)
float i = step( vUv.y, f );
gl_FragColor = vec4( mix( backgroundColor, color, i ), 1.0 );
......@@ -97,14 +99,14 @@
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x20252f );
renderer.setClearColor( 0x000000 );
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 5, 50 );
camera = new THREE.Camera();
camera.position.z = 1;
//
......@@ -131,8 +133,7 @@
var size = fftSize / 2;
uniforms = {
tAudioData: { value: new THREE.DataTexture( new Uint8Array( size * 3 ), size, 1, THREE.RGBFormat ) },
resolution: { value: new THREE.Vector2( renderer.domElement.width, renderer.domElement.height ) }
tAudioData: { value: new THREE.DataTexture( analyser.data, size, 1, THREE.LuminanceFormat ) }
};
var material = new THREE.ShaderMaterial( {
......@@ -158,9 +159,6 @@
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.resolution.value.x = renderer.domElement.width;
uniforms.resolution.value.y = renderer.domElement.height;
}
function animate() {
......@@ -175,14 +173,6 @@
var data = analyser.getFrequencyData();
// transfer all frequency data to our data texture so we can use them in the fragment shader
for ( var i = 0, l = data.length; i < l; i ++ ) {
uniforms.tAudioData.value.image.data[ i * 3 ] = data[ i ];
}
uniforms.tAudioData.value.needsUpdate = true;
renderer.render( scene, camera );
......
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