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1afdbe3c
编写于
9月 25, 2012
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Renamed BlitShader to CopyShader as discussed in
97ee7a81
上级
4f4f8743
变更
21
隐藏空白更改
内联
并排
Showing
21 changed file
with
59 addition
and
59 deletion
+59
-59
examples/js/postprocessing/BloomPass.js
examples/js/postprocessing/BloomPass.js
+12
-12
examples/js/postprocessing/EffectComposer.js
examples/js/postprocessing/EffectComposer.js
+3
-3
examples/js/postprocessing/SavePass.js
examples/js/postprocessing/SavePass.js
+3
-3
examples/js/postprocessing/TexturePass.js
examples/js/postprocessing/TexturePass.js
+3
-3
examples/js/shaders/CopyShader.js
examples/js/shaders/CopyShader.js
+1
-1
examples/misc_camera_fly.html
examples/misc_camera_fly.html
+1
-1
examples/webgl_geometry_text.html
examples/webgl_geometry_text.html
+1
-1
examples/webgl_lines_colors.html
examples/webgl_lines_colors.html
+4
-4
examples/webgl_marching_cubes.html
examples/webgl_marching_cubes.html
+1
-1
examples/webgl_materials_bumpmap_skin.html
examples/webgl_materials_bumpmap_skin.html
+4
-4
examples/webgl_materials_cubemap_dynamic.html
examples/webgl_materials_cubemap_dynamic.html
+2
-2
examples/webgl_materials_normalmap2.html
examples/webgl_materials_normalmap2.html
+1
-1
examples/webgl_materials_skin.html
examples/webgl_materials_skin.html
+3
-3
examples/webgl_materials_video.html
examples/webgl_materials_video.html
+4
-4
examples/webgl_particles_dynamic.html
examples/webgl_particles_dynamic.html
+1
-1
examples/webgl_particles_shapes.html
examples/webgl_particles_shapes.html
+4
-4
examples/webgl_postprocessing.html
examples/webgl_postprocessing.html
+4
-4
examples/webgl_ribbons.html
examples/webgl_ribbons.html
+4
-4
examples/webgl_shader_lava.html
examples/webgl_shader_lava.html
+1
-1
examples/webgl_shading_physical.html
examples/webgl_shading_physical.html
+1
-1
examples/webgl_terrain_dynamic.html
examples/webgl_terrain_dynamic.html
+1
-1
未找到文件。
examples/js/postprocessing/BloomPass.js
浏览文件 @
1afdbe3c
...
...
@@ -16,22 +16,22 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
this
.
renderTargetX
=
new
THREE
.
WebGLRenderTarget
(
resolution
,
resolution
,
pars
);
this
.
renderTargetY
=
new
THREE
.
WebGLRenderTarget
(
resolution
,
resolution
,
pars
);
//
blit
material
//
copy
material
if
(
THREE
.
Blit
Shader
===
undefined
)
console
.
error
(
"
THREE.BloomPass relies on THREE.
Blit
Shader
"
);
if
(
THREE
.
Copy
Shader
===
undefined
)
console
.
error
(
"
THREE.BloomPass relies on THREE.
Copy
Shader
"
);
var
blitShader
=
THREE
.
Blit
Shader
;
var
copyShader
=
THREE
.
Copy
Shader
;
this
.
blitUniforms
=
THREE
.
UniformsUtils
.
clone
(
blit
Shader
.
uniforms
);
this
.
copyUniforms
=
THREE
.
UniformsUtils
.
clone
(
copy
Shader
.
uniforms
);
this
.
blit
Uniforms
[
"
opacity
"
].
value
=
strength
;
this
.
copy
Uniforms
[
"
opacity
"
].
value
=
strength
;
this
.
material
Blit
=
new
THREE
.
ShaderMaterial
(
{
this
.
material
Copy
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
this
.
blit
Uniforms
,
vertexShader
:
blit
Shader
.
vertexShader
,
fragmentShader
:
blit
Shader
.
fragmentShader
,
uniforms
:
this
.
copy
Uniforms
,
vertexShader
:
copy
Shader
.
vertexShader
,
fragmentShader
:
copy
Shader
.
fragmentShader
,
blending
:
THREE
.
AdditiveBlending
,
transparent
:
true
...
...
@@ -92,9 +92,9 @@ THREE.BloomPass.prototype = {
// Render original scene with superimposed blur to texture
THREE
.
EffectComposer
.
quad
.
material
=
this
.
material
Blit
;
THREE
.
EffectComposer
.
quad
.
material
=
this
.
material
Copy
;
this
.
blit
Uniforms
[
"
tDiffuse
"
].
value
=
this
.
renderTargetY
;
this
.
copy
Uniforms
[
"
tDiffuse
"
].
value
=
this
.
renderTargetY
;
if
(
maskActive
)
renderer
.
context
.
enable
(
renderer
.
context
.
STENCIL_TEST
);
...
...
examples/js/postprocessing/EffectComposer.js
浏览文件 @
1afdbe3c
...
...
@@ -25,10 +25,10 @@ THREE.EffectComposer = function ( renderer, renderTarget ) {
this
.
passes
=
[];
if
(
THREE
.
Blit
Shader
===
undefined
)
console
.
error
(
"
THREE.EffectComposer relies on THREE.
Blit
Shader
"
);
if
(
THREE
.
Copy
Shader
===
undefined
)
console
.
error
(
"
THREE.EffectComposer relies on THREE.
Copy
Shader
"
);
this
.
copyPass
=
new
THREE
.
ShaderPass
(
THREE
.
Blit
Shader
);
this
.
copyPass
=
new
THREE
.
ShaderPass
(
THREE
.
Copy
Shader
);
};
...
...
examples/js/postprocessing/SavePass.js
浏览文件 @
1afdbe3c
...
...
@@ -4,10 +4,10 @@
THREE
.
SavePass
=
function
(
renderTarget
)
{
if
(
THREE
.
Blit
Shader
===
undefined
)
console
.
error
(
"
THREE.SavePass relies on THREE.
Blit
Shader
"
);
if
(
THREE
.
Copy
Shader
===
undefined
)
console
.
error
(
"
THREE.SavePass relies on THREE.
Copy
Shader
"
);
var
shader
=
THREE
.
Blit
Shader
;
var
shader
=
THREE
.
Copy
Shader
;
this
.
textureID
=
"
tDiffuse
"
;
...
...
examples/js/postprocessing/TexturePass.js
浏览文件 @
1afdbe3c
...
...
@@ -4,10 +4,10 @@
THREE
.
TexturePass
=
function
(
texture
,
opacity
)
{
if
(
THREE
.
Blit
Shader
===
undefined
)
console
.
error
(
"
THREE.TexturePass relies on THREE.
Blit
Shader
"
);
if
(
THREE
.
Copy
Shader
===
undefined
)
console
.
error
(
"
THREE.TexturePass relies on THREE.
Copy
Shader
"
);
var
shader
=
THREE
.
Blit
Shader
;
var
shader
=
THREE
.
Copy
Shader
;
this
.
uniforms
=
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
);
...
...
examples/js/shaders/
Blit
Shader.js
→
examples/js/shaders/
Copy
Shader.js
浏览文件 @
1afdbe3c
...
...
@@ -4,7 +4,7 @@
* Full-screen textured quad shader
*/
THREE
.
Blit
Shader
=
{
THREE
.
Copy
Shader
=
{
uniforms
:
{
...
...
examples/misc_camera_fly.html
浏览文件 @
1afdbe3c
...
...
@@ -35,7 +35,7 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/
Blit
Shader.js"
></script>
<script
src=
"js/shaders/
Copy
Shader.js"
></script>
<script
src=
"js/shaders/FilmShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
...
...
examples/webgl_geometry_text.html
浏览文件 @
1afdbe3c
...
...
@@ -40,8 +40,8 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/FilmShader.js"
></script>
<script
src=
"js/shaders/FXAAShader.js"
></script>
...
...
examples/webgl_lines_colors.html
浏览文件 @
1afdbe3c
...
...
@@ -46,8 +46,8 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/FXAAShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
...
...
@@ -160,7 +160,7 @@
var
renderModel
=
new
THREE
.
RenderPass
(
scene
,
camera
);
var
effectBloom
=
new
THREE
.
BloomPass
(
1.3
);
var
effect
Blit
=
new
THREE
.
ShaderPass
(
THREE
.
Blit
Shader
);
var
effect
Copy
=
new
THREE
.
ShaderPass
(
THREE
.
Copy
Shader
);
effectFXAA
=
new
THREE
.
ShaderPass
(
THREE
.
FXAAShader
);
...
...
@@ -169,14 +169,14 @@
effectFXAA
.
uniforms
[
'
resolution
'
].
value
.
set
(
1
/
width
,
1
/
height
);
effect
Blit
.
renderToScreen
=
true
;
effect
Copy
.
renderToScreen
=
true
;
composer
=
new
THREE
.
EffectComposer
(
renderer
);
composer
.
addPass
(
renderModel
);
composer
.
addPass
(
effectFXAA
);
composer
.
addPass
(
effectBloom
);
composer
.
addPass
(
effect
Blit
);
composer
.
addPass
(
effect
Copy
);
//
...
...
examples/webgl_marching_cubes.html
浏览文件 @
1afdbe3c
...
...
@@ -58,7 +58,7 @@
<script
src=
"js/MarchingCubes.js"
></script>
<script
src=
"js/shaders/
Blit
Shader.js"
></script>
<script
src=
"js/shaders/
Copy
Shader.js"
></script>
<script
src=
"js/shaders/FXAAShader.js"
></script>
<script
src=
"js/shaders/HorizontalTiltShiftShader.js"
></script>
<script
src=
"js/shaders/VerticalTiltShiftShader.js"
></script>
...
...
examples/webgl_materials_bumpmap_skin.html
浏览文件 @
1afdbe3c
...
...
@@ -45,7 +45,7 @@
<script
src=
"js/ShaderSkin.js"
></script>
<script
src=
"js/shaders/
Blit
Shader.js"
></script>
<script
src=
"js/shaders/
Copy
Shader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
<script
src=
"js/postprocessing/RenderPass.js"
></script>
...
...
@@ -219,16 +219,16 @@
// BECKMANN
var
effectBeckmann
=
new
THREE
.
ShaderPass
(
THREE
.
ShaderSkin
[
"
beckmann
"
]
);
var
effect
Blit
=
new
THREE
.
ShaderPass
(
THREE
.
Blit
Shader
);
var
effect
Copy
=
new
THREE
.
ShaderPass
(
THREE
.
Copy
Shader
);
effect
Blit
.
renderToScreen
=
true
;
effect
Copy
.
renderToScreen
=
true
;
var
pars
=
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBFormat
,
stencilBufer
:
false
};
var
rtwidth
=
512
,
rtheight
=
512
;
composerBeckmann
=
new
THREE
.
EffectComposer
(
renderer
,
new
THREE
.
WebGLRenderTarget
(
rtwidth
,
rtheight
,
pars
)
);
composerBeckmann
.
addPass
(
effectBeckmann
);
composerBeckmann
.
addPass
(
effect
Blit
);
composerBeckmann
.
addPass
(
effect
Copy
);
// EVENTS
...
...
examples/webgl_materials_cubemap_dynamic.html
浏览文件 @
1afdbe3c
...
...
@@ -59,8 +59,8 @@
<script
src=
"js/shaders/BleachBypassShader.js"
></script>
<script
src=
"js/shaders/BlendShader.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/FXAAShader.js"
></script>
<script
src=
"js/shaders/HorizontalTiltShiftShader.js"
></script>
<script
src=
"js/shaders/VerticalTiltShiftShader.js"
></script>
...
...
@@ -939,7 +939,7 @@
}
effectBloom
.
blit
Uniforms
[
"
opacity
"
].
value
=
THREE
.
Math
.
mapLinear
(
vnorm
,
0
,
1
,
1
,
0.75
);
effectBloom
.
copy
Uniforms
[
"
opacity
"
].
value
=
THREE
.
Math
.
mapLinear
(
vnorm
,
0
,
1
,
1
,
0.75
);
ambientLight
.
color
.
setHSV
(
0
,
0
,
THREE
.
Math
.
mapLinear
(
vnorm
,
0
,
1
,
0.07
,
0.33
)
);
groundBasic
.
color
.
setHSV
(
0.1
,
0.45
,
THREE
.
Math
.
mapLinear
(
vnorm
,
0
,
1
,
0.725
,
0.995
)
);
...
...
examples/webgl_materials_normalmap2.html
浏览文件 @
1afdbe3c
...
...
@@ -57,9 +57,9 @@
<script
src=
"js/Detector.js"
></script>
<script
src=
"js/Stats.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/BleachBypassShader.js"
></script>
<script
src=
"js/shaders/ColorCorrectionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/FXAAShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
...
...
examples/webgl_materials_skin.html
浏览文件 @
1afdbe3c
...
...
@@ -46,9 +46,9 @@
<script
src=
"js/ShaderSkin.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/BleachBypassShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
<script
src=
"js/postprocessing/RenderPass.js"
></script>
...
...
@@ -182,7 +182,7 @@
THREE
.
ColorUtils
.
adjustHSV
(
renderModelUV
.
clearColor
,
0
,
-
0.5
,
-
0.45
);
var
effect
Blit
=
new
THREE
.
ShaderPass
(
THREE
.
Blit
Shader
);
var
effect
Copy
=
new
THREE
.
ShaderPass
(
THREE
.
Copy
Shader
);
var
effectBloom1
=
new
THREE
.
BloomPass
(
1
,
15
,
2
,
512
);
var
effectBloom2
=
new
THREE
.
BloomPass
(
1
,
25
,
4
,
512
);
...
...
@@ -192,7 +192,7 @@
effectBloom2
.
clear
=
true
;
effectBloom3
.
clear
=
true
;
effect
Blit
.
renderToScreen
=
true
;
effect
Copy
.
renderToScreen
=
true
;
//
...
...
examples/webgl_materials_video.html
浏览文件 @
1afdbe3c
...
...
@@ -39,8 +39,8 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
<script
src=
"js/postprocessing/RenderPass.js"
></script>
...
...
@@ -175,15 +175,15 @@
var
renderModel
=
new
THREE
.
RenderPass
(
scene
,
camera
);
var
effectBloom
=
new
THREE
.
BloomPass
(
1.3
);
var
effect
Blit
=
new
THREE
.
ShaderPass
(
THREE
.
Blit
Shader
);
var
effect
Copy
=
new
THREE
.
ShaderPass
(
THREE
.
Copy
Shader
);
effect
Blit
.
renderToScreen
=
true
;
effect
Copy
.
renderToScreen
=
true
;
composer
=
new
THREE
.
EffectComposer
(
renderer
);
composer
.
addPass
(
renderModel
);
composer
.
addPass
(
effectBloom
);
composer
.
addPass
(
effect
Blit
);
composer
.
addPass
(
effect
Copy
);
//
...
...
examples/webgl_particles_dynamic.html
浏览文件 @
1afdbe3c
...
...
@@ -42,8 +42,8 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/FilmShader.js"
></script>
<script
src=
"js/shaders/FocusShader.js"
></script>
...
...
examples/webgl_particles_shapes.html
浏览文件 @
1afdbe3c
...
...
@@ -23,7 +23,7 @@
<script
src=
"js/Tween.js"
></script>
<script
src=
"js/Sparks.js"
></script>
<script
src=
"js/shaders/
Blit
Shader.js"
></script>
<script
src=
"js/shaders/
Copy
Shader.js"
></script>
<script
src=
"js/shaders/FilmShader.js"
></script>
<script
src=
"js/shaders/FocusShader.js"
></script>
<script
src=
"js/shaders/HorizontalBlurShader.js"
></script>
...
...
@@ -515,7 +515,7 @@
var
effectFocus
=
new
THREE
.
ShaderPass
(
THREE
.
FocusShader
);
var
effect
Blit
=
new
THREE
.
ShaderPass
(
THREE
.
Blit
Shader
);
var
effect
Copy
=
new
THREE
.
ShaderPass
(
THREE
.
Copy
Shader
);
effectFilm
=
new
THREE
.
FilmPass
(
0.5
,
0.25
,
2048
,
false
);
var
shaderBlur
=
THREE
.
TriangleBlurShader
;
...
...
@@ -546,14 +546,14 @@
composer
.
addPass
(
vblur
);
//composer.addPass( effectBlurX );
//composer.addPass( effectBlurY );
//composer.addPass( effect
Blit
);
//composer.addPass( effect
Copy
);
//composer.addPass( effectFocus );
//composer.addPass( effectFilm );
vblur
.
renderToScreen
=
true
;
effectBlurY
.
renderToScreen
=
true
;
effectFocus
.
renderToScreen
=
true
;
effect
Blit
.
renderToScreen
=
true
;
effect
Copy
.
renderToScreen
=
true
;
effectFilm
.
renderToScreen
=
true
;
document
.
addEventListener
(
'
mousedown
'
,
onDocumentMouseDown
,
false
);
...
...
examples/webgl_postprocessing.html
浏览文件 @
1afdbe3c
...
...
@@ -43,9 +43,9 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/BleachBypassShader.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ColorifyShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/DotScreenShader.js"
></script>
<script
src=
"js/shaders/FilmShader.js"
></script>
<script
src=
"js/shaders/HorizontalBlurShader.js"
></script>
...
...
@@ -163,12 +163,12 @@
var
shaderBleach
=
THREE
.
BleachBypassShader
;
var
shaderSepia
=
THREE
.
SepiaShader
;
var
shaderVignette
=
THREE
.
VignetteShader
;
var
shader
Blit
=
THREE
.
Blit
Shader
;
var
shader
Copy
=
THREE
.
Copy
Shader
;
var
effectBleach
=
new
THREE
.
ShaderPass
(
shaderBleach
);
var
effectSepia
=
new
THREE
.
ShaderPass
(
shaderSepia
);
var
effectVignette
=
new
THREE
.
ShaderPass
(
shaderVignette
);
var
effect
Blit
=
new
THREE
.
ShaderPass
(
shaderBlit
);
var
effect
Copy
=
new
THREE
.
ShaderPass
(
shaderCopy
);
effectBleach
.
uniforms
[
"
opacity
"
].
value
=
0.95
;
...
...
@@ -203,7 +203,7 @@
//effectDotScreen.renderToScreen = true;
//effectBleach.renderToScreen = true;
effectVignette
.
renderToScreen
=
true
;
//effect
Blit
.renderToScreen = true;
//effect
Copy
.renderToScreen = true;
//
...
...
examples/webgl_ribbons.html
浏览文件 @
1afdbe3c
...
...
@@ -34,8 +34,8 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
<script
src=
"js/postprocessing/MaskPass.js"
></script>
...
...
@@ -198,15 +198,15 @@
var
renderModel
=
new
THREE
.
RenderPass
(
scene
,
camera
);
var
effectBloom
=
new
THREE
.
BloomPass
(
1.0
);
var
effect
Blit
=
new
THREE
.
ShaderPass
(
THREE
.
Blit
Shader
);
var
effect
Copy
=
new
THREE
.
ShaderPass
(
THREE
.
Copy
Shader
);
effect
Blit
.
renderToScreen
=
true
;
effect
Copy
.
renderToScreen
=
true
;
composer
=
new
THREE
.
EffectComposer
(
renderer
);
composer
.
addPass
(
renderModel
);
composer
.
addPass
(
effectBloom
);
composer
.
addPass
(
effect
Blit
);
composer
.
addPass
(
effect
Copy
);
//
...
...
examples/webgl_shader_lava.html
浏览文件 @
1afdbe3c
...
...
@@ -38,8 +38,8 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/FilmShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
...
...
examples/webgl_shading_physical.html
浏览文件 @
1afdbe3c
...
...
@@ -38,7 +38,7 @@
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/shaders/
Blit
Shader.js"
></script>
<script
src=
"js/shaders/
Copy
Shader.js"
></script>
<script
src=
"js/shaders/FXAAShader.js"
></script>
<script
src=
"js/shaders/HorizontalTiltShiftShader.js"
></script>
<script
src=
"js/shaders/VerticalTiltShiftShader.js"
></script>
...
...
examples/webgl_terrain_dynamic.html
浏览文件 @
1afdbe3c
...
...
@@ -70,8 +70,8 @@
<script
src=
"js/ShaderTerrain.js"
></script>
<script
src=
"js/shaders/BleachBypassShader.js"
></script>
<script
src=
"js/shaders/BlitShader.js"
></script>
<script
src=
"js/shaders/ConvolutionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/HorizontalTiltShiftShader.js"
></script>
<script
src=
"js/shaders/LuminosityShader.js"
></script>
<script
src=
"js/shaders/NormalMapShader.js"
></script>
...
...
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