提交 1afdbe3c 编写于 作者: M Mr.doob

Renamed BlitShader to CopyShader as discussed in 97ee7a81

上级 4f4f8743
......@@ -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.BlitShader === undefined )
console.error( "THREE.BloomPass relies on THREE.BlitShader" );
if ( THREE.CopyShader === undefined )
console.error( "THREE.BloomPass relies on THREE.CopyShader" );
var blitShader = THREE.BlitShader;
var copyShader = THREE.CopyShader;
this.blitUniforms = THREE.UniformsUtils.clone( blitShader.uniforms );
this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
this.blitUniforms[ "opacity" ].value = strength;
this.copyUniforms[ "opacity" ].value = strength;
this.materialBlit = new THREE.ShaderMaterial( {
this.materialCopy = new THREE.ShaderMaterial( {
uniforms: this.blitUniforms,
vertexShader: blitShader.vertexShader,
fragmentShader: blitShader.fragmentShader,
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.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.materialBlit;
THREE.EffectComposer.quad.material = this.materialCopy;
this.blitUniforms[ "tDiffuse" ].value = this.renderTargetY;
this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY;
if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
......
......@@ -25,10 +25,10 @@ THREE.EffectComposer = function ( renderer, renderTarget ) {
this.passes = [];
if ( THREE.BlitShader === undefined )
console.error( "THREE.EffectComposer relies on THREE.BlitShader" );
if ( THREE.CopyShader === undefined )
console.error( "THREE.EffectComposer relies on THREE.CopyShader" );
this.copyPass = new THREE.ShaderPass( THREE.BlitShader );
this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
};
......
......@@ -4,10 +4,10 @@
THREE.SavePass = function ( renderTarget ) {
if ( THREE.BlitShader === undefined )
console.error( "THREE.SavePass relies on THREE.BlitShader" );
if ( THREE.CopyShader === undefined )
console.error( "THREE.SavePass relies on THREE.CopyShader" );
var shader = THREE.BlitShader;
var shader = THREE.CopyShader;
this.textureID = "tDiffuse";
......
......@@ -4,10 +4,10 @@
THREE.TexturePass = function ( texture, opacity ) {
if ( THREE.BlitShader === undefined )
console.error( "THREE.TexturePass relies on THREE.BlitShader" );
if ( THREE.CopyShader === undefined )
console.error( "THREE.TexturePass relies on THREE.CopyShader" );
var shader = THREE.BlitShader;
var shader = THREE.CopyShader;
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
......
......@@ -4,7 +4,7 @@
* Full-screen textured quad shader
*/
THREE.BlitShader = {
THREE.CopyShader = {
uniforms: {
......
......@@ -35,7 +35,7 @@
<script src="../build/three.min.js"></script>
<script src="js/shaders/BlitShader.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FilmShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
......
......@@ -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>
......
......@@ -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 effectBlit = new THREE.ShaderPass( THREE.BlitShader );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
......@@ -169,14 +169,14 @@
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
effectBlit.renderToScreen = true;
effectCopy.renderToScreen = true;
composer = new THREE.EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectFXAA );
composer.addPass( effectBloom );
composer.addPass( effectBlit );
composer.addPass( effectCopy );
//
......
......@@ -58,7 +58,7 @@
<script src="js/MarchingCubes.js"></script>
<script src="js/shaders/BlitShader.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>
......
......@@ -45,7 +45,7 @@
<script src="js/ShaderSkin.js"></script>
<script src="js/shaders/BlitShader.js"></script>
<script src="js/shaders/CopyShader.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 effectBlit = new THREE.ShaderPass( THREE.BlitShader );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
effectBlit.renderToScreen = true;
effectCopy.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( effectBlit );
composerBeckmann.addPass( effectCopy );
// EVENTS
......
......@@ -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.blitUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
effectBloom.copyUniforms[ "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 ) );
......
......@@ -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>
......
......@@ -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 effectBlit = new THREE.ShaderPass( THREE.BlitShader );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
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;
effectBlit.renderToScreen = true;
effectCopy.renderToScreen = true;
//
......
......@@ -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 effectBlit = new THREE.ShaderPass( THREE.BlitShader );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
effectBlit.renderToScreen = true;
effectCopy.renderToScreen = true;
composer = new THREE.EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectBloom );
composer.addPass( effectBlit );
composer.addPass( effectCopy );
//
......
......@@ -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>
......
......@@ -23,7 +23,7 @@
<script src="js/Tween.js"></script>
<script src="js/Sparks.js"></script>
<script src="js/shaders/BlitShader.js"></script>
<script src="js/shaders/CopyShader.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 effectBlit = new THREE.ShaderPass( THREE.BlitShader );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
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( effectBlit );
//composer.addPass( effectCopy );
//composer.addPass( effectFocus );
//composer.addPass( effectFilm );
vblur.renderToScreen = true;
effectBlurY.renderToScreen = true;
effectFocus.renderToScreen = true;
effectBlit.renderToScreen = true;
effectCopy.renderToScreen = true;
effectFilm.renderToScreen = true;
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
......
......@@ -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 shaderBlit = THREE.BlitShader;
var shaderCopy = THREE.CopyShader;
var effectBleach = new THREE.ShaderPass( shaderBleach );
var effectSepia = new THREE.ShaderPass( shaderSepia );
var effectVignette = new THREE.ShaderPass( shaderVignette );
var effectBlit = new THREE.ShaderPass( shaderBlit );
var effectCopy = new THREE.ShaderPass( shaderCopy );
effectBleach.uniforms[ "opacity" ].value = 0.95;
......@@ -203,7 +203,7 @@
//effectDotScreen.renderToScreen = true;
//effectBleach.renderToScreen = true;
effectVignette.renderToScreen = true;
//effectBlit.renderToScreen = true;
//effectCopy.renderToScreen = true;
//
......
......@@ -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 effectBlit = new THREE.ShaderPass( THREE.BlitShader );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
effectBlit.renderToScreen = true;
effectCopy.renderToScreen = true;
composer = new THREE.EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectBloom );
composer.addPass( effectBlit );
composer.addPass( effectCopy );
//
......
......@@ -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>
......
......@@ -38,7 +38,7 @@
<script src="../build/three.min.js"></script>
<script src="js/shaders/BlitShader.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>
......
......@@ -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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