提交 757431fa 编写于 作者: M Mugen87

refactoring "derivatives" material property in examples

上级 3943d166
......@@ -236,7 +236,8 @@
uniforms[ "bumpScale" ].value = 8;
var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true, derivatives: true } );
var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
material.extensions.derivatives = true;
mesh = new THREE.Mesh( geometry, material );
......
......@@ -144,11 +144,14 @@
uniforms[ "passID" ].value = 1;
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, derivatives: true };
var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true, derivatives: true };
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
material = new THREE.ShaderMaterial( parameters );
material.extensions.derivatives = true;
var materialUV = new THREE.ShaderMaterial( parametersUV );
materialUV.extensions.derivatives = true;
// LOADER
......
......@@ -58,53 +58,57 @@
function init() {
var geometry, material, mesh;
var size = 150;
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 800;
scene = new THREE.Scene();
var size = 150;
//
var geometry = new THREE.BoxGeometry( size, size, size );
var material = new THREE.MeshBasicMaterial( { wireframe: true } );
geometry = new THREE.BoxGeometry( size, size, size );
material = new THREE.MeshBasicMaterial( { wireframe: true } );
var mesh = new THREE.Mesh( geometry, material );
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = -150;
scene.add( mesh );
//
var geometry = new THREE.BufferGeometry().fromGeometry( new THREE.BoxGeometry( size, size, size ) );
geometry = new THREE.BufferGeometry().fromGeometry( new THREE.BoxGeometry( size, size, size ) );
setupAttributes( geometry );
var material = new THREE.ShaderMaterial( {
material = new THREE.ShaderMaterial( {
uniforms: {},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
derivatives: true
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
material.extensions.derivatives = true;
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = 150;
scene.add( mesh );
//
var geometry = new THREE.BufferGeometry().fromGeometry( new THREE.SphereGeometry( size / 2, 32, 16 ) );
geometry = new THREE.BufferGeometry().fromGeometry( new THREE.SphereGeometry( size / 2, 32, 16 ) );
setupAttributes( geometry );
var material = new THREE.ShaderMaterial( {
material = new THREE.ShaderMaterial( {
uniforms: {},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
derivatives: true
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
material.extensions.derivatives = true;
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = -150;
scene.add( mesh );
......
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