提交 93287e89 编写于 作者: A aardgoose

convert {} to new THREE.Uniform()

上级 ea8bb4a9
......@@ -27,7 +27,7 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
this.copyUniforms = Object.assign( {}, copyShader.uniforms );
this.copyUniforms[ "opacity" ] = { value: strength };
this.copyUniforms[ "opacity" ] = new THREE.Uniform( strength );
this.materialCopy = new THREE.ShaderMaterial( {
......@@ -48,8 +48,8 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
this.convolutionUniforms = Object.assign( {}, convolutionShader.uniforms );
this.convolutionUniforms[ "uImageIncrement" ] = { value: THREE.BloomPass.blurX };
this.convolutionUniforms[ "cKernel" ] = { value: THREE.ConvolutionShader.buildKernel( sigma ) };
this.convolutionUniforms[ "uImageIncrement" ] = new THREE.Uniform( THREE.BloomPass.blurX );
this.convolutionUniforms[ "cKernel" ] = new THREE.Uniform( THREE.ConvolutionShader.buildKernel( sigma ) );
this.materialConvolution = new THREE.ShaderMaterial( {
......@@ -85,16 +85,16 @@ THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
this.quad.material = this.materialConvolution;
this.convolutionUniforms[ "tDiffuse" ] = { value: readBuffer.texture };
this.convolutionUniforms[ "uImageIncrement" ] = { value: THREE.BloomPass.blurX };
this.convolutionUniforms[ "tDiffuse" ] = new THREE.Uniform( readBuffer.texture );
this.convolutionUniforms[ "uImageIncrement" ] = new THREE.Uniform( THREE.BloomPass.blurX );
renderer.render( this.scene, this.camera, this.renderTargetX, true );
// Render quad with blured scene into texture (convolution pass 2)
this.convolutionUniforms[ "tDiffuse" ] = { value: this.renderTargetX.texture };
this.convolutionUniforms[ "uImageIncrement" ] = { value: THREE.BloomPass.blurY };
this.convolutionUniforms[ "tDiffuse" ] = new THREE.Uniform( this.renderTargetX.texture );
this.convolutionUniforms[ "uImageIncrement" ] = new THREE.Uniform( THREE.BloomPass.blurY );
renderer.render( this.scene, this.camera, this.renderTargetY, true );
......@@ -102,7 +102,7 @@ THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
this.quad.material = this.materialCopy;
this.copyUniforms[ "tDiffuse" ] = { value: this.renderTargetY.texture };
this.copyUniforms[ "tDiffuse" ] = new THREE.Uniform( this.renderTargetY.texture );
if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
......
......@@ -45,7 +45,7 @@ THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ] = { value: readBuffer.texture };
this.uniforms[ this.textureID ] = new THREE.Uniform( readBuffer.texture );
}
......
......@@ -47,8 +47,8 @@ THREE.TexturePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
this.quad.material = this.material;
this.uniforms[ "opacity" ] = { value: this.opacity };
this.uniforms[ "tDiffuse" ] = { value: this.map };
this.uniforms[ "opacity" ] = new THREE.Uniform( this.opacity );
this.uniforms[ "tDiffuse" ] = new THREE.Uniform( this.map );
this.material.transparent = ( this.opacity < 1.0 );
renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
......
......@@ -134,10 +134,9 @@
var uniforms = Object.assign( {}, uniformsUV );
uniforms[ "tDiffuse" ] = { value: uniformsUV[ "tDiffuse" ].value };
uniforms[ "tNormal" ] = { value: uniformsUV[ "tNormal" ].value };
uniforms[ "passID" ] = { value: 1 };
uniforms[ "tDiffuse" ] = new THREE.Uniform( uniformsUV[ "tDiffuse" ].value );
uniforms[ "tNormal" ] = new THREE.Uniform( uniformsUV[ "tNormal" ].value );
uniforms[ "passID" ] = new THREE.Uniform( 1 );
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
......@@ -236,12 +235,12 @@
//
uniforms[ "tBlur1" ] = { value: composerScene.renderTarget2.texture };
uniforms[ "tBlur2" ] = { value: composerUV1.renderTarget2.texture };
uniforms[ "tBlur3" ] = { value: composerUV2.renderTarget2.texture };
uniforms[ "tBlur4" ] = { value: composerUV3.renderTarget2.texture };
uniforms[ "tBlur1" ] = new THREE.Uniform( composerScene.renderTarget2.texture );
uniforms[ "tBlur2" ] = new THREE.Uniform( composerUV1.renderTarget2.texture );
uniforms[ "tBlur3" ] = new THREE.Uniform( composerUV2.renderTarget2.texture );
uniforms[ "tBlur4" ] = new THREE.Uniform( composerUV3.renderTarget2.texture );
uniforms[ "tBeckmann" ] = { value: composerBeckmann.renderTarget1.texture };
uniforms[ "tBeckmann" ] = new THREE.Uniform( composerBeckmann.renderTarget1.texture );
//
......
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