Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
08aff320
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
08aff320
编写于
1月 15, 2013
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
WebGLShaders: More logical order for the lib.
上级
59afe1a3
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
76 addition
and
76 deletion
+76
-76
src/renderers/WebGLShaders.js
src/renderers/WebGLShaders.js
+76
-76
未找到文件。
src/renderers/WebGLShaders.js
浏览文件 @
08aff320
...
...
@@ -1951,82 +1951,6 @@ THREE.UniformsLib = {
THREE
.
ShaderLib
=
{
'
depth
'
:
{
uniforms
:
{
"
mNear
"
:
{
type
:
"
f
"
,
value
:
1.0
},
"
mFar
"
:
{
type
:
"
f
"
,
value
:
2000.0
},
"
opacity
"
:
{
type
:
"
f
"
,
value
:
1.0
}
},
vertexShader
:
[
"
void main() {
"
,
"
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
"
,
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:
[
"
uniform float mNear;
"
,
"
uniform float mFar;
"
,
"
uniform float opacity;
"
,
"
void main() {
"
,
"
float depth = gl_FragCoord.z / gl_FragCoord.w;
"
,
"
float color = 1.0 - smoothstep( mNear, mFar, depth );
"
,
"
gl_FragColor = vec4( vec3( color ), opacity );
"
,
"
}
"
].
join
(
"
\n
"
)
},
'
normal
'
:
{
uniforms
:
{
"
opacity
"
:
{
type
:
"
f
"
,
value
:
1.0
}
},
vertexShader
:
[
"
varying vec3 vNormal;
"
,
"
void main() {
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
"
vNormal = normalize( normalMatrix * normal );
"
,
"
gl_Position = projectionMatrix * mvPosition;
"
,
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:
[
"
uniform float opacity;
"
,
"
varying vec3 vNormal;
"
,
"
void main() {
"
,
"
gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );
"
,
"
}
"
].
join
(
"
\n
"
)
},
'
basic
'
:
{
uniforms
:
THREE
.
UniformsUtils
.
merge
(
[
...
...
@@ -2474,6 +2398,82 @@ THREE.ShaderLib = {
},
'
depth
'
:
{
uniforms
:
{
"
mNear
"
:
{
type
:
"
f
"
,
value
:
1.0
},
"
mFar
"
:
{
type
:
"
f
"
,
value
:
2000.0
},
"
opacity
"
:
{
type
:
"
f
"
,
value
:
1.0
}
},
vertexShader
:
[
"
void main() {
"
,
"
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
"
,
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:
[
"
uniform float mNear;
"
,
"
uniform float mFar;
"
,
"
uniform float opacity;
"
,
"
void main() {
"
,
"
float depth = gl_FragCoord.z / gl_FragCoord.w;
"
,
"
float color = 1.0 - smoothstep( mNear, mFar, depth );
"
,
"
gl_FragColor = vec4( vec3( color ), opacity );
"
,
"
}
"
].
join
(
"
\n
"
)
},
'
normal
'
:
{
uniforms
:
{
"
opacity
"
:
{
type
:
"
f
"
,
value
:
1.0
}
},
vertexShader
:
[
"
varying vec3 vNormal;
"
,
"
void main() {
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
"
vNormal = normalize( normalMatrix * normal );
"
,
"
gl_Position = projectionMatrix * mvPosition;
"
,
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:
[
"
uniform float opacity;
"
,
"
varying vec3 vNormal;
"
,
"
void main() {
"
,
"
gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );
"
,
"
}
"
].
join
(
"
\n
"
)
},
// Depth encoding into RGBA texture
// based on SpiderGL shadow map example
// http://spidergl.org/example.php?id=6
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录