提交 0d4e8264 编写于 作者: M Mr.doob

ShaderLib: Clean up.

上级 0b9af5ee
......@@ -1012,7 +1012,7 @@ THREE.ShaderLib = {
" const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
" const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
" vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
" vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );",
" res -= res.xxyz * bit_mask;",
" return res;",
......@@ -1084,12 +1084,12 @@ THREE.ShaderLib = {
"vec4 pack1K ( float depth ) {",
" depth /= 1000.0;",
" const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
" const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
" vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );",
" res -= res.xxyz * bitMsk;",
" return res; ",
" depth /= 1000.0;",
" const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
" const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
" vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );",
" res -= res.xxyz * bitMsk;",
" return res; ",
"}",
......
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