提交 98ca6fca 编写于 作者: M Mugen87

Examples: Use Scene.background in webgl_water

上级 3ea3e1d5
......@@ -16,8 +16,6 @@
<script type="module">
import {
AmbientLight,
BackSide,
BoxBufferGeometry,
Clock,
CubeTextureLoader,
DirectionalLight,
......@@ -28,8 +26,6 @@
PlaneBufferGeometry,
RepeatWrapping,
Scene,
ShaderLib,
ShaderMaterial,
TextureLoader,
TorusKnotBufferGeometry,
Vector2,
......@@ -127,18 +123,7 @@
'pz.jpg', 'nz.jpg',
] );
var cubeShader = ShaderLib[ 'cube' ];
cubeShader.uniforms[ 'tCube' ].value = cubeTexture;
var skyBoxMaterial = new ShaderMaterial( {
fragmentShader: cubeShader.fragmentShader,
vertexShader: cubeShader.vertexShader,
uniforms: cubeShader.uniforms,
side: BackSide
} );
var skyBox = new Mesh( new BoxBufferGeometry( 1000, 1000, 1000 ), skyBoxMaterial );
scene.add( skyBox );
scene.background = cubeTexture;
// light
......@@ -162,24 +147,24 @@
gui.addColor( params, 'color' ).onChange( function ( value ) {
water.material.uniforms[ "color" ].value.set( value );
water.material.uniforms[ 'color' ].value.set( value );
} );
gui.add( params, 'scale', 1, 10 ).onChange( function ( value ) {
water.material.uniforms[ "config" ].value.w = value;
water.material.uniforms[ 'config' ].value.w = value;
} );
gui.add( params, 'flowX', - 1, 1 ).step( 0.01 ).onChange( function ( value ) {
water.material.uniforms[ "flowDirection" ].value.x = value;
water.material.uniforms[ "flowDirection" ].value.normalize();
water.material.uniforms[ 'flowDirection' ].value.x = value;
water.material.uniforms[ 'flowDirection' ].value.normalize();
} );
gui.add( params, 'flowY', - 1, 1 ).step( 0.01 ).onChange( function ( value ) {
water.material.uniforms[ "flowDirection" ].value.y = value;
water.material.uniforms[ "flowDirection" ].value.normalize();
water.material.uniforms[ 'flowDirection' ].value.y = value;
water.material.uniforms[ 'flowDirection' ].value.normalize();
} );
......
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