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e840f317
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
e840f317
编写于
10月 29, 2020
作者:
G
gonnavis
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Change all, not just SSAO
上级
c61b3014
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
8 addition
and
8 deletion
+8
-8
examples/js/postprocessing/SAOPass.js
examples/js/postprocessing/SAOPass.js
+2
-2
examples/jsm/postprocessing/SAOPass.js
examples/jsm/postprocessing/SAOPass.js
+2
-2
examples/jsm/postprocessing/SSAOPass.js
examples/jsm/postprocessing/SSAOPass.js
+2
-2
examples/webgl_raymarching_reflect.html
examples/webgl_raymarching_reflect.html
+2
-2
未找到文件。
examples/js/postprocessing/SAOPass.js
浏览文件 @
e840f317
...
...
@@ -87,7 +87,7 @@ THREE.SAOPass = function ( scene, camera, depthTexture, useNormals, resolution )
this
.
saoMaterial
.
uniforms
[
'
tDepth
'
].
value
=
(
this
.
supportsDepthTextureExtension
)
?
depthTexture
:
this
.
depthRenderTarget
.
texture
;
this
.
saoMaterial
.
uniforms
[
'
tNormal
'
].
value
=
this
.
normalRenderTarget
.
texture
;
this
.
saoMaterial
.
uniforms
[
'
size
'
].
value
.
set
(
this
.
resolution
.
x
,
this
.
resolution
.
y
);
this
.
saoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
getInverse
(
this
.
camera
.
projectionMatrix
);
this
.
saoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
copy
(
this
.
camera
.
projectionMatrixInverse
);
this
.
saoMaterial
.
uniforms
[
'
cameraProjectionMatrix
'
].
value
=
this
.
camera
.
projectionMatrix
;
this
.
saoMaterial
.
blending
=
THREE
.
NoBlending
;
...
...
@@ -376,7 +376,7 @@ THREE.SAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
this
.
depthRenderTarget
.
setSize
(
width
,
height
);
this
.
saoMaterial
.
uniforms
[
'
size
'
].
value
.
set
(
width
,
height
);
this
.
saoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
getInverse
(
this
.
camera
.
projectionMatrix
);
this
.
saoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
copy
(
this
.
camera
.
projectionMatrixInverse
);
this
.
saoMaterial
.
uniforms
[
'
cameraProjectionMatrix
'
].
value
=
this
.
camera
.
projectionMatrix
;
this
.
saoMaterial
.
needsUpdate
=
true
;
...
...
examples/jsm/postprocessing/SAOPass.js
浏览文件 @
e840f317
...
...
@@ -115,7 +115,7 @@ var SAOPass = function ( scene, camera, depthTexture, useNormals, resolution ) {
this
.
saoMaterial
.
uniforms
[
'
tDepth
'
].
value
=
(
this
.
supportsDepthTextureExtension
)
?
depthTexture
:
this
.
depthRenderTarget
.
texture
;
this
.
saoMaterial
.
uniforms
[
'
tNormal
'
].
value
=
this
.
normalRenderTarget
.
texture
;
this
.
saoMaterial
.
uniforms
[
'
size
'
].
value
.
set
(
this
.
resolution
.
x
,
this
.
resolution
.
y
);
this
.
saoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
getInverse
(
this
.
camera
.
projectionMatrix
);
this
.
saoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
copy
(
this
.
camera
.
projectionMatrixInverse
);
this
.
saoMaterial
.
uniforms
[
'
cameraProjectionMatrix
'
].
value
=
this
.
camera
.
projectionMatrix
;
this
.
saoMaterial
.
blending
=
NoBlending
;
...
...
@@ -404,7 +404,7 @@ SAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
this
.
depthRenderTarget
.
setSize
(
width
,
height
);
this
.
saoMaterial
.
uniforms
[
'
size
'
].
value
.
set
(
width
,
height
);
this
.
saoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
getInverse
(
this
.
camera
.
projectionMatrix
);
this
.
saoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
copy
(
this
.
camera
.
projectionMatrixInverse
);
this
.
saoMaterial
.
uniforms
[
'
cameraProjectionMatrix
'
].
value
=
this
.
camera
.
projectionMatrix
;
this
.
saoMaterial
.
needsUpdate
=
true
;
...
...
examples/jsm/postprocessing/SSAOPass.js
浏览文件 @
e840f317
...
...
@@ -113,7 +113,7 @@ var SSAOPass = function ( scene, camera, width, height ) {
this
.
ssaoMaterial
.
uniforms
[
'
cameraFar
'
].
value
=
this
.
camera
.
far
;
this
.
ssaoMaterial
.
uniforms
[
'
resolution
'
].
value
.
set
(
this
.
width
,
this
.
height
);
this
.
ssaoMaterial
.
uniforms
[
'
cameraProjectionMatrix
'
].
value
.
copy
(
this
.
camera
.
projectionMatrix
);
this
.
ssaoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
getInverse
(
this
.
camera
.
projectionMatrix
);
this
.
ssaoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
copy
(
this
.
camera
.
projectionMatrixInverse
);
// normal material
...
...
@@ -352,7 +352,7 @@ SSAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
this
.
ssaoMaterial
.
uniforms
[
'
resolution
'
].
value
.
set
(
width
,
height
);
this
.
ssaoMaterial
.
uniforms
[
'
cameraProjectionMatrix
'
].
value
.
copy
(
this
.
camera
.
projectionMatrix
);
this
.
ssaoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
getInverse
(
this
.
camera
.
projectionMatrix
);
this
.
ssaoMaterial
.
uniforms
[
'
cameraInverseProjectionMatrix
'
].
value
.
copy
(
this
.
camera
.
projectionMatrixInverse
);
this
.
blurMaterial
.
uniforms
[
'
resolution
'
].
value
.
set
(
width
,
height
);
...
...
examples/webgl_raymarching_reflect.html
浏览文件 @
e840f317
...
...
@@ -289,7 +289,7 @@
uniforms
:
{
resolution
:
{
value
:
new
THREE
.
Vector2
(
canvas
.
width
,
canvas
.
height
)
},
cameraWorldMatrix
:
{
value
:
camera
.
matrixWorld
},
cameraProjectionMatrixInverse
:
{
value
:
new
THREE
.
Matrix4
().
getInverse
(
camera
.
projectionMatrix
)
}
cameraProjectionMatrixInverse
:
{
value
:
new
THREE
.
Matrix4
().
copy
(
camera
.
projectionMatrixInverse
)
}
},
vertexShader
:
document
.
getElementById
(
'
vertex_shader
'
).
textContent
,
fragmentShader
:
document
.
getElementById
(
'
fragment_shader
'
).
textContent
...
...
@@ -328,7 +328,7 @@
camera
.
updateProjectionMatrix
();
material
.
uniforms
.
resolution
.
value
.
set
(
canvas
.
width
,
canvas
.
height
);
material
.
uniforms
.
cameraProjectionMatrixInverse
.
value
.
getInverse
(
camera
.
projectionMatrix
);
material
.
uniforms
.
cameraProjectionMatrixInverse
.
value
.
copy
(
camera
.
projectionMatrixInverse
);
}
...
...
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