未验证 提交 f62b2a82 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #15500 from Oletus/cleanup-addressing-uniforms-in-examples

Always use strings for uniform names in examples
......@@ -58,7 +58,7 @@ THREE.Fire = function ( geometry, options ) {
}
this.sourceMaterial.uniforms.sourceMap.value = this.internalSource;
this.sourceMaterial.uniforms[ "sourceMap" ].value = this.internalSource;
this.sourceMaterial.needsUpdate = true;
return this.sourceData;
......@@ -121,7 +121,7 @@ THREE.Fire = function ( geometry, options ) {
// (0 -> 127 = 0.0 -> 1.0, 128 -> 255 = -1.0 -> 0.0 )
this.setSourceMap = function ( texture ) {
this.sourceMaterial.uniforms.sourceMap.value = texture;
this.sourceMaterial.uniforms[ "sourceMap" ].value = texture;
};
......@@ -190,8 +190,8 @@ THREE.Fire = function ( geometry, options ) {
transparent: false
} );
this.diffuseMaterial.uniforms.oneOverWidth.value = oneOverWidth;
this.diffuseMaterial.uniforms.oneOverHeight.value = oneOverHeight;
this.diffuseMaterial.uniforms[ "oneOverWidth" ].value = oneOverWidth;
this.diffuseMaterial.uniforms[ "oneOverHeight" ].value = oneOverHeight;
this.diffuseMesh = new THREE.Mesh( this.fieldGeometry, this.diffuseMaterial );
this.fieldScene.add( this.diffuseMesh );
......@@ -206,8 +206,8 @@ THREE.Fire = function ( geometry, options ) {
transparent: false
} );
this.driftMaterial.uniforms.oneOverWidth.value = oneOverWidth;
this.driftMaterial.uniforms.oneOverHeight.value = oneOverHeight;
this.driftMaterial.uniforms[ "oneOverWidth" ].value = oneOverWidth;
this.driftMaterial.uniforms[ "oneOverHeight" ].value = oneOverHeight;
this.driftMesh = new THREE.Mesh( this.fieldGeometry, this.driftMaterial );
this.fieldScene.add( this.driftMesh );
......@@ -222,8 +222,8 @@ THREE.Fire = function ( geometry, options ) {
transparent: false
} );
this.projMaterial1.uniforms.oneOverWidth.value = oneOverWidth;
this.projMaterial1.uniforms.oneOverHeight.value = oneOverHeight;
this.projMaterial1.uniforms[ "oneOverWidth" ].value = oneOverWidth;
this.projMaterial1.uniforms[ "oneOverHeight" ].value = oneOverHeight;
this.projMesh1 = new THREE.Mesh( this.fieldGeometry, this.projMaterial1 );
this.fieldScene.add( this.projMesh1 );
......@@ -239,8 +239,8 @@ THREE.Fire = function ( geometry, options ) {
} );
this.projMaterial2.uniforms.oneOverWidth.value = oneOverWidth;
this.projMaterial2.uniforms.oneOverHeight.value = oneOverHeight;
this.projMaterial2.uniforms[ "oneOverWidth" ].value = oneOverWidth;
this.projMaterial2.uniforms[ "oneOverHeight" ].value = oneOverHeight;
this.projMesh2 = new THREE.Mesh( this.fieldGeometry, this.projMaterial2 );
this.fieldScene.add( this.projMesh2 );
......@@ -256,8 +256,8 @@ THREE.Fire = function ( geometry, options ) {
} );
this.projMaterial3.uniforms.oneOverWidth.value = oneOverWidth;
this.projMaterial3.uniforms.oneOverHeight.value = oneOverHeight;
this.projMaterial3.uniforms[ "oneOverWidth" ].value = oneOverWidth;
this.projMaterial3.uniforms[ "oneOverHeight" ].value = oneOverHeight;
this.projMesh3 = new THREE.Mesh( this.fieldGeometry, this.projMaterial3 );
this.fieldScene.add( this.projMesh3 );
......@@ -280,31 +280,31 @@ THREE.Fire = function ( geometry, options ) {
transparent: true
} );
this.material.uniforms.densityMap.value = this.field1.texture;
this.material.uniforms[ "densityMap" ].value = this.field1.texture;
this.configShaders = function ( dt ) {
this.diffuseMaterial.uniforms.diffuse.value = dt * 0.05 * this.diffuse;
this.diffuseMaterial.uniforms.viscosity.value = dt * 0.05 * this.viscosity;
this.diffuseMaterial.uniforms.expansion.value = Math.exp( this.expansion * - 1.0 );
this.diffuseMaterial.uniforms.swirl.value = Math.exp( this.swirl * - 0.1 );
this.diffuseMaterial.uniforms.drag.value = Math.exp( this.drag * - 0.1 );
this.diffuseMaterial.uniforms.burnRate.value = this.burnRate * dt * 0.01;
this.driftMaterial.uniforms.windVector.value = this.windVector;
this.driftMaterial.uniforms.airSpeed.value = dt * this.airSpeed * 0.001 * textureHeight;
this.material.uniforms.color1.value = this.color1;
this.material.uniforms.color2.value = this.color2;
this.material.uniforms.color3.value = this.color3;
this.material.uniforms.colorBias.value = this.colorBias;
this.diffuseMaterial.uniforms[ "diffuse" ].value = dt * 0.05 * this.diffuse;
this.diffuseMaterial.uniforms[ "viscosity" ].value = dt * 0.05 * this.viscosity;
this.diffuseMaterial.uniforms[ "expansion" ].value = Math.exp( this.expansion * - 1.0 );
this.diffuseMaterial.uniforms[ "swirl" ].value = Math.exp( this.swirl * - 0.1 );
this.diffuseMaterial.uniforms[ "drag" ].value = Math.exp( this.drag * - 0.1 );
this.diffuseMaterial.uniforms[ "burnRate" ].value = this.burnRate * dt * 0.01;
this.driftMaterial.uniforms[ "windVector" ].value = this.windVector;
this.driftMaterial.uniforms[ "airSpeed" ].value = dt * this.airSpeed * 0.001 * textureHeight;
this.material.uniforms[ "color1" ].value = this.color1;
this.material.uniforms[ "color2" ].value = this.color2;
this.material.uniforms[ "color3" ].value = this.color3;
this.material.uniforms[ "colorBias" ].value = this.colorBias;
};
this.clearDiffuse = function () {
this.diffuseMaterial.uniforms.expansion.value = 1.0;
this.diffuseMaterial.uniforms.swirl.value = 1.0;
this.diffuseMaterial.uniforms.drag.value = 1.0;
this.diffuseMaterial.uniforms.burnRate.value = 0.0;
this.diffuseMaterial.uniforms[ "expansion" ].value = 1.0;
this.diffuseMaterial.uniforms[ "swirl" ].value = 1.0;
this.diffuseMaterial.uniforms[ "drag" ].value = 1.0;
this.diffuseMaterial.uniforms[ "burnRate" ].value = 0.0;
};
......@@ -340,7 +340,7 @@ THREE.Fire = function ( geometry, options ) {
this.sourceMesh.visible = true;
this.sourceMaterial.uniforms.densityMap.value = this.field0.texture;
this.sourceMaterial.uniforms[ "densityMap" ].value = this.field0.texture;
renderer.render( this.fieldScene, this.orthoCamera, this.field1 );
......@@ -354,7 +354,7 @@ THREE.Fire = function ( geometry, options ) {
this.diffuseMesh.visible = true;
this.diffuseMaterial.uniforms.densityMap.value = this.field0.texture;
this.diffuseMaterial.uniforms[ "densityMap" ].value = this.field0.texture;
renderer.render( this.fieldScene, this.orthoCamera, this.field1 );
......@@ -368,7 +368,7 @@ THREE.Fire = function ( geometry, options ) {
this.driftMesh.visible = true;
this.driftMaterial.uniforms.densityMap.value = this.field0.texture;
this.driftMaterial.uniforms[ "densityMap" ].value = this.field0.texture;
renderer.render( this.fieldScene, this.orthoCamera, this.field1 );
......@@ -384,13 +384,13 @@ THREE.Fire = function ( geometry, options ) {
this.projMesh1.visible = true;
this.projMaterial1.uniforms.densityMap.value = this.field0.texture;
this.projMaterial1.uniforms[ "densityMap" ].value = this.field0.texture;
renderer.render( this.fieldScene, this.orthoCamera, this.fieldProj );
this.projMesh1.visible = false;
this.projMaterial2.uniforms.densityMap.value = this.fieldProj.texture;
this.projMaterial2.uniforms[ "densityMap" ].value = this.fieldProj.texture;
// Projection pass 2
......@@ -404,14 +404,14 @@ THREE.Fire = function ( geometry, options ) {
this.field1 = this.fieldProj;
this.fieldProj = temp;
this.projMaterial2.uniforms.densityMap.value = this.fieldProj.texture;
this.projMaterial2.uniforms[ "densityMap" ].value = this.fieldProj.texture;
}
this.projMesh2.visible = false;
this.projMaterial3.uniforms.densityMap.value = this.field0.texture;
this.projMaterial3.uniforms.projMap.value = this.fieldProj.texture;
this.projMaterial3.uniforms[ "densityMap" ].value = this.field0.texture;
this.projMaterial3.uniforms[ "projMap" ].value = this.fieldProj.texture;
// Projection pass 3
......
......@@ -199,8 +199,8 @@ THREE.Lensflare = function () {
// render pink quad
var uniforms = material1a.uniforms;
uniforms.scale.value = scale;
uniforms.screenPosition.value = positionScreen;
uniforms[ "scale" ].value = scale;
uniforms[ "screenPosition" ].value = positionScreen;
renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null );
......@@ -211,8 +211,8 @@ THREE.Lensflare = function () {
// restore graphics
var uniforms = material1b.uniforms;
uniforms.scale.value = scale;
uniforms.screenPosition.value = positionScreen;
uniforms[ "scale" ].value = scale;
uniforms[ "screenPosition" ].value = positionScreen;
renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null );
......@@ -227,15 +227,15 @@ THREE.Lensflare = function () {
var uniforms = material2.uniforms;
uniforms.color.value.copy( element.color );
uniforms.map.value = element.texture;
uniforms.screenPosition.value.x = positionScreen.x + vecX * element.distance;
uniforms.screenPosition.value.y = positionScreen.y + vecY * element.distance;
uniforms[ "color" ].value.copy( element.color );
uniforms[ "map" ].value = element.texture;
uniforms[ "screenPosition" ].value.x = positionScreen.x + vecX * element.distance;
uniforms[ "screenPosition" ].value.y = positionScreen.y + vecY * element.distance;
var size = element.size / viewport.w;
var invAspect = viewport.w / viewport.z;
uniforms.scale.value.set( size * invAspect, size );
uniforms[ "scale" ].value.set( size * invAspect, size );
material2.uniformsNeedUpdate = true;
......
......@@ -58,9 +58,9 @@ THREE.Reflector = function ( geometry, options ) {
vertexShader: shader.vertexShader
} );
material.uniforms.tDiffuse.value = renderTarget.texture;
material.uniforms.color.value = color;
material.uniforms.textureMatrix.value = textureMatrix;
material.uniforms[ "tDiffuse" ].value = renderTarget.texture;
material.uniforms[ "color" ].value = color;
material.uniforms[ "textureMatrix" ].value = textureMatrix;
this.material = material;
this.renderOrder = - Infinity; // render first
......
......@@ -56,9 +56,9 @@ THREE.Refractor = function ( geometry, options ) {
transparent: true // ensures, refractors are drawn from farthest to closest
} );
this.material.uniforms.color.value = color;
this.material.uniforms.tDiffuse.value = renderTarget.texture;
this.material.uniforms.textureMatrix.value = textureMatrix;
this.material.uniforms[ "color" ].value = color;
this.material.uniforms[ "tDiffuse" ].value = renderTarget.texture;
this.material.uniforms[ "textureMatrix" ].value = textureMatrix;
// functions
......
......@@ -34,12 +34,12 @@ THREE.Sky.prototype = Object.create( THREE.Mesh.prototype );
THREE.Sky.SkyShader = {
uniforms: {
luminance: { value: 1 },
turbidity: { value: 2 },
rayleigh: { value: 1 },
mieCoefficient: { value: 0.005 },
mieDirectionalG: { value: 0.8 },
sunPosition: { value: new THREE.Vector3() }
"luminance": { value: 1 },
"turbidity": { value: 2 },
"rayleigh": { value: 1 },
"mieCoefficient": { value: 0.005 },
"mieDirectionalG": { value: 0.8 },
"sunPosition": { value: new THREE.Vector3() }
},
vertexShader: [
......
......@@ -69,17 +69,17 @@ THREE.Water = function ( geometry, options ) {
THREE.UniformsLib[ 'fog' ],
THREE.UniformsLib[ 'lights' ],
{
normalSampler: { value: null },
mirrorSampler: { value: null },
alpha: { value: 1.0 },
time: { value: 0.0 },
size: { value: 1.0 },
distortionScale: { value: 20.0 },
textureMatrix: { value: new THREE.Matrix4() },
sunColor: { value: new THREE.Color( 0x7F7F7F ) },
sunDirection: { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
eye: { value: new THREE.Vector3() },
waterColor: { value: new THREE.Color( 0x555555 ) }
"normalSampler": { value: null },
"mirrorSampler": { value: null },
"alpha": { value: 1.0 },
"time": { value: 0.0 },
"size": { value: 1.0 },
"distortionScale": { value: 20.0 },
"textureMatrix": { value: new THREE.Matrix4() },
"sunColor": { value: new THREE.Color( 0x7F7F7F ) },
"sunDirection": { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
"eye": { value: new THREE.Vector3() },
"waterColor": { value: new THREE.Color( 0x555555 ) }
}
] ),
......@@ -190,17 +190,17 @@ THREE.Water = function ( geometry, options ) {
fog: fog
} );
material.uniforms.mirrorSampler.value = renderTarget.texture;
material.uniforms.textureMatrix.value = textureMatrix;
material.uniforms.alpha.value = alpha;
material.uniforms.time.value = time;
material.uniforms.normalSampler.value = normalSampler;
material.uniforms.sunColor.value = sunColor;
material.uniforms.waterColor.value = waterColor;
material.uniforms.sunDirection.value = sunDirection;
material.uniforms.distortionScale.value = distortionScale;
material.uniforms.eye.value = eye;
material.uniforms[ "mirrorSampler" ].value = renderTarget.texture;
material.uniforms[ "textureMatrix" ].value = textureMatrix;
material.uniforms[ "alpha" ].value = alpha;
material.uniforms[ "time" ].value = time;
material.uniforms[ "normalSampler" ].value = normalSampler;
material.uniforms[ "sunColor" ].value = sunColor;
material.uniforms[ "waterColor" ].value = waterColor;
material.uniforms[ "sunDirection" ].value = sunDirection;
material.uniforms[ "distortionScale" ].value = distortionScale;
material.uniforms[ "eye" ].value = eye;
scope.material = material;
......
......@@ -85,14 +85,14 @@ THREE.Water = function ( geometry, options ) {
if ( flowMap !== undefined ) {
this.material.defines.USE_FLOWMAP = '';
this.material.uniforms.tFlowMap = {
this.material.uniforms[ "tFlowMap" ] = {
type: 't',
value: flowMap
};
} else {
this.material.uniforms.flowDirection = {
this.material.uniforms[ "flowDirection" ] = {
type: 'v2',
value: flowDirection
};
......@@ -104,23 +104,23 @@ THREE.Water = function ( geometry, options ) {
normalMap0.wrapS = normalMap0.wrapT = THREE.RepeatWrapping;
normalMap1.wrapS = normalMap1.wrapT = THREE.RepeatWrapping;
this.material.uniforms.tReflectionMap.value = reflector.getRenderTarget().texture;
this.material.uniforms.tRefractionMap.value = refractor.getRenderTarget().texture;
this.material.uniforms.tNormalMap0.value = normalMap0;
this.material.uniforms.tNormalMap1.value = normalMap1;
this.material.uniforms[ "tReflectionMap" ].value = reflector.getRenderTarget().texture;
this.material.uniforms[ "tRefractionMap" ].value = refractor.getRenderTarget().texture;
this.material.uniforms[ "tNormalMap0" ].value = normalMap0;
this.material.uniforms[ "tNormalMap1" ].value = normalMap1;
// water
this.material.uniforms.color.value = color;
this.material.uniforms.reflectivity.value = reflectivity;
this.material.uniforms.textureMatrix.value = textureMatrix;
this.material.uniforms[ "color" ].value = color;
this.material.uniforms[ "reflectivity" ].value = reflectivity;
this.material.uniforms[ "textureMatrix" ].value = textureMatrix;
// inital values
this.material.uniforms.config.value.x = 0; // flowMapOffset0
this.material.uniforms.config.value.y = halfCycle; // flowMapOffset1
this.material.uniforms.config.value.z = halfCycle; // halfCycle
this.material.uniforms.config.value.w = scale; // scale
this.material.uniforms[ "config" ].value.x = 0; // flowMapOffset0
this.material.uniforms[ "config" ].value.y = halfCycle; // flowMapOffset1
this.material.uniforms[ "config" ].value.z = halfCycle; // halfCycle
this.material.uniforms[ "config" ].value.w = scale; // scale
// functions
......@@ -142,7 +142,7 @@ THREE.Water = function ( geometry, options ) {
function updateFlow() {
var delta = clock.getDelta();
var config = scope.material.uniforms.config;
var config = scope.material.uniforms[ "config" ];
config.value.x += flowSpeed * delta; // flowMapOffset0
config.value.y = config.value.x + halfCycle; // flowMapOffset1
......
......@@ -181,7 +181,7 @@
if ( mesh ) {
var value = mesh.material.uniforms.depth.value;
var value = mesh.material.uniforms[ "depth" ].value;
value += depthStep;
......@@ -194,7 +194,7 @@
}
mesh.material.uniforms.depth.value = value;
mesh.material.uniforms[ "depth" ].value = value;
}
......
......@@ -143,12 +143,12 @@
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms.u_data.value = texture;
uniforms.u_size.value.set( volume.xLength, volume.yLength, volume.zLength );
uniforms.u_clim.value.set( volconfig.clim1, volconfig.clim2 );
uniforms.u_renderstyle.value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
uniforms.u_renderthreshold.value = volconfig.isothreshold; // For ISO renderstyle
uniforms.u_cmdata.value = cmtextures[ volconfig.colormap ];
uniforms[ "u_data" ].value = texture;
uniforms[ "u_size" ].value.set( volume.xLength, volume.yLength, volume.zLength );
uniforms[ "u_clim" ].value.set( volconfig.clim1, volconfig.clim2 );
uniforms[ "u_renderstyle" ].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
uniforms[ "u_renderthreshold" ].value = volconfig.isothreshold; // For ISO renderstyle
uniforms[ "u_cmdata" ].value = cmtextures[ volconfig.colormap ];
material = new THREE.ShaderMaterial( {
uniforms: uniforms,
......@@ -174,10 +174,10 @@
function updateUniforms() {
material.uniforms.u_clim.value.set( volconfig.clim1, volconfig.clim2 );
material.uniforms.u_renderstyle.value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
material.uniforms.u_renderthreshold.value = volconfig.isothreshold; // For ISO renderstyle
material.uniforms.u_cmdata.value = cmtextures[ volconfig.colormap ];
material.uniforms[ "u_clim" ].value.set( volconfig.clim1, volconfig.clim2 );
material.uniforms[ "u_renderstyle" ].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
material.uniforms[ "u_renderthreshold" ].value = volconfig.isothreshold; // For ISO renderstyle
material.uniforms[ "u_cmdata" ].value = cmtextures[ volconfig.colormap ];
render();
......
......@@ -188,8 +188,8 @@
var material = new THREE.RawShaderMaterial( {
uniforms: {
time: { value: 1.0 },
sineTime: { value: 1.0 }
"time": { value: 1.0 },
"sineTime": { value: 1.0 }
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
......@@ -260,8 +260,8 @@
var object = scene.children[ 0 ];
object.rotation.y = time * 0.0005;
object.material.uniforms.time.value = time * 0.005;
object.material.uniforms.sineTime.value = Math.sin( object.material.uniforms.time.value * 0.05 );
object.material.uniforms[ "time" ].value = time * 0.005;
object.material.uniforms[ "sineTime" ].value = Math.sin( object.material.uniforms[ "time" ].value * 0.05 );
renderer.render( scene, camera );
......
......@@ -162,8 +162,8 @@
material = new THREE.RawShaderMaterial( {
uniforms: {
map: { value: new THREE.TextureLoader().load( 'textures/sprites/circle.png' ) },
time: { value: 0.0 }
"map": { value: new THREE.TextureLoader().load( 'textures/sprites/circle.png' ) },
"time": { value: 0.0 }
},
vertexShader: document.getElementById( 'vshader' ).textContent,
fragmentShader: document.getElementById( 'fshader' ).textContent,
......@@ -210,7 +210,7 @@
var time = performance.now() * 0.0005;
material.uniforms.time.value = time;
material.uniforms[ "time" ].value = time;
mesh.rotation.x = time * 0.2;
mesh.rotation.y = time * 0.4;
......
......@@ -109,13 +109,13 @@
uniforms = {
amplitude: { value: 1.0 },
color: { value: new THREE.Color( 0xff2200 ) },
texture: { value: new THREE.TextureLoader().load( "textures/water.jpg" ) }
"amplitude": { value: 1.0 },
"color": { value: new THREE.Color( 0xff2200 ) },
"texture": { value: new THREE.TextureLoader().load( "textures/water.jpg" ) }
};
uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;
uniforms[ "texture" ].value.wrapS = uniforms[ "texture" ].value.wrapT = THREE.RepeatWrapping;
var shaderMaterial = new THREE.ShaderMaterial( {
......@@ -184,8 +184,8 @@
sphere.rotation.y = sphere.rotation.z = 0.01 * time;
uniforms.amplitude.value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
uniforms.color.value.offsetHSL( 0.0005, 0, 0 );
uniforms[ "amplitude" ].value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
uniforms[ "color" ].value.offsetHSL( 0.0005, 0, 0 );
for ( var i = 0; i < displacement.length; i ++ ) {
......
......@@ -510,10 +510,10 @@
var valuesChanger = function () {
velocityUniforms.seperationDistance.value = effectController.seperation;
velocityUniforms.alignmentDistance.value = effectController.alignment;
velocityUniforms.cohesionDistance.value = effectController.cohesion;
velocityUniforms.freedomFactor.value = effectController.freedom;
velocityUniforms[ "seperationDistance" ].value = effectController.seperation;
velocityUniforms[ "alignmentDistance" ].value = effectController.alignment;
velocityUniforms[ "cohesionDistance" ].value = effectController.cohesion;
velocityUniforms[ "freedomFactor" ].value = effectController.freedom;
};
......@@ -531,7 +531,7 @@
function initComputeRenderer() {
gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
var dtPosition = gpuCompute.createTexture();
var dtVelocity = gpuCompute.createTexture();
......@@ -547,16 +547,16 @@
positionUniforms = positionVariable.material.uniforms;
velocityUniforms = velocityVariable.material.uniforms;
positionUniforms.time = { value: 0.0 };
positionUniforms.delta = { value: 0.0 };
velocityUniforms.time = { value: 1.0 };
velocityUniforms.delta = { value: 0.0 };
velocityUniforms.testing = { value: 1.0 };
velocityUniforms.seperationDistance = { value: 1.0 };
velocityUniforms.alignmentDistance = { value: 1.0 };
velocityUniforms.cohesionDistance = { value: 1.0 };
velocityUniforms.freedomFactor = { value: 1.0 };
velocityUniforms.predator = { value: new THREE.Vector3() };
positionUniforms[ "time" ] = { value: 0.0 };
positionUniforms[ "delta" ] = { value: 0.0 };
velocityUniforms[ "time" ] = { value: 1.0 };
velocityUniforms[ "delta" ] = { value: 0.0 };
velocityUniforms[ "testing" ] = { value: 1.0 };
velocityUniforms[ "seperationDistance" ] = { value: 1.0 };
velocityUniforms[ "alignmentDistance" ] = { value: 1.0 };
velocityUniforms[ "cohesionDistance" ] = { value: 1.0 };
velocityUniforms[ "freedomFactor" ] = { value: 1.0 };
velocityUniforms[ "predator" ] = { value: new THREE.Vector3() };
velocityVariable.material.defines.BOUNDS = BOUNDS.toFixed( 2 );
velocityVariable.wrapS = THREE.RepeatWrapping;
......@@ -579,11 +579,11 @@
// For Vertex and Fragment
birdUniforms = {
color: { value: new THREE.Color( 0xff2200 ) },
texturePosition: { value: null },
textureVelocity: { value: null },
time: { value: 1.0 },
delta: { value: 0.0 }
"color": { value: new THREE.Color( 0xff2200 ) },
"texturePosition": { value: null },
"textureVelocity": { value: null },
"time": { value: 1.0 },
"delta": { value: 0.0 }
};
// ShaderMaterial
......@@ -707,22 +707,22 @@
if ( delta > 1 ) delta = 1; // safety cap on large deltas
last = now;
positionUniforms.time.value = now;
positionUniforms.delta.value = delta;
velocityUniforms.time.value = now;
velocityUniforms.delta.value = delta;
birdUniforms.time.value = now;
birdUniforms.delta.value = delta;
positionUniforms[ "time" ].value = now;
positionUniforms[ "delta" ].value = delta;
velocityUniforms[ "time" ].value = now;
velocityUniforms[ "delta" ].value = delta;
birdUniforms[ "time" ].value = now;
birdUniforms[ "delta" ].value = delta;
velocityUniforms.predator.value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
velocityUniforms[ "predator" ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
mouseX = 10000;
mouseY = 10000;
gpuCompute.compute();
birdUniforms.texturePosition.value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
birdUniforms.textureVelocity.value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
birdUniforms[ "texturePosition" ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
birdUniforms[ "textureVelocity" ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
renderer.render( scene, camera );
......
......@@ -390,8 +390,8 @@
velocityUniforms = velocityVariable.material.uniforms;
velocityUniforms.gravityConstant = { value: 0.0 };
velocityUniforms.density = { value: 0.0 };
velocityUniforms[ "gravityConstant" ] = { value: 0.0 };
velocityUniforms[ "density" ] = { value: 0.0 };
var error = gpuCompute.init();
......@@ -450,10 +450,10 @@
geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
particleUniforms = {
texturePosition: { value: null },
textureVelocity: { value: null },
cameraConstant: { value: getCameraConstant( camera ) },
density: { value: 0.0 }
"texturePosition": { value: null },
"textureVelocity": { value: null },
"cameraConstant": { value: getCameraConstant( camera ) },
"density": { value: 0.0 }
};
// ShaderMaterial
......@@ -538,15 +538,15 @@
renderer.setSize( window.innerWidth, window.innerHeight );
particleUniforms.cameraConstant.value = getCameraConstant( camera );
particleUniforms[ "cameraConstant" ].value = getCameraConstant( camera );
}
function dynamicValuesChanger() {
velocityUniforms.gravityConstant.value = effectController.gravityConstant;
velocityUniforms.density.value = effectController.density;
particleUniforms.density.value = effectController.density;
velocityUniforms[ "gravityConstant" ].value = effectController.gravityConstant;
velocityUniforms[ "density" ].value = effectController.density;
particleUniforms[ "density" ].value = effectController.density;
}
......@@ -604,8 +604,8 @@
gpuCompute.compute();
particleUniforms.texturePosition.value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
particleUniforms.textureVelocity.value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
particleUniforms[ "texturePosition" ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
particleUniforms[ "textureVelocity" ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
renderer.render( scene, camera );
......
......@@ -399,8 +399,8 @@
var valuesChanger = function () {
heightmapVariable.material.uniforms.mouseSize.value = effectController.mouseSize;
heightmapVariable.material.uniforms.viscosityConstant.value = effectController.viscosity;
heightmapVariable.material.uniforms[ "mouseSize" ].value = effectController.mouseSize;
heightmapVariable.material.uniforms[ "viscosityConstant" ].value = effectController.viscosity;
spheresEnabled = effectController.spheresEnabled;
for ( var i = 0; i < NUM_SPHERES; i ++ ) {
......@@ -447,7 +447,7 @@
uniforms: THREE.UniformsUtils.merge( [
THREE.ShaderLib[ 'phong' ].uniforms,
{
heightmap: { value: null }
"heightmap": { value: null }
}
] ),
vertexShader: document.getElementById( 'waterVertexShader' ).textContent,
......@@ -463,10 +463,10 @@
material.shininess = 50;
// Sets the uniforms with the material values
material.uniforms.diffuse.value = material.color;
material.uniforms.specular.value = material.specular;
material.uniforms.shininess.value = Math.max( material.shininess, 1e-4 );
material.uniforms.opacity.value = material.opacity;
material.uniforms[ "diffuse" ].value = material.color;
material.uniforms[ "specular" ].value = material.specular;
material.uniforms[ "shininess" ].value = Math.max( material.shininess, 1e-4 );
material.uniforms[ "opacity" ].value = material.opacity;
// Defines
material.defines.WIDTH = WIDTH.toFixed( 1 );
......@@ -502,10 +502,10 @@
gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );
heightmapVariable.material.uniforms.mousePos = { value: new THREE.Vector2( 10000, 10000 ) };
heightmapVariable.material.uniforms.mouseSize = { value: 20.0 };
heightmapVariable.material.uniforms.viscosityConstant = { value: 0.98 };
heightmapVariable.material.uniforms.heightCompensation = { value: 0 };
heightmapVariable.material.uniforms[ "mousePos" ] = { value: new THREE.Vector2( 10000, 10000 ) };
heightmapVariable.material.uniforms[ "mouseSize" ] = { value: 20.0 };
heightmapVariable.material.uniforms[ "viscosityConstant" ] = { value: 0.98 };
heightmapVariable.material.uniforms[ "heightCompensation" ] = { value: 0 };
heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );
var error = gpuCompute.init();
......@@ -592,10 +592,10 @@
for ( var i = 0; i < 10; i ++ ) {
smoothShader.uniforms.texture.value = currentRenderTarget.texture;
smoothShader.uniforms[ "texture" ].value = currentRenderTarget.texture;
gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
smoothShader.uniforms.texture.value = alternateRenderTarget.texture;
smoothShader.uniforms[ "texture" ].value = alternateRenderTarget.texture;
gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
}
......@@ -632,7 +632,7 @@
var currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
readWaterLevelShader.uniforms.texture.value = currentRenderTarget.texture;
readWaterLevelShader.uniforms[ "texture" ].value = currentRenderTarget.texture;
var gl = renderer.context;
for ( var i = 0; i < NUM_SPHERES; i ++ ) {
......@@ -644,7 +644,7 @@
// Read water level and orientation
var u = 0.5 * sphere.position.x / BOUNDS_HALF + 0.5;
var v = 1 - ( 0.5 * sphere.position.z / BOUNDS_HALF + 0.5 );
readWaterLevelShader.uniforms.point1.value.set( u, v );
readWaterLevelShader.uniforms[ "point1" ].value.set( u, v );
gpuCompute.doRenderTarget( readWaterLevelShader, readWaterLevelRenderTarget );
gl.readPixels( 0, 0, 4, 1, gl.RGBA, gl.UNSIGNED_BYTE, readWaterLevelImage );
var pixels = new Float32Array( readWaterLevelImage.buffer );
......@@ -763,11 +763,11 @@
if ( intersects.length > 0 ) {
var point = intersects[ 0 ].point;
uniforms.mousePos.value.set( point.x, point.z );
uniforms[ "mousePos" ].value.set( point.x, point.z );
} else {
uniforms.mousePos.value.set( 10000, 10000 );
uniforms[ "mousePos" ].value.set( 10000, 10000 );
}
......@@ -775,7 +775,7 @@
} else {
uniforms.mousePos.value.set( 10000, 10000 );
uniforms[ "mousePos" ].value.set( 10000, 10000 );
}
......@@ -789,7 +789,7 @@
}
// Get compute output in custom uniform
waterUniforms.heightmap.value = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
waterUniforms[ "heightmap" ].value = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
// Render
renderer.render( scene, camera );
......
......@@ -137,9 +137,9 @@
materialHDR = new THREE.ShaderMaterial( {
uniforms: {
tDiffuse: { value: texture },
exposure: { value: 0.125 },
brightMax: { value: 0.5 }
"tDiffuse": { value: texture },
"exposure": { value: 0.125 },
"brightMax": { value: 0.5 }
},
vertexShader: getText( 'vs-hdr' ),
fragmentShader: getText( 'fs-hdr' )
......@@ -196,7 +196,7 @@
var delta = clock.getDelta() * 5;
if ( materialHDR.uniforms.exposure.value > 0 || materialHDR.uniforms.exposure.value < 1 ) {
if ( materialHDR.uniforms[ "exposure" ].value > 0 || materialHDR.uniforms[ "exposure" ].value < 1 ) {
rate = 0.25;
......@@ -206,13 +206,13 @@
}
if ( materialHDR.uniforms.exposure.value > 5 || materialHDR.uniforms.exposure.value <= 0 ) {
if ( materialHDR.uniforms[ "exposure" ].value > 5 || materialHDR.uniforms[ "exposure" ].value <= 0 ) {
sign *= - 1;
}
materialHDR.uniforms.exposure.value += sign * rate * delta;
materialHDR.uniforms[ "exposure" ].value += sign * rate * delta;
renderer.render( scene, camera );
......
......@@ -583,11 +583,11 @@
objectCount ++;
object.material = material.clone();
object.material.uniforms.color.value.setHex( Math.random() * 0xffffff );
object.material.uniforms[ "color" ].value.setHex( Math.random() * 0xffffff );
materialList.push( object.material );
pickingObject.material = pickingMaterial.clone();
pickingObject.material.uniforms.pickingColor.value.setHex( i + 1 );
pickingObject.material.uniforms[ "pickingColor" ].value.setHex( i + 1 );
materialList.push( pickingObject.material );
pickingData[ i + 1 ] = object;
......@@ -613,7 +613,7 @@
vertexShader: vert,
fragmentShader: frag,
uniforms: {
color: {
"color": {
value: new THREE.Color()
}
}
......@@ -624,7 +624,7 @@
vertexShader: "#define PICKING\n" + vert,
fragmentShader: "#define PICKING\n" + frag,
uniforms: {
pickingColor: {
"pickingColor": {
value: new THREE.Color()
}
}
......
......@@ -167,14 +167,14 @@
var vertexShader = document.getElementById( 'vertexShader' ).textContent;
var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
var uniforms = {
topColor: { value: new THREE.Color( 0x0077ff ) },
bottomColor: { value: new THREE.Color( 0xffffff ) },
offset: { value: 33 },
exponent: { value: 0.6 }
"topColor": { value: new THREE.Color( 0x0077ff ) },
"bottomColor": { value: new THREE.Color( 0xffffff ) },
"offset": { value: 33 },
"exponent": { value: 0.6 }
};
uniforms.topColor.value.copy( hemiLight.color );
uniforms[ "topColor" ].value.copy( hemiLight.color );
scene.fog.color.copy( uniforms.bottomColor.value );
scene.fog.color.copy( uniforms[ "bottomColor" ].value );
var skyGeo = new THREE.SphereBufferGeometry( 4000, 32, 15 );
var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
......
......@@ -276,14 +276,14 @@
dottedMaterial = createShaderMaterial( "dotted", light, ambientLight ),
dottedMaterial2 = createShaderMaterial( "dotted", light, ambientLight );
hatchingMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
hatchingMaterial2.uniforms.uLineColor1.value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms.uLineColor2.value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms.uLineColor3.value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms.uLineColor4.value.setHSL( 0.1, 0.8, 0.5 );
hatchingMaterial2.uniforms[ "uBaseColor" ].value.setRGB( 0, 0, 0 );
hatchingMaterial2.uniforms[ "uLineColor1" ].value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms[ "uLineColor2" ].value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms[ "uLineColor3" ].value.setHSL( 0, 0.8, 0.5 );
hatchingMaterial2.uniforms[ "uLineColor4" ].value.setHSL( 0.1, 0.8, 0.5 );
dottedMaterial2.uniforms.uBaseColor.value.setRGB( 0, 0, 0 );
dottedMaterial2.uniforms.uLineColor1.value.setHSL( 0.05, 1.0, 0.5 );
dottedMaterial2.uniforms[ "uBaseColor" ].value.setRGB( 0, 0, 0 );
dottedMaterial2.uniforms[ "uLineColor1" ].value.setHSL( 0.05, 1.0, 0.5 );
var texture = new THREE.TextureLoader().load( "textures/UV_Grid_Sm.jpg" );
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
......@@ -391,10 +391,10 @@
var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
material.uniforms.uDirLightPos.value = light.position;
material.uniforms.uDirLightColor.value = light.color;
material.uniforms[ "uDirLightPos" ].value = light.position;
material.uniforms[ "uDirLightColor" ].value = light.color;
material.uniforms.uAmbientLightColor.value = ambientLight.color;
material.uniforms[ "uAmbientLightColor" ].value = ambientLight.color;
return material;
......@@ -588,7 +588,7 @@
if ( current_material === "dotted2" ) {
effect.material.uniforms.uLineColor1.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
effect.material.uniforms[ "uLineColor1" ].value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
} else if ( current_material === "hatching2" ) {
......@@ -601,7 +601,7 @@
} else {
effect.material.uniforms.uBaseColor.value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
effect.material.uniforms[ "uBaseColor" ].value.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
}
......
......@@ -61,9 +61,9 @@
texture.magFilter = THREE.LinearFilter;
var fxaaMaterial = new THREE.ShaderMaterial( THREE.FXAAShader );
fxaaMaterial.uniforms.tDiffuse.value = texture;
fxaaMaterial.uniforms.resolution.value.x = 1 / image.naturalWidth;
fxaaMaterial.uniforms.resolution.value.y = 1 / image.naturalHeight;
fxaaMaterial.uniforms[ "tDiffuse" ].value = texture;
fxaaMaterial.uniforms[ "resolution" ].value.x = 1 / image.naturalWidth;
fxaaMaterial.uniforms[ "resolution" ].value.y = 1 / image.naturalHeight;
var basicMaterial = new THREE.MeshBasicMaterial( { map: texture } );
......
......@@ -66,7 +66,7 @@
function updateGUI() {
pixelPass.uniforms.pixelSize.value = params.pixelSize;
pixelPass.uniforms[ "pixelSize" ].value = params.pixelSize;
}
......@@ -76,7 +76,7 @@
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
pixelPass.uniforms.resolution.value.set( window.innerWidth, window.innerHeight ).multiplyScalar( window.devicePixelRatio );
pixelPass.uniforms[ "resolution" ].value.set( window.innerWidth, window.innerHeight ).multiplyScalar( window.devicePixelRatio );
}
......@@ -145,8 +145,8 @@
composer.addPass( new THREE.RenderPass( scene, camera ) );
pixelPass = new THREE.ShaderPass( THREE.PixelShader );
pixelPass.uniforms.resolution.value = new THREE.Vector2( window.innerWidth, window.innerHeight );
pixelPass.uniforms.resolution.value.multiplyScalar( window.devicePixelRatio );
pixelPass.uniforms[ "resolution" ].value = new THREE.Vector2( window.innerWidth, window.innerHeight );
pixelPass.uniforms[ "resolution" ].value.multiplyScalar( window.devicePixelRatio );
pixelPass.renderToScreen = true;
composer.addPass( pixelPass );
......
......@@ -167,31 +167,31 @@
var controller, gui, onGUIChange;
controller = {
radius: halftonePass.uniforms.radius.value,
rotateR: halftonePass.uniforms.rotateR.value / ( Math.PI / 180 ),
rotateG: halftonePass.uniforms.rotateG.value / ( Math.PI / 180 ),
rotateB: halftonePass.uniforms.rotateB.value / ( Math.PI / 180 ),
scatter: halftonePass.uniforms.scatter.value,
shape: halftonePass.uniforms.shape.value,
greyscale: halftonePass.uniforms.greyscale.value,
blending: halftonePass.uniforms.blending.value,
blendingMode: halftonePass.uniforms.blendingMode.value,
disable: halftonePass.uniforms.disable.value
radius: halftonePass.uniforms[ "radius" ].value,
rotateR: halftonePass.uniforms[ "rotateR" ].value / ( Math.PI / 180 ),
rotateG: halftonePass.uniforms[ "rotateG" ].value / ( Math.PI / 180 ),
rotateB: halftonePass.uniforms[ "rotateB" ].value / ( Math.PI / 180 ),
scatter: halftonePass.uniforms[ "scatter" ].value,
shape: halftonePass.uniforms[ "shape" ].value,
greyscale: halftonePass.uniforms[ "greyscale" ].value,
blending: halftonePass.uniforms[ "blending" ].value,
blendingMode: halftonePass.uniforms[ "blendingMode" ].value,
disable: halftonePass.uniforms[ "disable" ].value
};
onGUIChange = function () {
// update uniforms
halftonePass.uniforms.radius.value = controller.radius;
halftonePass.uniforms.rotateR.value = controller.rotateR * ( Math.PI / 180 );
halftonePass.uniforms.rotateG.value = controller.rotateG * ( Math.PI / 180 );
halftonePass.uniforms.rotateB.value = controller.rotateB * ( Math.PI / 180 );
halftonePass.uniforms.scatter.value = controller.scatter;
halftonePass.uniforms.shape.value = controller.shape;
halftonePass.uniforms.greyscale.value = controller.greyscale;
halftonePass.uniforms.blending.value = controller.blending;
halftonePass.uniforms.blendingMode.value = controller.blendingMode;
halftonePass.uniforms.disable.value = controller.disable;
halftonePass.uniforms[ "radius" ].value = controller.radius;
halftonePass.uniforms[ "rotateR" ].value = controller.rotateR * ( Math.PI / 180 );
halftonePass.uniforms[ "rotateG" ].value = controller.rotateG * ( Math.PI / 180 );
halftonePass.uniforms[ "rotateB" ].value = controller.rotateB * ( Math.PI / 180 );
halftonePass.uniforms[ "scatter" ].value = controller.scatter;
halftonePass.uniforms[ "shape" ].value = controller.shape;
halftonePass.uniforms[ "greyscale" ].value = controller.greyscale;
halftonePass.uniforms[ "blending" ].value = controller.blending;
halftonePass.uniforms[ "blendingMode" ].value = controller.blendingMode;
halftonePass.uniforms[ "disable" ].value = controller.disable;
};
......
......@@ -119,8 +119,8 @@
effectSobel = new THREE.ShaderPass( THREE.SobelOperatorShader );
effectSobel.renderToScreen = true;
effectSobel.uniforms.resolution.value.x = window.innerWidth;
effectSobel.uniforms.resolution.value.y = window.innerHeight;
effectSobel.uniforms[ "resolution" ].value.x = window.innerWidth;
effectSobel.uniforms[ "resolution" ].value.y = window.innerHeight;
composer.addPass( effectSobel );
var controls = new THREE.OrbitControls( camera );
......@@ -146,8 +146,8 @@
renderer.setSize( window.innerWidth, window.innerHeight );
composer.setSize( window.innerWidth, window.innerHeight );
effectSobel.uniforms.resolution.value.x = window.innerWidth;
effectSobel.uniforms.resolution.value.y = window.innerHeight;
effectSobel.uniforms[ "resolution" ].value.x = window.innerWidth;
effectSobel.uniforms[ "resolution" ].value.y = window.innerHeight;
}
......
......@@ -132,7 +132,7 @@
material = new THREE.ShaderMaterial( {
uniforms: { time: { value: 0.0 } },
uniforms: { "time": { value: 0.0 } },
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
......@@ -140,7 +140,7 @@
var materialScreen = new THREE.ShaderMaterial( {
uniforms: { tDiffuse: { value: rtTexture.texture } },
uniforms: { "tDiffuse": { value: rtTexture.texture } },
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,
......@@ -228,13 +228,13 @@
}
if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
if ( material.uniforms[ "time" ].value > 1 || material.uniforms[ "time" ].value < 0 ) {
delta *= - 1;
}
material.uniforms.time.value += delta;
material.uniforms[ "time" ].value += delta;
renderer.clear();
......
......@@ -103,7 +103,7 @@
} );
dudvMap.wrapS = dudvMap.wrapT = THREE.RepeatWrapping;
refractor.material.uniforms.tDudv.value = dudvMap;
refractor.material.uniforms[ "tDudv" ].value = dudvMap;
// light
......@@ -150,7 +150,7 @@
function render() {
refractor.material.uniforms.time.value += clock.getDelta();
refractor.material.uniforms[ "time" ].value += clock.getDelta();
renderer.render( scene, camera );
......
......@@ -244,13 +244,13 @@
}
if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
if ( material.uniforms[ "time" ].value > 1 || material.uniforms[ "time" ].value < 0 ) {
delta *= - 1;
}
material.uniforms.time.value += delta;
material.uniforms[ "time" ].value += delta;
renderer.clear();
......
......@@ -116,7 +116,7 @@
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
time: { value: 1.0 }
"time": { value: 1.0 }
};
var material = new THREE.ShaderMaterial( {
......@@ -152,7 +152,7 @@
requestAnimationFrame( animate );
uniforms.time.value = timestamp / 1000;
uniforms[ "time" ].value = timestamp / 1000;
renderer.render( scene, camera );
......
......@@ -191,15 +191,15 @@
var geometry = new THREE.BoxBufferGeometry( 0.75, 0.75, 0.75 );
uniforms1 = {
time: { value: 1.0 }
"time": { value: 1.0 }
};
uniforms2 = {
time: { value: 1.0 },
texture: { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
"time": { value: 1.0 },
"texture": { value: new THREE.TextureLoader().load( 'textures/disturb.jpg' ) }
};
uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;
uniforms2[ "texture" ].value.wrapS = uniforms2[ "texture" ].value.wrapT = THREE.RepeatWrapping;
var params = [
[ 'fragment_shader1', uniforms1 ],
......@@ -262,8 +262,8 @@
var delta = clock.getDelta();
uniforms1.time.value += delta * 5;
uniforms2.time.value = clock.elapsedTime;
uniforms1[ "time" ].value += delta * 5;
uniforms2[ "time" ].value = clock.elapsedTime;
for ( var i = 0; i < scene.children.length; i ++ ) {
......
......@@ -143,17 +143,17 @@
uniforms = {
fogDensity: { value: 0.45 },
fogColor: { value: new THREE.Vector3( 0, 0, 0 ) },
time: { value: 1.0 },
uvScale: { value: new THREE.Vector2( 3.0, 1.0 ) },
texture1: { value: textureLoader.load( 'textures/lava/cloud.png' ) },
texture2: { value: textureLoader.load( 'textures/lava/lavatile.jpg' ) }
"fogDensity": { value: 0.45 },
"fogColor": { value: new THREE.Vector3( 0, 0, 0 ) },
"time": { value: 1.0 },
"uvScale": { value: new THREE.Vector2( 3.0, 1.0 ) },
"texture1": { value: textureLoader.load( 'textures/lava/cloud.png' ) },
"texture2": { value: textureLoader.load( 'textures/lava/lavatile.jpg' ) }
};
uniforms.texture1.value.wrapS = uniforms.texture1.value.wrapT = THREE.RepeatWrapping;
uniforms.texture2.value.wrapS = uniforms.texture2.value.wrapT = THREE.RepeatWrapping;
uniforms[ "texture1" ].value.wrapS = uniforms[ "texture1" ].value.wrapT = THREE.RepeatWrapping;
uniforms[ "texture2" ].value.wrapS = uniforms[ "texture2" ].value.wrapT = THREE.RepeatWrapping;
var size = 0.65;
......@@ -224,7 +224,7 @@
var delta = 5 * clock.getDelta();
uniforms.time.value += 0.2 * delta;
uniforms[ "time" ].value += 0.2 * delta;
mesh.rotation.y += 0.0125 * delta;
mesh.rotation.x += 0.05 * delta;
......
......@@ -115,11 +115,11 @@
var uniforms = sky.material.uniforms;
uniforms.turbidity.value = 10;
uniforms.rayleigh.value = 2;
uniforms.luminance.value = 1;
uniforms.mieCoefficient.value = 0.005;
uniforms.mieDirectionalG.value = 0.8;
uniforms[ "turbidity" ].value = 10;
uniforms[ "rayleigh" ].value = 2;
uniforms[ "luminance" ].value = 1;
uniforms[ "mieCoefficient" ].value = 0.005;
uniforms[ "mieDirectionalG" ].value = 0.8;
var parameters = {
distance: 400,
......@@ -140,8 +140,8 @@
light.position.y = parameters.distance * Math.sin( phi ) * Math.sin( theta );
light.position.z = parameters.distance * Math.sin( phi ) * Math.cos( theta );
sky.material.uniforms.sunPosition.value = light.position.copy( light.position );
water.material.uniforms.sunDirection.value.copy( light.position ).normalize();
sky.material.uniforms[ "sunPosition" ].value = light.position.copy( light.position );
water.material.uniforms[ "sunDirection" ].value.copy( light.position ).normalize();
cubeCamera.update( renderer, scene );
......@@ -242,7 +242,7 @@
sphere.rotation.x = time * 0.5;
sphere.rotation.z = time * 0.51;
water.material.uniforms.time.value += 1.0 / 60.0;
water.material.uniforms[ "time" ].value += 1.0 / 60.0;
renderer.render( scene, camera );
......
......@@ -113,9 +113,9 @@
RESOLUTION: res
} );
this.ms_Ocean.materialOcean.uniforms.u_projectionMatrix = { value: this.ms_Camera.projectionMatrix };
this.ms_Ocean.materialOcean.uniforms.u_viewMatrix = { value: this.ms_Camera.matrixWorldInverse };
this.ms_Ocean.materialOcean.uniforms.u_cameraPosition = { value: this.ms_Camera.position };
this.ms_Ocean.materialOcean.uniforms[ "u_projectionMatrix" ] = { value: this.ms_Camera.projectionMatrix };
this.ms_Ocean.materialOcean.uniforms[ "u_viewMatrix" ] = { value: this.ms_Camera.matrixWorldInverse };
this.ms_Ocean.materialOcean.uniforms[ "u_cameraPosition" ] = { value: this.ms_Camera.position };
this.ms_Scene.add( this.ms_Ocean.oceanMesh );
var gui = new dat.GUI();
......@@ -193,18 +193,18 @@
if ( this.ms_Ocean.changed ) {
this.ms_Ocean.materialOcean.uniforms.u_size.value = this.ms_Ocean.size;
this.ms_Ocean.materialOcean.uniforms.u_sunDirection.value.set( this.ms_Ocean.sunDirectionX, this.ms_Ocean.sunDirectionY, this.ms_Ocean.sunDirectionZ );
this.ms_Ocean.materialOcean.uniforms.u_exposure.value = this.ms_Ocean.exposure;
this.ms_Ocean.materialOcean.uniforms[ "u_size" ].value = this.ms_Ocean.size;
this.ms_Ocean.materialOcean.uniforms[ "u_sunDirection" ].value.set( this.ms_Ocean.sunDirectionX, this.ms_Ocean.sunDirectionY, this.ms_Ocean.sunDirectionZ );
this.ms_Ocean.materialOcean.uniforms[ "u_exposure" ].value = this.ms_Ocean.exposure;
this.ms_Ocean.changed = false;
}
this.ms_Ocean.materialOcean.uniforms.u_normalMap.value = this.ms_Ocean.normalMapFramebuffer.texture;
this.ms_Ocean.materialOcean.uniforms.u_displacementMap.value = this.ms_Ocean.displacementMapFramebuffer.texture;
this.ms_Ocean.materialOcean.uniforms.u_projectionMatrix.value = this.ms_Camera.projectionMatrix;
this.ms_Ocean.materialOcean.uniforms.u_viewMatrix.value = this.ms_Camera.matrixWorldInverse;
this.ms_Ocean.materialOcean.uniforms.u_cameraPosition.value = this.ms_Camera.position;
this.ms_Ocean.materialOcean.uniforms[ "u_normalMap" ].value = this.ms_Ocean.normalMapFramebuffer.texture;
this.ms_Ocean.materialOcean.uniforms[ "u_displacementMap" ].value = this.ms_Ocean.displacementMapFramebuffer.texture;
this.ms_Ocean.materialOcean.uniforms[ "u_projectionMatrix" ].value = this.ms_Camera.projectionMatrix;
this.ms_Ocean.materialOcean.uniforms[ "u_viewMatrix" ].value = this.ms_Camera.matrixWorldInverse;
this.ms_Ocean.materialOcean.uniforms[ "u_cameraPosition" ].value = this.ms_Camera.position;
this.ms_Ocean.materialOcean.depthTest = true;
//this.ms_Scene.__lights[1].position.x = this.ms_Scene.__lights[1].position.x + 0.01;
this.Display();
......
......@@ -96,11 +96,11 @@
function guiChanged() {
var uniforms = sky.material.uniforms;
uniforms.turbidity.value = effectController.turbidity;
uniforms.rayleigh.value = effectController.rayleigh;
uniforms.luminance.value = effectController.luminance;
uniforms.mieCoefficient.value = effectController.mieCoefficient;
uniforms.mieDirectionalG.value = effectController.mieDirectionalG;
uniforms[ "turbidity" ].value = effectController.turbidity;
uniforms[ "rayleigh" ].value = effectController.rayleigh;
uniforms[ "luminance" ].value = effectController.luminance;
uniforms[ "mieCoefficient" ].value = effectController.mieCoefficient;
uniforms[ "mieDirectionalG" ].value = effectController.mieDirectionalG;
var theta = Math.PI * ( effectController.inclination - 0.5 );
var phi = 2 * Math.PI * ( effectController.azimuth - 0.5 );
......@@ -111,7 +111,7 @@
sunSphere.visible = effectController.sun;
uniforms.sunPosition.value.copy( sunSphere.position );
uniforms[ "sunPosition" ].value.copy( sunSphere.position );
renderer.render( scene, camera );
......
......@@ -287,7 +287,7 @@
// Skybox
adaptiveLuminanceMat = new THREE.ShaderMaterial( {
uniforms: {
map: { value: null }
"map": { value: null }
},
vertexShader: vBGShader,
fragmentShader: pBGShader,
......@@ -298,7 +298,7 @@
currentLuminanceMat = new THREE.ShaderMaterial( {
uniforms: {
map: { value: null }
"map": { value: null }
},
vertexShader: vBGShader,
fragmentShader: pBGShader,
......@@ -445,8 +445,8 @@
if ( adaptToneMappingPass ) {
adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
adaptiveLuminanceMat.uniforms[ "map" ].value = adaptToneMappingPass.luminanceRT;
currentLuminanceMat.uniforms[ "map" ].value = adaptToneMappingPass.currentLuminanceRT;
adaptToneMappingPass.enabled = params.enabled;
adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
......
......@@ -297,17 +297,17 @@
uniformsNoise = {
time: { value: 1.0 },
scale: { value: new THREE.Vector2( 1.5, 1.5 ) },
offset: { value: new THREE.Vector2( 0, 0 ) }
"time": { value: 1.0 },
"scale": { value: new THREE.Vector2( 1.5, 1.5 ) },
"offset": { value: new THREE.Vector2( 0, 0 ) }
};
uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
uniformsNormal.height.value = 0.05;
uniformsNormal.resolution.value.set( rx, ry );
uniformsNormal.heightMap.value = heightMap.texture;
uniformsNormal[ "height" ].value = 0.05;
uniformsNormal[ "resolution" ].value.set( rx, ry );
uniformsNormal[ "heightMap" ].value = heightMap.texture;
var vertexShader = document.getElementById( 'vertexShader' ).textContent;
......
......@@ -230,10 +230,10 @@
var materials = [];
var Heads = [
{ type: 'physical', uniforms: { diffuse: 0x888888, metalness: 1.0, roughness: 0.66 }, defines: {} },
{ type: 'standard', uniforms: { diffuse: 0x666666, metalness: 0.1, roughness: 0.33 }, defines: {} },
{ type: 'phong', uniforms: { diffuse: 0x777777, shininess: 20 }, defines: {} },
{ type: 'phong', uniforms: { diffuse: 0x555555, shininess: 10 }, defines: { TOON: 1 } }
{ type: 'physical', uniforms: { "diffuse": 0x888888, "metalness": 1.0, "roughness": 0.66 }, defines: {} },
{ type: 'standard', uniforms: { "diffuse": 0x666666, "metalness": 0.1, "roughness": 0.33 }, defines: {} },
{ type: 'phong', uniforms: { "diffuse": 0x777777, "shininess": 20 }, defines: {} },
{ type: 'phong', uniforms: { "diffuse": 0x555555, "shininess": 10 }, defines: { TOON: 1 } }
];
function init( geom ) {
......@@ -255,10 +255,10 @@
transparent: tIndex === index ? true : false,
} );
mtl.uniforms.opacity.value = tIndex === index ? 0.9 : 1;
mtl.uniforms.tileData = State.tileData;
mtl.uniforms.tileTexture = State.tileTexture;
mtl.uniforms.lightTexture = State.lightTexture;
mtl.uniforms[ "opacity" ].value = tIndex === index ? 0.9 : 1;
mtl.uniforms[ "tileData" ] = State.tileData;
mtl.uniforms[ "tileTexture" ] = State.tileTexture;
mtl.uniforms[ "lightTexture" ] = State.lightTexture;
for ( var u in conf.uniforms ) {
......
......@@ -173,24 +173,24 @@
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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