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fc4a73f5
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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fc4a73f5
编写于
4月 27, 2021
作者:
M
Michael Herzog
提交者:
GitHub
4月 27, 2021
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
TiltLoader: Refactor shaders setup. (#21721)
上级
608c8057
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
178 addition
and
154 deletion
+178
-154
examples/js/loaders/TiltLoader.js
examples/js/loaders/TiltLoader.js
+87
-75
examples/jsm/loaders/TiltLoader.js
examples/jsm/loaders/TiltLoader.js
+91
-79
未找到文件。
examples/js/loaders/TiltLoader.js
浏览文件 @
fc4a73f5
...
...
@@ -334,95 +334,107 @@
`
}
};
const
loader
=
new
THREE
.
TextureLoader
().
setPath
(
'
./textures/tiltbrush/
'
);
const
shaders
=
{
'
Light
'
:
{
uniforms
:
{
mainTex
:
{
value
:
loader
.
load
(
'
Light.webp
'
)
},
alphaTest
:
{
value
:
0.067
},
emission_gain
:
{
value
:
0.45
},
alpha
:
{
value
:
1
}
},
vertexShader
:
`
precision highp float;
precision highp int;
attribute vec2 uv;
attribute vec4 color;
attribute vec3 position;
let
shaders
=
null
;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
function
getShaders
()
{
varying vec2 vUv;
varying vec3 vColor;
if
(
shaders
===
null
)
{
${
common
.
colors
.
LinearToSrgb
}
${
common
.
colors
.
hsv
}
const
loader
=
new
THREE
.
TextureLoader
().
setPath
(
'
./textures/tiltbrush/
'
);
shaders
=
{
'
Light
'
:
{
uniforms
:
{
mainTex
:
{
value
:
loader
.
load
(
'
Light.webp
'
)
},
alphaTest
:
{
value
:
0.067
},
emission_gain
:
{
value
:
0.45
},
alpha
:
{
value
:
1
}
},
vertexShader
:
`
precision highp float;
precision highp int;
void main() {
attribute vec2 uv;
attribute vec4 color;
attribute vec3 position;
vUv = uv;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
vColor = lookup(color.rgb);
varying vec2 vUv;
varying vec3 vColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
${
common
.
colors
.
LinearToSrgb
}
${
common
.
colors
.
hsv
}
gl_Position = projectionMatrix * mvPosition;
void main() {
}
`
,
fragmentShader
:
`
precision highp float;
precision highp int;
vUv = uv;
uniform float emission_gain
;
vColor = lookup(color.rgb)
;
uniform sampler2D mainTex;
uniform float alphaTest;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
varying vec2 vUv;
varying vec3 vColor;
gl_Position = projectionMatrix * mvPosition;
${
common
.
colors
.
BloomColor
}
${
common
.
colors
.
SrgbToLinear
}
}
`
,
fragmentShader
:
`
precision highp float;
precision highp int;
uniform float emission_gain;
uniform sampler2D mainTex;
uniform float alphaTest;
varying vec2 vUv;
varying vec3 vColor;
${
common
.
colors
.
BloomColor
}
${
common
.
colors
.
SrgbToLinear
}
void main(){
vec4 col = texture2D(mainTex, vUv);
vec3 color = vColor;
color = BloomColor(color, emission_gain);
color = color * col.rgb;
color = color * col.a;
color = SrgbToLinear(color);
gl_FragColor = vec4(color, 1.0);
}
`
,
side
:
2
,
transparent
:
true
,
depthFunc
:
2
,
depthWrite
:
true
,
depthTest
:
false
,
blending
:
5
,
blendDst
:
201
,
blendDstAlpha
:
201
,
blendEquation
:
100
,
blendEquationAlpha
:
100
,
blendSrc
:
201
,
blendSrcAlpha
:
201
}
};
void main(){
vec4 col = texture2D(mainTex, vUv);
vec3 color = vColor;
color = BloomColor(color, emission_gain);
color = color * col.rgb;
color = color * col.a;
color = SrgbToLinear(color);
gl_FragColor = vec4(color, 1.0);
}
`
,
side
:
2
,
transparent
:
true
,
depthFunc
:
2
,
depthWrite
:
true
,
depthTest
:
false
,
blending
:
5
,
blendDst
:
201
,
blendDstAlpha
:
201
,
blendEquation
:
100
,
blendEquationAlpha
:
100
,
blendSrc
:
201
,
blendSrcAlpha
:
201
}
};
return
shaders
;
}
function
getMaterial
(
GUID
)
{
...
...
@@ -431,7 +443,7 @@
switch
(
name
)
{
case
'
Light
'
:
return
new
THREE
.
RawShaderMaterial
(
shaders
.
Light
);
return
new
THREE
.
RawShaderMaterial
(
getShaders
()
.
Light
);
default
:
return
new
THREE
.
MeshBasicMaterial
(
{
...
...
examples/jsm/loaders/TiltLoader.js
浏览文件 @
fc4a73f5
...
...
@@ -399,89 +399,101 @@ const common = {
};
const
loader
=
new
TextureLoader
().
setPath
(
'
./textures/tiltbrush/
'
);
const
shaders
=
{
'
Light
'
:
{
uniforms
:
{
mainTex
:
{
value
:
loader
.
load
(
'
Light.webp
'
)
},
alphaTest
:
{
value
:
0.067
},
emission_gain
:
{
value
:
0.45
},
alpha
:
{
value
:
1
},
},
vertexShader
:
`
precision highp float;
precision highp int;
attribute vec2 uv;
attribute vec4 color;
attribute vec3 position;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
varying vec2 vUv;
varying vec3 vColor;
${
common
.
colors
.
LinearToSrgb
}
${
common
.
colors
.
hsv
}
void main() {
vUv = uv;
vColor = lookup(color.rgb);
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
let
shaders
=
null
;
function
getShaders
()
{
if
(
shaders
===
null
)
{
const
loader
=
new
TextureLoader
().
setPath
(
'
./textures/tiltbrush/
'
);
shaders
=
{
'
Light
'
:
{
uniforms
:
{
mainTex
:
{
value
:
loader
.
load
(
'
Light.webp
'
)
},
alphaTest
:
{
value
:
0.067
},
emission_gain
:
{
value
:
0.45
},
alpha
:
{
value
:
1
},
},
vertexShader
:
`
precision highp float;
precision highp int;
attribute vec2 uv;
attribute vec4 color;
attribute vec3 position;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
varying vec2 vUv;
varying vec3 vColor;
${
common
.
colors
.
LinearToSrgb
}
${
common
.
colors
.
hsv
}
void main() {
vUv = uv;
vColor = lookup(color.rgb);
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
`
,
fragmentShader
:
`
precision highp float;
precision highp int;
uniform float emission_gain;
uniform sampler2D mainTex;
uniform float alphaTest;
varying vec2 vUv;
varying vec3 vColor;
${
common
.
colors
.
BloomColor
}
${
common
.
colors
.
SrgbToLinear
}
void main(){
vec4 col = texture2D(mainTex, vUv);
vec3 color = vColor;
color = BloomColor(color, emission_gain);
color = color * col.rgb;
color = color * col.a;
color = SrgbToLinear(color);
gl_FragColor = vec4(color, 1.0);
}
`
,
side
:
2
,
transparent
:
true
,
depthFunc
:
2
,
depthWrite
:
true
,
depthTest
:
false
,
blending
:
5
,
blendDst
:
201
,
blendDstAlpha
:
201
,
blendEquation
:
100
,
blendEquationAlpha
:
100
,
blendSrc
:
201
,
blendSrcAlpha
:
201
,
}
`
,
fragmentShader
:
`
precision highp float;
precision highp int;
uniform float emission_gain;
uniform sampler2D mainTex;
uniform float alphaTest;
varying vec2 vUv;
varying vec3 vColor;
${
common
.
colors
.
BloomColor
}
${
common
.
colors
.
SrgbToLinear
}
};
void main(){
vec4 col = texture2D(mainTex, vUv);
vec3 color = vColor;
color = BloomColor(color, emission_gain);
color = color * col.rgb;
color = color * col.a;
color = SrgbToLinear(color);
gl_FragColor = vec4(color, 1.0);
}
`
,
side
:
2
,
transparent
:
true
,
depthFunc
:
2
,
depthWrite
:
true
,
depthTest
:
false
,
blending
:
5
,
blendDst
:
201
,
blendDstAlpha
:
201
,
blendEquation
:
100
,
blendEquationAlpha
:
100
,
blendSrc
:
201
,
blendSrcAlpha
:
201
,
}
};
return
shaders
;
}
function
getMaterial
(
GUID
)
{
...
...
@@ -490,7 +502,7 @@ function getMaterial( GUID ) {
switch
(
name
)
{
case
'
Light
'
:
return
new
RawShaderMaterial
(
shaders
.
Light
);
return
new
RawShaderMaterial
(
getShaders
()
.
Light
);
default
:
return
new
MeshBasicMaterial
(
{
vertexColors
:
true
,
side
:
DoubleSide
}
);
...
...
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