From 0f77e12b48e9132ee3cb1b28ed1c67143206c294 Mon Sep 17 00:00:00 2001 From: Jerome Etienne Date: Sat, 18 Mar 2017 11:45:40 +0000 Subject: [PATCH] fix shader again --- three.js/examples/businesscard.html | 2 +- three.js/threex-armarkercloak.js | 84 ++++++++++++++--------------- 2 files changed, 43 insertions(+), 43 deletions(-) diff --git a/three.js/examples/businesscard.html b/three.js/examples/businesscard.html index 9d9778c..d302d91 100644 --- a/three.js/examples/businesscard.html +++ b/three.js/examples/businesscard.html @@ -292,7 +292,7 @@ ringHighMesh.rotation.z = Math.random()*2*Math.PI onRenderFcts.push(function(delta){ - ringHighMesh.rotation.z += 2*Math.PI*delta / 5 + ringHighMesh.rotation.z -= 2*Math.PI*delta / 5 }) ////////////////////////////////////////////////////////////////////////////////// diff --git a/three.js/threex-armarkercloak.js b/three.js/threex-armarkercloak.js index d7547c6..14398ed 100644 --- a/three.js/threex-armarkercloak.js +++ b/three.js/threex-armarkercloak.js @@ -167,51 +167,51 @@ THREEx.ArMarkerCloak = function(videoTexture){ // Shaders ////////////////////////////////////////////////////////////////////////////// -THREEx.ArMarkerCloak.markerSpaceShaderFunction = '' + -' vec2 transformUvToMarkerSpace(vec2 originalUv){'+ -' vec3 transformedUv;'+ -' // set transformedUv - from UV coord to clip coord'+ -' transformedUv.x = originalUv.x * 2.0 - 1.0;'+ -' transformedUv.y = originalUv.y * 2.0 - 1.0;'+ -' transformedUv.z = 0.0;'+ -''+ -' // apply modelViewMatrix and projectionMatrix'+ -' transformedUv = (projectionMatrix * modelViewMatrix * vec4( transformedUv, 1.0 ) ).xyz;'+ -''+ -' // apply perspective'+ -' transformedUv.x /= transformedUv.z;'+ -' transformedUv.y /= transformedUv.z;'+ -''+ -' // set back from clip coord to Uv coord'+ -' transformedUv.x = transformedUv.x / 2.0 + 0.5;'+ -' transformedUv.y = transformedUv.y / 2.0 + 0.5;'+ -''+ -' // return the result'+ -' return transformedUv.xy;'+ +THREEx.ArMarkerCloak.markerSpaceShaderFunction = '\n'+ +' vec2 transformUvToMarkerSpace(vec2 originalUv){\n'+ +' vec3 transformedUv;\n'+ +' // set transformedUv - from UV coord to clip coord\n'+ +' transformedUv.x = originalUv.x * 2.0 - 1.0;\n'+ +' transformedUv.y = originalUv.y * 2.0 - 1.0;\n'+ +' transformedUv.z = 0.0;\n'+ +'\n'+ +' // apply modelViewMatrix and projectionMatrix\n'+ +' transformedUv = (projectionMatrix * modelViewMatrix * vec4( transformedUv, 1.0 ) ).xyz;\n'+ +'\n'+ +' // apply perspective\n'+ +' transformedUv.x /= transformedUv.z;\n'+ +' transformedUv.y /= transformedUv.z;\n'+ +'\n'+ +' // set back from clip coord to Uv coord\n'+ +' transformedUv.x = transformedUv.x / 2.0 + 0.5;\n'+ +' transformedUv.y = transformedUv.y / 2.0 + 0.5;\n'+ +'\n'+ +' // return the result\n'+ +' return transformedUv.xy;\n'+ ' }' THREEx.ArMarkerCloak.vertexShader = THREEx.ArMarkerCloak.markerSpaceShaderFunction + -' varying vec2 vUv;'+ -''+ -' void main(){'+ -' // pass the UV to the fragment'+ -' #if (updateInShaderEnabled == 1)'+ -' vUv = transformUvToMarkerSpace(uv);'+ -' #else'+ -' vUv = uv;'+ -' #endif'+ -''+ -' // compute gl_Position'+ -' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );'+ -' gl_Position = projectionMatrix * mvPosition;'+ +' varying vec2 vUv;\n'+ +'\n'+ +' void main(){\n'+ +' // pass the UV to the fragment\n'+ +' #if (updateInShaderEnabled == 1)\n'+ +' vUv = transformUvToMarkerSpace(uv);\n'+ +' #else\n'+ +' vUv = uv;\n'+ +' #endif\n'+ +'\n'+ +' // compute gl_Position\n'+ +' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n'+ +' gl_Position = projectionMatrix * mvPosition;\n'+ ' }'; -THREEx.ArMarkerCloak.fragmentShader = ''+ -' varying vec2 vUv;'+ -' uniform sampler2D texture;'+ -''+ -' void main(void){'+ -' vec3 color = texture2D( texture, vUv ).rgb;'+ -''+ -' gl_FragColor = vec4( color, 1.0);'+ +THREEx.ArMarkerCloak.fragmentShader = '\n'+ +' varying vec2 vUv;\n'+ +' uniform sampler2D texture;\n'+ +'\n'+ +' void main(void){\n'+ +' vec3 color = texture2D( texture, vUv ).rgb;\n'+ +'\n'+ +' gl_FragColor = vec4( color, 1.0);\n'+ ' }' -- GitLab