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https://github.com/wahyd4/three.js.git
synced 2026-08-24 20:36:00 +10:00
Renamed MeshShaderMaterial => ShaderMaterial
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@@ -24,7 +24,7 @@ THREE.BloomPass = function( strength, kernelSize, sigma, resolution ) {
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this.screenUniforms[ "opacity" ].value = strength;
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this.materialScreen = new THREE.MeshShaderMaterial( {
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this.materialScreen = new THREE.ShaderMaterial( {
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uniforms: this.screenUniforms,
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vertexShader: screenShader.vertexShader,
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@@ -43,7 +43,7 @@ THREE.BloomPass = function( strength, kernelSize, sigma, resolution ) {
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this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
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this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderExtras.buildKernel( sigma );
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this.materialConvolution = new THREE.MeshShaderMaterial( {
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this.materialConvolution = new THREE.ShaderMaterial( {
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uniforms: this.convolutionUniforms,
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vertexShader: "#define KERNEL_SIZE " + kernelSize + ".0\n" + convolutionShader.vertexShader,
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@@ -14,7 +14,7 @@ THREE.DotScreenPass = function( center, angle, scale ) {
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if ( angle !== undefined ) this.uniforms[ "angle"].value = angle;
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if ( scale !== undefined ) this.uniforms[ "scale"].value = scale;
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this.material = new THREE.MeshShaderMaterial( {
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this.material = new THREE.ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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@@ -8,7 +8,7 @@ THREE.FilmPass = function( noiseIntensity, scanlinesIntensity, scanlinesCount, g
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.material = new THREE.MeshShaderMaterial( {
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this.material = new THREE.ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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@@ -8,7 +8,7 @@ THREE.ShaderPass = function( shader, textureID ) {
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.material = new THREE.MeshShaderMaterial( {
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this.material = new THREE.ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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@@ -11,7 +11,7 @@ THREE.TexturePass = function( texture, opacity ) {
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this.uniforms[ "opacity" ].value = ( opacity !== undefined ) ? opacity : 1.0;
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this.uniforms[ "tDiffuse" ].texture = texture;
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this.material = new THREE.MeshShaderMaterial( {
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this.material = new THREE.ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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