Commit Graph
9 Commits
Author SHA1 Message Date
alteredq 0bd23ca973 Added scene override material to RenderPass. Added mipmapped depth-of-field shader. 2011-09-02 13:40:31 +02:00
alteredq 59bfd81150 Added MaskPass to postprocessing and clearTarget to WebGLRenderer.
Masking was real pain to get working with multiple render targets :/.

Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
2011-09-01 17:41:56 +02:00
alteredq 20fae814e7 Refactored postprocessing to use double buffering.
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
2011-09-01 00:19:31 +02:00
alteredq 797530e4f7 Moved 2d filter shaders from ShaderUtils to ShaderExtras. 2011-08-31 13:16:49 +02:00
alteredq 10e12a8305 Added generic ShaderPass. Removed SepiaPass, ScreenPass, VignettePass. Added bleachbypass shader. Simplified multi-composer pipeline in postprocessing example. 2011-08-31 01:06:26 +02:00
alteredq 3a5d02cc39 Added vignette shader / effect. Updated postprocessing example. 2011-08-30 18:59:00 +02:00
alteredq 093bbb1cb9 Added dot screen shader / effect. Extended postprocessing demo. Fixed viewport bug for render targets. 2011-08-30 16:48:47 +02:00
alteredq 32f0f884bd Added sepia shader / effect. 2011-08-30 12:38:32 +02:00
alteredq ff09a492bb Refactored postprocessing out of examples into own set of classes.
Not sure yet about names and location of files.
2011-08-29 23:35:36 +02:00