Selaa lähdekoodia

Renamed BlitShader to CopyShader as discussed in 97ee7a81cd963f7f56d5713334be5e0ab3caf31b

Mr.doob 13 vuotta sitten
vanhempi
commit
1afdbe3c97

+ 12 - 12
examples/js/postprocessing/BloomPass.js

@@ -16,22 +16,22 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
 	this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
 	this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
 
-	// blit material
+	// copy material
 
-	if ( THREE.BlitShader === undefined )
-		console.error( "THREE.BloomPass relies on THREE.BlitShader" );
+	if ( THREE.CopyShader === undefined )
+		console.error( "THREE.BloomPass relies on THREE.CopyShader" );
 
-	var blitShader = THREE.BlitShader;
+	var copyShader = THREE.CopyShader;
 
-	this.blitUniforms = THREE.UniformsUtils.clone( blitShader.uniforms );
+	this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
 
-	this.blitUniforms[ "opacity" ].value = strength;
+	this.copyUniforms[ "opacity" ].value = strength;
 
-	this.materialBlit = new THREE.ShaderMaterial( {
+	this.materialCopy = new THREE.ShaderMaterial( {
 
-		uniforms: this.blitUniforms,
-		vertexShader: blitShader.vertexShader,
-		fragmentShader: blitShader.fragmentShader,
+		uniforms: this.copyUniforms,
+		vertexShader: copyShader.vertexShader,
+		fragmentShader: copyShader.fragmentShader,
 		blending: THREE.AdditiveBlending,
 		transparent: true
 
@@ -92,9 +92,9 @@ THREE.BloomPass.prototype = {
 
 		// Render original scene with superimposed blur to texture
 
-		THREE.EffectComposer.quad.material = this.materialBlit;
+		THREE.EffectComposer.quad.material = this.materialCopy;
 
-		this.blitUniforms[ "tDiffuse" ].value = this.renderTargetY;
+		this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY;
 
 		if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
 

+ 3 - 3
examples/js/postprocessing/EffectComposer.js

@@ -25,10 +25,10 @@ THREE.EffectComposer = function ( renderer, renderTarget ) {
 
 	this.passes = [];
 
-	if ( THREE.BlitShader === undefined )
-		console.error( "THREE.EffectComposer relies on THREE.BlitShader" );
+	if ( THREE.CopyShader === undefined )
+		console.error( "THREE.EffectComposer relies on THREE.CopyShader" );
 
-	this.copyPass = new THREE.ShaderPass( THREE.BlitShader );
+	this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
 
 };
 

+ 3 - 3
examples/js/postprocessing/SavePass.js

@@ -4,10 +4,10 @@
 
 THREE.SavePass = function ( renderTarget ) {
 
-	if ( THREE.BlitShader === undefined )
-		console.error( "THREE.SavePass relies on THREE.BlitShader" );
+	if ( THREE.CopyShader === undefined )
+		console.error( "THREE.SavePass relies on THREE.CopyShader" );
 
-	var shader = THREE.BlitShader;
+	var shader = THREE.CopyShader;
 
 	this.textureID = "tDiffuse";
 

+ 3 - 3
examples/js/postprocessing/TexturePass.js

@@ -4,10 +4,10 @@
 
 THREE.TexturePass = function ( texture, opacity ) {
 
-	if ( THREE.BlitShader === undefined )
-		console.error( "THREE.TexturePass relies on THREE.BlitShader" );
+	if ( THREE.CopyShader === undefined )
+		console.error( "THREE.TexturePass relies on THREE.CopyShader" );
 
-	var shader = THREE.BlitShader;
+	var shader = THREE.CopyShader;
 
 	this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 

+ 1 - 1
examples/js/shaders/BlitShader.js → examples/js/shaders/CopyShader.js

@@ -4,7 +4,7 @@
  * Full-screen textured quad shader
  */
 
-THREE.BlitShader = {
+THREE.CopyShader = {
 
 	uniforms: {
 

+ 1 - 1
examples/misc_camera_fly.html

@@ -35,7 +35,7 @@
 
 		<script src="../build/three.min.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FilmShader.js"></script>
 
 		<script src="js/postprocessing/EffectComposer.js"></script>

+ 1 - 1
examples/webgl_geometry_text.html

@@ -40,8 +40,8 @@
 
 		<script src="../build/three.min.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FilmShader.js"></script>
 		<script src="js/shaders/FXAAShader.js"></script>
 

+ 4 - 4
examples/webgl_lines_colors.html

@@ -46,8 +46,8 @@
 
 		<script src="../build/three.min.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FXAAShader.js"></script>
 
 		<script src="js/postprocessing/EffectComposer.js"></script>
@@ -160,7 +160,7 @@
 
 				var renderModel = new THREE.RenderPass( scene, camera );
 				var effectBloom = new THREE.BloomPass( 1.3 );
-				var effectBlit = new THREE.ShaderPass( THREE.BlitShader );
+				var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
 
 				effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
 
@@ -169,14 +169,14 @@
 
 				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
 
-				effectBlit.renderToScreen = true;
+				effectCopy.renderToScreen = true;
 
 				composer = new THREE.EffectComposer( renderer );
 
 				composer.addPass( renderModel );
 				composer.addPass( effectFXAA );
 				composer.addPass( effectBloom );
-				composer.addPass( effectBlit );
+				composer.addPass( effectCopy );
 
 				//
 

+ 1 - 1
examples/webgl_marching_cubes.html

@@ -58,7 +58,7 @@
 
 	<script src="js/MarchingCubes.js"></script>
 
-	<script src="js/shaders/BlitShader.js"></script>
+	<script src="js/shaders/CopyShader.js"></script>
 	<script src="js/shaders/FXAAShader.js"></script>
 	<script src="js/shaders/HorizontalTiltShiftShader.js"></script>
 	<script src="js/shaders/VerticalTiltShiftShader.js"></script>

+ 4 - 4
examples/webgl_materials_bumpmap_skin.html

@@ -45,7 +45,7 @@
 
 		<script src="js/ShaderSkin.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 
 		<script src="js/postprocessing/EffectComposer.js"></script>
 		<script src="js/postprocessing/RenderPass.js"></script>
@@ -219,16 +219,16 @@
 				// BECKMANN
 
 				var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
-				var effectBlit = new THREE.ShaderPass( THREE.BlitShader );
+				var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
 
-				effectBlit.renderToScreen = true;
+				effectCopy.renderToScreen = true;
 
 				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
 				var rtwidth = 512, rtheight = 512;
 
 				composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
 				composerBeckmann.addPass( effectBeckmann );
-				composerBeckmann.addPass( effectBlit );
+				composerBeckmann.addPass( effectCopy );
 
 				// EVENTS
 

+ 2 - 2
examples/webgl_materials_cubemap_dynamic.html

@@ -59,8 +59,8 @@
 
 		<script src="js/shaders/BleachBypassShader.js"></script>
 		<script src="js/shaders/BlendShader.js"></script>
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FXAAShader.js"></script>
 		<script src="js/shaders/HorizontalTiltShiftShader.js"></script>
 		<script src="js/shaders/VerticalTiltShiftShader.js"></script>
@@ -939,7 +939,7 @@
 
 				}
 
-				effectBloom.blitUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
+				effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
 
 				ambientLight.color.setHSV( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.07, 0.33 ) );
 				groundBasic.color.setHSV( 0.1, 0.45, THREE.Math.mapLinear( vnorm, 0, 1, 0.725, 0.995 ) );

+ 1 - 1
examples/webgl_materials_normalmap2.html

@@ -57,9 +57,9 @@
 		<script src="js/Detector.js"></script>
 		<script src="js/Stats.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/BleachBypassShader.js"></script>
 		<script src="js/shaders/ColorCorrectionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FXAAShader.js"></script>
 
 		<script src="js/postprocessing/EffectComposer.js"></script>

+ 3 - 3
examples/webgl_materials_skin.html

@@ -46,9 +46,9 @@
 
 		<script src="js/ShaderSkin.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/BleachBypassShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 
 		<script src="js/postprocessing/EffectComposer.js"></script>
 		<script src="js/postprocessing/RenderPass.js"></script>
@@ -182,7 +182,7 @@
 
 				THREE.ColorUtils.adjustHSV( renderModelUV.clearColor, 0, -0.5, -0.45 );
 
-				var effectBlit = new THREE.ShaderPass( THREE.BlitShader );
+				var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
 
 				var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );
 				var effectBloom2 = new THREE.BloomPass( 1, 25, 4, 512 );
@@ -192,7 +192,7 @@
 				effectBloom2.clear = true;
 				effectBloom3.clear = true;
 
-				effectBlit.renderToScreen = true;
+				effectCopy.renderToScreen = true;
 
 				//
 

+ 4 - 4
examples/webgl_materials_video.html

@@ -39,8 +39,8 @@
 
 		<script src="../build/three.min.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 
 		<script src="js/postprocessing/EffectComposer.js"></script>
 		<script src="js/postprocessing/RenderPass.js"></script>
@@ -175,15 +175,15 @@
 
 				var renderModel = new THREE.RenderPass( scene, camera );
 				var effectBloom = new THREE.BloomPass( 1.3 );
-				var effectBlit = new THREE.ShaderPass( THREE.BlitShader );
+				var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
 
-				effectBlit.renderToScreen = true;
+				effectCopy.renderToScreen = true;
 
 				composer = new THREE.EffectComposer( renderer );
 
 				composer.addPass( renderModel );
 				composer.addPass( effectBloom );
-				composer.addPass( effectBlit );
+				composer.addPass( effectCopy );
 
 				//
 

+ 1 - 1
examples/webgl_particles_dynamic.html

@@ -42,8 +42,8 @@
 
 		<script src="../build/three.min.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FilmShader.js"></script>
 		<script src="js/shaders/FocusShader.js"></script>
 

+ 4 - 4
examples/webgl_particles_shapes.html

@@ -23,7 +23,7 @@
 		<script src="js/Tween.js"></script>
 		<script src="js/Sparks.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FilmShader.js"></script>
 		<script src="js/shaders/FocusShader.js"></script>
 		<script src="js/shaders/HorizontalBlurShader.js"></script>
@@ -515,7 +515,7 @@
 
 				var effectFocus = new THREE.ShaderPass( THREE.FocusShader );
 
-				var effectBlit = new THREE.ShaderPass( THREE.BlitShader );
+				var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
 				effectFilm = new THREE.FilmPass( 0.5, 0.25, 2048, false );
 
 				var shaderBlur = THREE.TriangleBlurShader;
@@ -546,14 +546,14 @@
 				composer.addPass( vblur );
 				//composer.addPass( effectBlurX );
 				//composer.addPass( effectBlurY );
-				//composer.addPass( effectBlit );
+				//composer.addPass( effectCopy );
 				//composer.addPass( effectFocus );
 				//composer.addPass( effectFilm );
 
 				vblur.renderToScreen = true;
 				effectBlurY.renderToScreen = true;
 				effectFocus.renderToScreen = true;
-				effectBlit.renderToScreen = true;
+				effectCopy.renderToScreen = true;
 				effectFilm.renderToScreen = true;
 
 				document.addEventListener( 'mousedown', onDocumentMouseDown, false );

+ 4 - 4
examples/webgl_postprocessing.html

@@ -43,9 +43,9 @@
 		<script src="../build/three.min.js"></script>
 
 		<script src="js/shaders/BleachBypassShader.js"></script>
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ColorifyShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/DotScreenShader.js"></script>
 		<script src="js/shaders/FilmShader.js"></script>
 		<script src="js/shaders/HorizontalBlurShader.js"></script>
@@ -163,12 +163,12 @@
 				var shaderBleach = THREE.BleachBypassShader;
 				var shaderSepia = THREE.SepiaShader;
 				var shaderVignette = THREE.VignetteShader;
-				var shaderBlit = THREE.BlitShader;
+				var shaderCopy = THREE.CopyShader;
 
 				var effectBleach = new THREE.ShaderPass( shaderBleach );
 				var effectSepia = new THREE.ShaderPass( shaderSepia );
 				var effectVignette = new THREE.ShaderPass( shaderVignette );
-				var effectBlit = new THREE.ShaderPass( shaderBlit );
+				var effectCopy = new THREE.ShaderPass( shaderCopy );
 
 				effectBleach.uniforms[ "opacity" ].value = 0.95;
 
@@ -203,7 +203,7 @@
 				//effectDotScreen.renderToScreen = true;
 				//effectBleach.renderToScreen = true;
 				effectVignette.renderToScreen = true;
-				//effectBlit.renderToScreen = true;
+				//effectCopy.renderToScreen = true;
 
 				//
 

+ 4 - 4
examples/webgl_ribbons.html

@@ -34,8 +34,8 @@
 
 		<script src="../build/three.min.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 
 		<script src="js/postprocessing/EffectComposer.js"></script>
 		<script src="js/postprocessing/MaskPass.js"></script>
@@ -198,15 +198,15 @@
 
 				var renderModel = new THREE.RenderPass( scene, camera );
 				var effectBloom = new THREE.BloomPass( 1.0 );
-				var effectBlit = new THREE.ShaderPass( THREE.BlitShader );
+				var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
 
-				effectBlit.renderToScreen = true;
+				effectCopy.renderToScreen = true;
 
 				composer = new THREE.EffectComposer( renderer );
 
 				composer.addPass( renderModel );
 				composer.addPass( effectBloom );
-				composer.addPass( effectBlit );
+				composer.addPass( effectCopy );
 
 				//
 

+ 1 - 1
examples/webgl_shader_lava.html

@@ -38,8 +38,8 @@
 
 		<script src="../build/three.min.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FilmShader.js"></script>
 
 		<script src="js/postprocessing/EffectComposer.js"></script>

+ 1 - 1
examples/webgl_shading_physical.html

@@ -38,7 +38,7 @@
 
 		<script src="../build/three.min.js"></script>
 
-		<script src="js/shaders/BlitShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/FXAAShader.js"></script>
 		<script src="js/shaders/HorizontalTiltShiftShader.js"></script>
 		<script src="js/shaders/VerticalTiltShiftShader.js"></script>

+ 1 - 1
examples/webgl_terrain_dynamic.html

@@ -70,8 +70,8 @@
 		<script src="js/ShaderTerrain.js"></script>
 
 		<script src="js/shaders/BleachBypassShader.js"></script>
-		<script src="js/shaders/BlitShader.js"></script>
 		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
 		<script src="js/shaders/HorizontalTiltShiftShader.js"></script>
 		<script src="js/shaders/LuminosityShader.js"></script>
 		<script src="js/shaders/NormalMapShader.js"></script>