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@@ -2,7 +2,7 @@
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* @author sunag / http://www.sunag.com.br/
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*/
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-THREE.LibNode = {
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+THREE.NodeLib = {
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nodes: {},
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add: function( node ) {
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@@ -30,13 +30,13 @@ THREE.LibNode = {
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// Luma
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//
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-THREE.LibNode.add( new THREE.ConstNode( "vec3 LUMA = vec3(0.2125, 0.7154, 0.0721);" ) );
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+THREE.NodeLib.add( new THREE.ConstNode( "vec3 LUMA = vec3(0.2125, 0.7154, 0.0721);" ) );
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//
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// DepthColor
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//
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-THREE.LibNode.add( new THREE.FunctionNode( [
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+THREE.NodeLib.add( new THREE.FunctionNode( [
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"float depthcolor( float mNear, float mFar ) {",
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"#ifdef USE_LOGDEPTHBUF_EXT",
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@@ -53,7 +53,7 @@ THREE.LibNode.add( new THREE.FunctionNode( [
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// NormalMap
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//
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-THREE.LibNode.add( new THREE.FunctionNode( [
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+THREE.NodeLib.add( new THREE.FunctionNode( [
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// Per-Pixel Tangent Space Normal Mapping
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// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
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"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 mUv, float scale ) {",
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@@ -75,7 +75,7 @@ THREE.LibNode.add( new THREE.FunctionNode( [
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// Saturation
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//
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-THREE.LibNode.add( new THREE.FunctionNode( [
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+THREE.NodeLib.add( new THREE.FunctionNode( [
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// Algorithm from Chapter 16 of OpenGL Shading Language
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"vec3 saturation_rgb(vec3 rgb, float adjustment) {",
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"vec3 intensity = vec3(dot(rgb, LUMA));",
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@@ -87,7 +87,7 @@ THREE.LibNode.add( new THREE.FunctionNode( [
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// Luminance
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//
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-THREE.LibNode.add( new THREE.FunctionNode( [
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+THREE.NodeLib.add( new THREE.FunctionNode( [
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// Algorithm from Chapter 10 of Graphics Shaders.
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"float luminance_rgb(vec3 rgb) {",
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"return dot(rgb, LUMA);",
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