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Merge pull request #7444 from omgitsraven/dev

Point size attenuation fix applied to all examples that had the wrong approach hard-coded
Mr.doob 9 年之前
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4c620ebb7b

+ 1 - 1
examples/webgl_buffergeometry_custom_attributes_particles.html

@@ -49,7 +49,7 @@
 
 				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
 
-				gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
+				gl_PointSize = size * ( 300.0 / -mvPosition.z );
 
 				gl_Position = projectionMatrix * mvPosition;
 

+ 1 - 2
examples/webgl_custom_attributes_points.html

@@ -50,8 +50,7 @@
 
 				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
 
-				//gl_PointSize = size;
-				gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
+				gl_PointSize = size * ( 300.0 / -mvPosition.z );
 
 				gl_Position = projectionMatrix * mvPosition;
 

+ 1 - 2
examples/webgl_custom_attributes_points2.html

@@ -49,8 +49,7 @@
 
 				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
 
-				//gl_PointSize = size;
-				gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
+				gl_PointSize = size * ( 300.0 / -mvPosition.z );
 
 				gl_Position = projectionMatrix * mvPosition;
 

+ 1 - 1
examples/webgl_custom_attributes_points3.html

@@ -49,7 +49,7 @@
 
 				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
 
-				gl_PointSize = size * ( 150.0 / length( mvPosition.xyz ) );
+				gl_PointSize = size * ( 150.0 / -mvPosition.z );
 
 				gl_Position = projectionMatrix * mvPosition;
 

+ 1 - 1
examples/webgl_interactive_points.html

@@ -49,7 +49,7 @@
 
 				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
 
-				gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
+				gl_PointSize = size * ( 300.0 / -mvPosition.z );
 
 				gl_Position = projectionMatrix * mvPosition;
 

+ 1 - 1
examples/webgl_nearestneighbour.html

@@ -45,7 +45,7 @@
 
 				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
 
-				gl_PointSize = 4.0 * ( 300.0 / length( mvPosition.xyz ) );
+				gl_PointSize = 4.0 * ( 300.0 / -mvPosition.z );
 
 				gl_Position = projectionMatrix * mvPosition;