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Packing nomenclature mods

WestLangley 9 ani în urmă
părinte
comite
53276e5a0b

+ 1 - 1
examples/js/shaders/SSAOShader.js

@@ -110,7 +110,7 @@ THREE.SSAOShader = {
 			"float cameraCoef = 2.0 * cameraNear;",
 
 			// "return ( 2.0 * cameraNear ) / ( cameraFar + cameraNear - unpackDepth( texture2D( tDepth, coord ) ) * ( cameraFar - cameraNear ) );",
-			"return cameraCoef / ( cameraFarPlusNear - unpackRGBAToLinearUnit( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",
+			"return cameraCoef / ( cameraFarPlusNear - unpackRGBAToDepth( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",
 
 
 		"}",

+ 1 - 1
examples/js/shaders/UnpackDepthRGBAShader.js

@@ -39,7 +39,7 @@ THREE.UnpackDepthRGBAShader = {
 
 		"void main() {",
 
-			"float depth = 1.0 - unpackRGBAToLinearUnit( texture2D( tDiffuse, vUv ) );",
+			"float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );",
 			"gl_FragColor = opacity * vec4( vec3( depth ), 1.0 );",
 
 		"}"

+ 1 - 1
examples/webgl_animation_cloth.html

@@ -57,7 +57,7 @@
 
 				if ( pixel.a < 0.5 ) discard;
 
-				gl_FragData[ 0 ] = packLinearUnitToRGBA( gl_FragCoord.z );
+				gl_FragData[ 0 ] = packDepthToRGBA( gl_FragCoord.z );
 
 			}
 		</script>

+ 5 - 5
examples/webgl_materials_channels.html

@@ -66,7 +66,7 @@
 			var cameraOrtho, cameraPerspective;
 			var controlsOrtho, controlsPerspective;
 
-			var mesh, materialStandard, materialDepthLinear, materialDepthRGBA, materialNormal;
+			var mesh, materialStandard, materialDepthBasic, materialDepthRGBA, materialNormal;
 
 			var pointLight, ambientLight;
 
@@ -83,7 +83,7 @@
 			function initGui() {
 
 				var gui = new dat.GUI();
-				gui.add( params, 'material', [ 'standard', 'normal', 'depthLinear', 'depthRGBA' ] );
+				gui.add( params, 'material', [ 'standard', 'normal', 'depthBasic', 'depthRGBA' ] );
 				gui.add( params, 'camera', [ 'perspective', 'ortho' ] );
 
 			}
@@ -172,8 +172,8 @@
 					side: THREE.DoubleSide
 				} );
 
-				materialDepthLinear = new THREE.MeshDepthMaterial( {
-					depthPacking: THREE.LinearDepthPacking,
+				materialDepthBasic = new THREE.MeshDepthMaterial( {
+					depthPacking: THREE.BasicDepthPacking,
 
 					displacementMap: displacementMap,
 					displacementScale: SCALE,
@@ -263,7 +263,7 @@
 					switch ( params.material ) {
 						
 						case 'standard': material = materialStandard; break;
-						case 'depthLinear': material = materialDepthLinear; break;
+						case 'depthBasic': material = materialDepthBasic; break;
 						case 'depthRGBA': material = materialDepthRGBA; break;
 						case 'normal': material = materialNormal; break;
 

+ 1 - 1
src/Three.js

@@ -333,5 +333,5 @@ THREE.RGBDEncoding = 3006; // MaxRange is 256.
 
 // Depth packing strategies
 
-THREE.LinearDepthPacking = 3200;  // for writing to float textures for high precision or for visualizing results in RGB buffers
+THREE.BasicDepthPacking = 3200;  // for writing to float textures for high precision or for visualizing results in RGB buffers
 THREE.RGBADepthPacking = 3201; // for packing into RGBA buffers.

+ 1 - 1
src/materials/MeshDepthMaterial.js

@@ -21,7 +21,7 @@ THREE.MeshDepthMaterial = function ( parameters ) {
 
 	this.type = 'MeshDepthMaterial';
 
-	this.depthPacking = THREE.LinearDepthPacking;
+	this.depthPacking = THREE.BasicDepthPacking;
 
 	this.skinning = false;
 	this.morphTargets = false;

+ 2 - 2
src/renderers/shaders/ShaderChunk/packing.glsl

@@ -7,14 +7,14 @@ vec3 unpackRGBToNormal( const in vec3 rgb ) {
 }
 
 
-vec4 packLinearUnitToRGBA( const in float value ) {
+vec4 packDepthToRGBA( const in float value ) {
 	const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
 	const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
 	vec4 res = mod( value * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );
 	res -= res.xxyz * bit_mask;
 	return res;
 }
-float unpackRGBAToLinearUnit( const in vec4 rgba ) {
+float unpackRGBAToDepth( const in vec4 rgba ) {
 	const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
 	return dot( rgba, bitSh );
 }

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl

@@ -23,7 +23,7 @@
 
 	float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
 
-		return step( compare, unpackRGBAToLinearUnit( texture2D( depths, uv ) ) );
+		return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
 
 	}
 

+ 1 - 1
src/renderers/shaders/ShaderLib/depth_frag.glsl

@@ -20,7 +20,7 @@ void main() {
 
 	#elif DEPTH_PACKING == 3201
 
-		gl_FragColor = packLinearUnitToRGBA( gl_FragCoord.z );
+		gl_FragColor = packDepthToRGBA( gl_FragCoord.z );
 
 	#endif
 

+ 1 - 1
src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl

@@ -9,6 +9,6 @@ void main () {
 
 	#include <clipping_planes_fragment>
 
-	gl_FragColor = packLinearUnitToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );
+	gl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );
 
 }