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pixel shader now depends only on pixels, not step size

Bryan Wong 7 years ago
parent
commit
6bb67990d1
2 changed files with 4 additions and 9 deletions
  1. 3 5
      examples/js/shaders/PixelShader.js
  2. 1 4
      examples/webgl_postprocessing_pixel.html

+ 3 - 5
examples/js/shaders/PixelShader.js

@@ -9,8 +9,7 @@ THREE.PixelShader = {
 	uniforms: {
 
 		"tDiffuse": { value: null },
-		"pixels": { value: 2048. },
-		"step": { value: 1. }
+		"pixels": { value: 2048. }
 
 	},
 
@@ -31,14 +30,13 @@ THREE.PixelShader = {
 
 		"uniform sampler2D tDiffuse;",
 		"uniform float pixels;",
-		"uniform float step;",
 
 		"varying highp vec2 vUv;",
 
 		"void main(){",
 
-		"float dx = step*(1.0 / pixels);",
-		"float dy = step*(1.0 / pixels);",
+		"float dx = (1.0 / pixels);",
+		"float dy = (1.0 / pixels);",
 		"vec2 coord = vec2(dx * floor(vUv.x / dx), dy * floor(vUv.y / dy));",
 		"gl_FragColor = texture2D(tDiffuse, coord);",
 

+ 1 - 4
examples/webgl_postprocessing_pixel.html

@@ -65,7 +65,6 @@
             function updateGUI() {
 
                 pixelPass.uniforms.pixels.value = params.pixels;
-                pixelPass.uniforms.step.value = params.step;
 
             }
 
@@ -154,12 +153,10 @@
 
                 params = {
                     pixels: 256,
-                    step: 2.5,
                     postprocessing: true
                 };
                 gui = new dat.GUI();
-                gui.add( params, 'pixels' ).min( 12.0 ).max( 512 ).step( 5.0 );
-                gui.add( params, 'step' ).min( 1.0 ).max( 5.0 ).step( .25 );
+                gui.add( params, 'pixels' ).min( 12.0 ).max( 256.0 ).step( 2.0 );
                 gui.add( params, 'postprocessing' );
 
             }