Browse Source

Updated modules.

Mr.doob 4 years ago
parent
commit
83df029a88
100 changed files with 68 additions and 33 deletions
  1. 0 2
      examples/jsm/WebGL.js
  2. 1 0
      examples/jsm/animation/CCDIKSolver.js
  3. 1 0
      examples/jsm/animation/MMDAnimationHelper.js
  4. 1 0
      examples/jsm/animation/MMDPhysics.js
  5. 1 0
      examples/jsm/curves/CurveExtras.js
  6. 1 0
      examples/jsm/curves/NURBSCurve.js
  7. 1 0
      examples/jsm/curves/NURBSSurface.js
  8. 1 0
      examples/jsm/curves/NURBSUtils.js
  9. 0 1
      examples/jsm/effects/AsciiEffect.js
  10. 1 0
      examples/jsm/effects/OutlineEffect.js
  11. 1 0
      examples/jsm/effects/PeppersGhostEffect.js
  12. 1 0
      examples/jsm/exporters/ColladaExporter.js
  13. 1 0
      examples/jsm/exporters/DRACOExporter.js
  14. 1 0
      examples/jsm/exporters/MMDExporter.js
  15. 1 0
      examples/jsm/exporters/PLYExporter.js
  16. 1 0
      examples/jsm/exporters/STLExporter.js
  17. 1 0
      examples/jsm/geometries/DecalGeometry.js
  18. 1 0
      examples/jsm/geometries/LightningStrike.js
  19. 1 0
      examples/jsm/geometries/ParametricGeometries.js
  20. 1 0
      examples/jsm/geometries/TeapotBufferGeometry.js
  21. 1 0
      examples/jsm/interactive/SelectionBox.js
  22. 1 0
      examples/jsm/lights/RectAreaLightUniformsLib.js
  23. 0 1
      examples/jsm/lines/Line2.js
  24. 0 1
      examples/jsm/lines/LineGeometry.js
  25. 1 0
      examples/jsm/lines/LineMaterial.js
  26. 1 0
      examples/jsm/loaders/3MFLoader.js
  27. 1 0
      examples/jsm/loaders/AMFLoader.js
  28. 1 0
      examples/jsm/loaders/BVHLoader.js
  29. 1 0
      examples/jsm/loaders/EXRLoader.js
  30. 1 0
      examples/jsm/loaders/FBXLoader.js
  31. 1 0
      examples/jsm/loaders/GCodeLoader.js
  32. 1 0
      examples/jsm/loaders/KTXLoader.js
  33. 1 0
      examples/jsm/loaders/MMDLoader.js
  34. 1 0
      examples/jsm/loaders/MTLLoader.js
  35. 1 0
      examples/jsm/loaders/PLYLoader.js
  36. 1 0
      examples/jsm/loaders/PRWMLoader.js
  37. 1 0
      examples/jsm/loaders/PVRLoader.js
  38. 1 0
      examples/jsm/loaders/STLLoader.js
  39. 1 0
      examples/jsm/loaders/TDSLoader.js
  40. 1 0
      examples/jsm/loaders/TTFLoader.js
  41. 1 0
      examples/jsm/math/ConvexHull.js
  42. 0 1
      examples/jsm/math/ImprovedNoise.js
  43. 0 1
      examples/jsm/math/SimplexNoise.js
  44. 1 0
      examples/jsm/misc/ConvexObjectBreaker.js
  45. 1 0
      examples/jsm/misc/GPUComputationRenderer.js
  46. 1 0
      examples/jsm/misc/Volume.js
  47. 1 0
      examples/jsm/misc/VolumeSlice.js
  48. 1 0
      examples/jsm/modifiers/SimplifyModifier.js
  49. 1 0
      examples/jsm/modifiers/SubdivisionModifier.js
  50. 1 0
      examples/jsm/modifiers/TessellateModifier.js
  51. 1 0
      examples/jsm/objects/LightningStorm.js
  52. 1 0
      examples/jsm/objects/MarchingCubes.js
  53. 0 1
      examples/jsm/objects/ReflectorRTT.js
  54. 1 0
      examples/jsm/objects/ShadowMesh.js
  55. 1 0
      examples/jsm/objects/Sky.js
  56. 1 0
      examples/jsm/objects/Water.js
  57. 1 0
      examples/jsm/objects/Water2.js
  58. 1 0
      examples/jsm/postprocessing/AdaptiveToneMappingPass.js
  59. 1 0
      examples/jsm/postprocessing/BokehPass.js
  60. 0 1
      examples/jsm/postprocessing/ClearPass.js
  61. 1 0
      examples/jsm/postprocessing/HalftonePass.js
  62. 0 1
      examples/jsm/postprocessing/MaskPass.js
  63. 0 1
      examples/jsm/postprocessing/RenderPass.js
  64. 1 0
      examples/jsm/postprocessing/SAOPass.js
  65. 1 0
      examples/jsm/postprocessing/SSAARenderPass.js
  66. 1 0
      examples/jsm/postprocessing/TAARenderPass.js
  67. 1 0
      examples/jsm/renderers/CSS3DRenderer.js
  68. 0 1
      examples/jsm/shaders/ACESFilmicToneMappingShader.js
  69. 0 1
      examples/jsm/shaders/AfterimageShader.js
  70. 0 1
      examples/jsm/shaders/BasicShader.js
  71. 0 1
      examples/jsm/shaders/BleachBypassShader.js
  72. 0 1
      examples/jsm/shaders/BlendShader.js
  73. 0 1
      examples/jsm/shaders/BokehShader.js
  74. 1 0
      examples/jsm/shaders/BokehShader2.js
  75. 0 1
      examples/jsm/shaders/BrightnessContrastShader.js
  76. 1 0
      examples/jsm/shaders/ColorCorrectionShader.js
  77. 1 0
      examples/jsm/shaders/ColorifyShader.js
  78. 1 0
      examples/jsm/shaders/ConvolutionShader.js
  79. 0 1
      examples/jsm/shaders/CopyShader.js
  80. 0 1
      examples/jsm/shaders/DOFMipMapShader.js
  81. 1 0
      examples/jsm/shaders/DepthLimitedBlurShader.js
  82. 0 1
      examples/jsm/shaders/DigitalGlitch.js
  83. 1 0
      examples/jsm/shaders/DotScreenShader.js
  84. 1 0
      examples/jsm/shaders/FXAAShader.js
  85. 0 1
      examples/jsm/shaders/FilmShader.js
  86. 0 1
      examples/jsm/shaders/FocusShader.js
  87. 1 0
      examples/jsm/shaders/FreiChenShader.js
  88. 0 1
      examples/jsm/shaders/FresnelShader.js
  89. 0 1
      examples/jsm/shaders/GammaCorrectionShader.js
  90. 1 0
      examples/jsm/shaders/GodRaysShader.js
  91. 0 1
      examples/jsm/shaders/HalftoneShader.js
  92. 0 1
      examples/jsm/shaders/HorizontalBlurShader.js
  93. 0 1
      examples/jsm/shaders/HorizontalTiltShiftShader.js
  94. 0 1
      examples/jsm/shaders/HueSaturationShader.js
  95. 0 1
      examples/jsm/shaders/KaleidoShader.js
  96. 1 0
      examples/jsm/shaders/LuminosityHighPassShader.js
  97. 0 1
      examples/jsm/shaders/LuminosityShader.js
  98. 0 1
      examples/jsm/shaders/MirrorShader.js
  99. 1 0
      examples/jsm/shaders/NormalMapShader.js
  100. 0 1
      examples/jsm/shaders/ParallaxShader.js

+ 0 - 2
examples/jsm/WebGL.js

@@ -1,5 +1,3 @@
-
-
 var WEBGL = {
 
 	isWebGLAvailable: function () {

+ 1 - 0
examples/jsm/animation/CCDIKSolver.js

@@ -12,6 +12,7 @@ import {
 	SphereBufferGeometry,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * CCD Algorithm
  *  - https://sites.google.com/site/auraliusproject/ccd-algorithm

+ 1 - 0
examples/jsm/animation/MMDAnimationHelper.js

@@ -6,6 +6,7 @@ import {
 } from "../../../build/three.module.js";
 import { CCDIKSolver } from "../animation/CCDIKSolver.js";
 import { MMDPhysics } from "../animation/MMDPhysics.js";
+
 /**
  * MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader
  * with MMD special features as IK, Grant, and Physics.

+ 1 - 0
examples/jsm/animation/MMDPhysics.js

@@ -12,6 +12,7 @@ import {
 	SphereBufferGeometry,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * Dependencies
  *  - Ammo.js https://github.com/kripken/ammo.js

+ 1 - 0
examples/jsm/curves/CurveExtras.js

@@ -2,6 +2,7 @@ import {
 	Curve,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * A bunch of parametric curves
  *

+ 1 - 0
examples/jsm/curves/NURBSCurve.js

@@ -4,6 +4,7 @@ import {
 	Vector4
 } from "../../../build/three.module.js";
 import { NURBSUtils } from "../curves/NURBSUtils.js";
+
 /**
  * NURBS curve object
  *

+ 1 - 0
examples/jsm/curves/NURBSSurface.js

@@ -2,6 +2,7 @@ import {
 	Vector4
 } from "../../../build/three.module.js";
 import { NURBSUtils } from "../curves/NURBSUtils.js";
+
 /**
  * NURBS surface object
  *

+ 1 - 0
examples/jsm/curves/NURBSUtils.js

@@ -2,6 +2,7 @@ import {
 	Vector3,
 	Vector4
 } from "../../../build/three.module.js";
+
 /**
  * NURBS utils
  *

+ 0 - 1
examples/jsm/effects/AsciiEffect.js

@@ -1,4 +1,3 @@
-
 /**
  * Ascii generation is based on http://www.nihilogic.dk/labs/jsascii/
  * Maybe more about this later with a blog post at http://lab4games.net/zz85/blog

+ 1 - 0
examples/jsm/effects/OutlineEffect.js

@@ -5,6 +5,7 @@ import {
 	UniformsLib,
 	UniformsUtils
 } from "../../../build/three.module.js";
+
 /**
  * Reference: https://en.wikipedia.org/wiki/Cel_shading
  *

+ 1 - 0
examples/jsm/effects/PeppersGhostEffect.js

@@ -3,6 +3,7 @@ import {
 	Quaternion,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * peppers ghost effect based on http://www.instructables.com/id/Reflective-Prism/?ALLSTEPS
  */

+ 1 - 0
examples/jsm/exporters/ColladaExporter.js

@@ -8,6 +8,7 @@ import {
 	MeshBasicMaterial,
 	MeshLambertMaterial
 } from "../../../build/three.module.js";
+
 /**
  * https://github.com/gkjohnson/collada-exporter-js
  *

+ 1 - 0
examples/jsm/exporters/DRACOExporter.js

@@ -1,6 +1,7 @@
 import {
 	BufferGeometry
 } from "../../../build/three.module.js";
+
 /**
  * Export draco compressed files from threejs geometry objects.
  *

+ 1 - 0
examples/jsm/exporters/MMDExporter.js

@@ -4,6 +4,7 @@ import {
 	Vector3
 } from "../../../build/three.module.js";
 import { MMDParser } from "../libs/mmdparser.module.js";
+
 /**
  * Dependencies
  *  - mmd-parser https://github.com/takahirox/mmd-parser

+ 1 - 0
examples/jsm/exporters/PLYExporter.js

@@ -3,6 +3,7 @@ import {
 	Matrix3,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * https://github.com/gkjohnson/ply-exporter-js
  *

+ 1 - 0
examples/jsm/exporters/STLExporter.js

@@ -2,6 +2,7 @@ import {
 	BufferGeometry,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * Usage:
  *  var exporter = new STLExporter();

+ 1 - 0
examples/jsm/geometries/DecalGeometry.js

@@ -4,6 +4,7 @@ import {
 	Matrix4,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * You can use this geometry to create a decal mesh, that serves different kinds of purposes.
  * e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.

+ 1 - 0
examples/jsm/geometries/LightningStrike.js

@@ -7,6 +7,7 @@ import {
 	Vector3
 } from "../../../build/three.module.js";
 import { SimplexNoise } from "../math/SimplexNoise.js";
+
 /**
  * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.
  *

+ 1 - 0
examples/jsm/geometries/ParametricGeometries.js

@@ -4,6 +4,7 @@ import {
 	ParametricGeometry,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * Experimenting of primitive geometry creation using Surface Parametric equations
  */

+ 1 - 0
examples/jsm/geometries/TeapotBufferGeometry.js

@@ -5,6 +5,7 @@ import {
 	Vector3,
 	Vector4
 } from "../../../build/three.module.js";
+
 /**
  * Tessellates the famous Utah teapot database by Martin Newell into triangles.
  *

+ 1 - 0
examples/jsm/interactive/SelectionBox.js

@@ -2,6 +2,7 @@ import {
 	Frustum,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * This is a class to check whether objects are in a selection area in 3D space
  */

+ 1 - 0
examples/jsm/lights/RectAreaLightUniformsLib.js

@@ -9,6 +9,7 @@ import {
 	UVMapping,
 	UniformsLib
 } from "../../../build/three.module.js";
+
 /**
  * Uniforms library for RectAreaLight shared webgl shaders
  *

+ 0 - 1
examples/jsm/lines/Line2.js

@@ -1,4 +1,3 @@
-
 import { LineSegments2 } from "../lines/LineSegments2.js";
 import { LineGeometry } from "../lines/LineGeometry.js";
 import { LineMaterial } from "../lines/LineMaterial.js";

+ 0 - 1
examples/jsm/lines/LineGeometry.js

@@ -1,4 +1,3 @@
-
 import { LineSegmentsGeometry } from "../lines/LineSegmentsGeometry.js";
 
 var LineGeometry = function () {

+ 1 - 0
examples/jsm/lines/LineMaterial.js

@@ -5,6 +5,7 @@ import {
 	UniformsUtils,
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * parameters = {
  *  color: <hex>,

+ 1 - 0
examples/jsm/loaders/3MFLoader.js

@@ -21,6 +21,7 @@ import {
 	sRGBEncoding
 } from "../../../build/three.module.js";
 import { JSZip } from "../libs/jszip.module.min.js";
+
 /**
  *
  * 3D Manufacturing Format (3MF) specification: https://3mf.io/specification/

+ 1 - 0
examples/jsm/loaders/AMFLoader.js

@@ -10,6 +10,7 @@ import {
 	MeshPhongMaterial
 } from "../../../build/three.module.js";
 import { JSZip } from "../libs/jszip.module.min.js";
+
 /**
  * Description: Early release of an AMF Loader following the pattern of the
  * example loaders in the three.js project.

+ 1 - 0
examples/jsm/loaders/BVHLoader.js

@@ -9,6 +9,7 @@ import {
 	Vector3,
 	VectorKeyframeTrack
 } from "../../../build/three.module.js";
+
 /**
  * Description: reads BVH files and outputs a single Skeleton and an AnimationClip
  *

+ 1 - 0
examples/jsm/loaders/EXRLoader.js

@@ -12,6 +12,7 @@ import {
 	UnsignedByteType
 } from "../../../build/three.module.js";
 import { Inflate } from "../libs/inflate.module.min.js";
+
 /**
  * OpenEXR loader currently supports uncompressed, ZIP(S), RLE, PIZ and DWA/B compression.
  * Supports reading as UnsignedByte, HalfFloat and Float type data texture.

+ 1 - 0
examples/jsm/loaders/FBXLoader.js

@@ -44,6 +44,7 @@ import {
 } from "../../../build/three.module.js";
 import { Inflate } from "../libs/inflate.module.min.js";
 import { NURBSCurve } from "../curves/NURBSCurve.js";
+
 /**
  * Loader loads FBX file and generates Group representing FBX scene.
  * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format

+ 1 - 0
examples/jsm/loaders/GCodeLoader.js

@@ -8,6 +8,7 @@ import {
 	LineSegments,
 	Loader
 } from "../../../build/three.module.js";
+
 /**
  * GCodeLoader is used to load gcode files usually used for 3D printing or CNC applications.
  *

+ 1 - 0
examples/jsm/loaders/KTXLoader.js

@@ -1,6 +1,7 @@
 import {
 	CompressedTextureLoader
 } from "../../../build/three.module.js";
+
 /**
  * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/

+ 1 - 0
examples/jsm/loaders/MMDLoader.js

@@ -32,6 +32,7 @@ import {
 } from "../../../build/three.module.js";
 import { TGALoader } from "../loaders/TGALoader.js";
 import { MMDParser } from "../libs/mmdparser.module.js";
+
 /**
  * Dependencies
  *  - mmd-parser https://github.com/takahirox/mmd-parser

+ 1 - 0
examples/jsm/loaders/MTLLoader.js

@@ -10,6 +10,7 @@ import {
 	TextureLoader,
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * Loads a Wavefront .mtl file specifying materials
  */

+ 1 - 0
examples/jsm/loaders/PLYLoader.js

@@ -5,6 +5,7 @@ import {
 	Loader,
 	LoaderUtils
 } from "../../../build/three.module.js";
+
 /**
  * Description: A THREE loader for PLY ASCII files (known as the Polygon
  * File Format or the Stanford Triangle Format).

+ 1 - 0
examples/jsm/loaders/PRWMLoader.js

@@ -4,6 +4,7 @@ import {
 	FileLoader,
 	Loader
 } from "../../../build/three.module.js";
+
 /**
  * See https://github.com/kchapelier/PRWM for more informations about this file format
  */

+ 1 - 0
examples/jsm/loaders/PVRLoader.js

@@ -5,6 +5,7 @@ import {
 	RGB_PVRTC_2BPPV1_Format,
 	RGB_PVRTC_4BPPV1_Format
 } from "../../../build/three.module.js";
+
 /*
  *	 PVR v2 (legacy) parser
  *   TODO : Add Support for PVR v3 format

+ 1 - 0
examples/jsm/loaders/STLLoader.js

@@ -7,6 +7,7 @@ import {
 	LoaderUtils,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
  *

+ 1 - 0
examples/jsm/loaders/TDSLoader.js

@@ -13,6 +13,7 @@ import {
 	MeshPhongMaterial,
 	TextureLoader
 } from "../../../build/three.module.js";
+
 /**
  * Autodesk 3DS three.js file loader, based on lib3ds.
  *

+ 1 - 0
examples/jsm/loaders/TTFLoader.js

@@ -3,6 +3,7 @@ import {
 	Loader
 } from "../../../build/three.module.js";
 import { opentype } from "../libs/opentype.module.min.js";
+
 /**
  * Requires opentype.js to be included in the project.
  * Loads TTF files and converts them into typeface JSON that can be used directly

+ 1 - 0
examples/jsm/math/ConvexHull.js

@@ -4,6 +4,7 @@ import {
 	Triangle,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio)
  */

+ 0 - 1
examples/jsm/math/ImprovedNoise.js

@@ -1,4 +1,3 @@
-
 // http://mrl.nyu.edu/~perlin/noise/
 
 var ImprovedNoise = function () {

+ 0 - 1
examples/jsm/math/SimplexNoise.js

@@ -1,4 +1,3 @@
-
 // Ported from Stefan Gustavson's java implementation
 // http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
 // Read Stefan's excellent paper for details on how this code works.

+ 1 - 0
examples/jsm/misc/ConvexObjectBreaker.js

@@ -5,6 +5,7 @@ import {
 	Vector3
 } from "../../../build/three.module.js";
 import { ConvexBufferGeometry } from "../geometries/ConvexGeometry.js";
+
 /**
  * @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
  *

+ 1 - 0
examples/jsm/misc/GPUComputationRenderer.js

@@ -11,6 +11,7 @@ import {
 	ShaderMaterial,
 	WebGLRenderTarget
 } from "../../../build/three.module.js";
+
 /**
  * GPUComputationRenderer, based on SimulationRenderer by zz85
  *

+ 1 - 0
examples/jsm/misc/Volume.js

@@ -4,6 +4,7 @@ import {
 	Vector3
 } from "../../../build/three.module.js";
 import { VolumeSlice } from "../misc/VolumeSlice.js";
+
 /**
  * This class had been written to handle the output of the NRRD loader.
  * It contains a volume of data and informations about it.

+ 1 - 0
examples/jsm/misc/VolumeSlice.js

@@ -7,6 +7,7 @@ import {
 	PlaneBufferGeometry,
 	Texture
 } from "../../../build/three.module.js";
+
 /**
  * This class has been made to hold a slice of a volume data
  * @class

+ 1 - 0
examples/jsm/modifiers/SimplifyModifier.js

@@ -4,6 +4,7 @@ import {
 	Geometry,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  *	Simplification Geometry Modifier
  *    - based on code and technique

+ 1 - 0
examples/jsm/modifiers/SubdivisionModifier.js

@@ -4,6 +4,7 @@ import {
 	Vector2,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  *	Subdivision Geometry Modifier
  *		using Loop Subdivision Scheme

+ 1 - 0
examples/jsm/modifiers/TessellateModifier.js

@@ -1,6 +1,7 @@
 import {
 	Face3
 } from "../../../build/three.module.js";
+
 /**
  * Break faces with edges longer than maxEdgeLength
  * - not recursive

+ 1 - 0
examples/jsm/objects/LightningStorm.js

@@ -5,6 +5,7 @@ import {
 	Object3D
 } from "../../../build/three.module.js";
 import { LightningStrike } from "../geometries/LightningStrike.js";
+
 /**
  * @fileoverview Lightning strike object generator
  *

+ 1 - 0
examples/jsm/objects/MarchingCubes.js

@@ -5,6 +5,7 @@ import {
 	ImmediateRenderObject,
 	NoColors
 } from "../../../build/three.module.js";
+
 /**
  * Port of http://webglsamples.org/blob/blob.html
  */

+ 0 - 1
examples/jsm/objects/ReflectorRTT.js

@@ -1,4 +1,3 @@
-
 import { Reflector } from "../objects/Reflector.js";
 
 var ReflectorRTT = function ( geometry, options ) {

+ 1 - 0
examples/jsm/objects/ShadowMesh.js

@@ -3,6 +3,7 @@ import {
 	Mesh,
 	MeshBasicMaterial
 } from "../../../build/three.module.js";
+
 /**
  * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
  */

+ 1 - 0
examples/jsm/objects/Sky.js

@@ -6,6 +6,7 @@ import {
 	UniformsUtils,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * Based on "A Practical Analytic Model for Daylight"
  * aka The Preetham Model, the de facto standard analytic skydome model

+ 1 - 0
examples/jsm/objects/Water.js

@@ -17,6 +17,7 @@ import {
 	Vector4,
 	WebGLRenderTarget
 } from "../../../build/three.module.js";
+
 /**
  * Work based on :
  * http://slayvin.net : Flat mirror for three.js

+ 1 - 0
examples/jsm/objects/Water2.js

@@ -14,6 +14,7 @@ import {
 } from "../../../build/three.module.js";
 import { Reflector } from "../objects/Reflector.js";
 import { Refractor } from "../objects/Refractor.js";
+
 /**
  * References:
  *	http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf

+ 1 - 0
examples/jsm/postprocessing/AdaptiveToneMappingPass.js

@@ -12,6 +12,7 @@ import { Pass } from "../postprocessing/Pass.js";
 import { CopyShader } from "../shaders/CopyShader.js";
 import { LuminosityShader } from "../shaders/LuminosityShader.js";
 import { ToneMapShader } from "../shaders/ToneMapShader.js";
+
 /**
  * Generate a texture that represents the luminosity of the current scene, adapted over time
  * to simulate the optic nerve responding to the amount of light it is receiving.

+ 1 - 0
examples/jsm/postprocessing/BokehPass.js

@@ -10,6 +10,7 @@ import {
 } from "../../../build/three.module.js";
 import { Pass } from "../postprocessing/Pass.js";
 import { BokehShader } from "../shaders/BokehShader.js";
+
 /**
  * Depth-of-field post-process with bokeh shader
  */

+ 0 - 1
examples/jsm/postprocessing/ClearPass.js

@@ -1,4 +1,3 @@
-
 import { Pass } from "../postprocessing/Pass.js";
 
 var ClearPass = function ( clearColor, clearAlpha ) {

+ 1 - 0
examples/jsm/postprocessing/HalftonePass.js

@@ -4,6 +4,7 @@ import {
 } from "../../../build/three.module.js";
 import { Pass } from "../postprocessing/Pass.js";
 import { HalftoneShader } from "../shaders/HalftoneShader.js";
+
 /**
  * RGB Halftone pass for three.js effects composer. Requires HalftoneShader.
  */

+ 0 - 1
examples/jsm/postprocessing/MaskPass.js

@@ -1,4 +1,3 @@
-
 import { Pass } from "../postprocessing/Pass.js";
 
 var MaskPass = function ( scene, camera ) {

+ 0 - 1
examples/jsm/postprocessing/RenderPass.js

@@ -1,4 +1,3 @@
-
 import { Pass } from "../postprocessing/Pass.js";
 
 var RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {

+ 1 - 0
examples/jsm/postprocessing/SAOPass.js

@@ -25,6 +25,7 @@ import { DepthLimitedBlurShader } from "../shaders/DepthLimitedBlurShader.js";
 import { BlurShaderUtils } from "../shaders/DepthLimitedBlurShader.js";
 import { CopyShader } from "../shaders/CopyShader.js";
 import { UnpackDepthRGBAShader } from "../shaders/UnpackDepthRGBAShader.js";
+
 /**
  * SAO implementation inspired from bhouston previous SAO work
  */

+ 1 - 0
examples/jsm/postprocessing/SSAARenderPass.js

@@ -8,6 +8,7 @@ import {
 } from "../../../build/three.module.js";
 import { Pass } from "../postprocessing/Pass.js";
 import { CopyShader } from "../shaders/CopyShader.js";
+
 /**
 *
 * Supersample Anti-Aliasing Render Pass

+ 1 - 0
examples/jsm/postprocessing/TAARenderPass.js

@@ -2,6 +2,7 @@ import {
 	WebGLRenderTarget
 } from "../../../build/three.module.js";
 import { SSAARenderPass } from "../postprocessing/SSAARenderPass.js";
+
 /**
  *
  * Temporal Anti-Aliasing Render Pass

+ 1 - 0
examples/jsm/renderers/CSS3DRenderer.js

@@ -3,6 +3,7 @@ import {
 	Object3D,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
  */

+ 0 - 1
examples/jsm/shaders/ACESFilmicToneMappingShader.js

@@ -1,4 +1,3 @@
-
 /**
  * ACES Filmic Tone Mapping Shader by Stephen Hill
  * source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs

+ 0 - 1
examples/jsm/shaders/AfterimageShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Afterimage shader
  * I created this effect inspired by a demo on codepen:

+ 0 - 1
examples/jsm/shaders/BasicShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Simple test shader
  */

+ 0 - 1
examples/jsm/shaders/BleachBypassShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
  * - based on Nvidia example

+ 0 - 1
examples/jsm/shaders/BlendShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Blend two textures
  */

+ 0 - 1
examples/jsm/shaders/BokehShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Depth-of-field shader with bokeh
  * ported from GLSL shader by Martins Upitis

+ 1 - 0
examples/jsm/shaders/BokehShader2.js

@@ -1,6 +1,7 @@
 import {
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * Depth-of-field shader with bokeh
  * ported from GLSL shader by Martins Upitis

+ 0 - 1
examples/jsm/shaders/BrightnessContrastShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Brightness and contrast adjustment
  * https://github.com/evanw/glfx.js

+ 1 - 0
examples/jsm/shaders/ColorCorrectionShader.js

@@ -1,6 +1,7 @@
 import {
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * Color correction
  */

+ 1 - 0
examples/jsm/shaders/ColorifyShader.js

@@ -1,6 +1,7 @@
 import {
 	Color
 } from "../../../build/three.module.js";
+
 /**
  * Colorify shader
  */

+ 1 - 0
examples/jsm/shaders/ConvolutionShader.js

@@ -1,6 +1,7 @@
 import {
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * Convolution shader
  * ported from o3d sample to WebGL / GLSL

+ 0 - 1
examples/jsm/shaders/CopyShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Full-screen textured quad shader
  */

+ 0 - 1
examples/jsm/shaders/DOFMipMapShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Depth-of-field shader using mipmaps
  * - from Matt Handley @applmak

+ 1 - 0
examples/jsm/shaders/DepthLimitedBlurShader.js

@@ -1,6 +1,7 @@
 import {
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * TODO
  */

+ 0 - 1
examples/jsm/shaders/DigitalGlitch.js

@@ -1,4 +1,3 @@
-
 /**
  * RGB Shift Shader
  * Shifts red and blue channels from center in opposite directions

+ 1 - 0
examples/jsm/shaders/DotScreenShader.js

@@ -1,6 +1,7 @@
 import {
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * Dot screen shader
  * based on glfx.js sepia shader

+ 1 - 0
examples/jsm/shaders/FXAAShader.js

@@ -1,6 +1,7 @@
 import {
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * NVIDIA FXAA by Timothy Lottes
  * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html

+ 0 - 1
examples/jsm/shaders/FilmShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Film grain & scanlines shader
  *

+ 0 - 1
examples/jsm/shaders/FocusShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Focus shader
  * based on PaintEffect postprocess from ro.me

+ 1 - 0
examples/jsm/shaders/FreiChenShader.js

@@ -1,6 +1,7 @@
 import {
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * Edge Detection Shader using Frei-Chen filter
  * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector

+ 0 - 1
examples/jsm/shaders/FresnelShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Based on Nvidia Cg tutorial
  */

+ 0 - 1
examples/jsm/shaders/GammaCorrectionShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Gamma Correction Shader
  * http://en.wikipedia.org/wiki/gamma_correction

+ 1 - 0
examples/jsm/shaders/GodRaysShader.js

@@ -2,6 +2,7 @@ import {
 	Color,
 	Vector3
 } from "../../../build/three.module.js";
+
 /**
  * God-rays (crepuscular rays)
  *

+ 0 - 1
examples/jsm/shaders/HalftoneShader.js

@@ -1,4 +1,3 @@
-
 /**
  * RGB Halftone shader for three.js.
  *	NOTE:

+ 0 - 1
examples/jsm/shaders/HorizontalBlurShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
  * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/

+ 0 - 1
examples/jsm/shaders/HorizontalTiltShiftShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
  *

+ 0 - 1
examples/jsm/shaders/HueSaturationShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Hue and saturation adjustment
  * https://github.com/evanw/glfx.js

+ 0 - 1
examples/jsm/shaders/KaleidoShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Kaleidoscope Shader
  * Radial reflection around center point

+ 1 - 0
examples/jsm/shaders/LuminosityHighPassShader.js

@@ -1,6 +1,7 @@
 import {
 	Color
 } from "../../../build/three.module.js";
+
 /**
  * Luminosity
  * http://en.wikipedia.org/wiki/Luminosity

+ 0 - 1
examples/jsm/shaders/LuminosityShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Luminosity
  * http://en.wikipedia.org/wiki/Luminosity

+ 0 - 1
examples/jsm/shaders/MirrorShader.js

@@ -1,4 +1,3 @@
-
 /**
  * Mirror Shader
  * Copies half the input to the other half

+ 1 - 0
examples/jsm/shaders/NormalMapShader.js

@@ -1,6 +1,7 @@
 import {
 	Vector2
 } from "../../../build/three.module.js";
+
 /**
  * Normal map shader
  * - compute normals from heightmap

+ 0 - 1
examples/jsm/shaders/ParallaxShader.js

@@ -1,4 +1,3 @@
-
 // Parallax Occlusion shaders from
 //    http://sunandblackcat.com/tipFullView.php?topicid=28
 // No tangent-space transforms logic based on

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