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Examples: Clean up.

Mugen87 5 年之前
父節點
當前提交
9b286bb968

+ 20 - 20
examples/jsm/nodes/effects/BlurNode.js

@@ -31,33 +31,33 @@ function BlurNode( value, uv, radius, size ) {
 BlurNode.Nodes = ( function () {
 
 	var blurX = new FunctionNode( [
-		"vec4 blurX( sampler2D texture, vec2 uv, float s ) {",
+		"vec4 blurX( sampler2D tex, vec2 uv, float s ) {",
 		"	vec4 sum = vec4( 0.0 );",
-		"	sum += texture2D( texture, vec2( uv.x - 4.0 * s, uv.y ) ) * 0.051;",
-		"	sum += texture2D( texture, vec2( uv.x - 3.0 * s, uv.y ) ) * 0.0918;",
-		"	sum += texture2D( texture, vec2( uv.x - 2.0 * s, uv.y ) ) * 0.12245;",
-		"	sum += texture2D( texture, vec2( uv.x - 1.0 * s, uv.y ) ) * 0.1531;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y ) ) * 0.1633;",
-		"	sum += texture2D( texture, vec2( uv.x + 1.0 * s, uv.y ) ) * 0.1531;",
-		"	sum += texture2D( texture, vec2( uv.x + 2.0 * s, uv.y ) ) * 0.12245;",
-		"	sum += texture2D( texture, vec2( uv.x + 3.0 * s, uv.y ) ) * 0.0918;",
-		"	sum += texture2D( texture, vec2( uv.x + 4.0 * s, uv.y ) ) * 0.051;",
+		"	sum += texture2D( tex, vec2( uv.x - 4.0 * s, uv.y ) ) * 0.051;",
+		"	sum += texture2D( tex, vec2( uv.x - 3.0 * s, uv.y ) ) * 0.0918;",
+		"	sum += texture2D( tex, vec2( uv.x - 2.0 * s, uv.y ) ) * 0.12245;",
+		"	sum += texture2D( tex, vec2( uv.x - 1.0 * s, uv.y ) ) * 0.1531;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y ) ) * 0.1633;",
+		"	sum += texture2D( tex, vec2( uv.x + 1.0 * s, uv.y ) ) * 0.1531;",
+		"	sum += texture2D( tex, vec2( uv.x + 2.0 * s, uv.y ) ) * 0.12245;",
+		"	sum += texture2D( tex, vec2( uv.x + 3.0 * s, uv.y ) ) * 0.0918;",
+		"	sum += texture2D( tex, vec2( uv.x + 4.0 * s, uv.y ) ) * 0.051;",
 		"	return sum * .667;",
 		"}"
 	].join( "\n" ) );
 
 	var blurY = new FunctionNode( [
-		"vec4 blurY( sampler2D texture, vec2 uv, float s ) {",
+		"vec4 blurY( sampler2D tex, vec2 uv, float s ) {",
 		"	vec4 sum = vec4( 0.0 );",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y - 4.0 * s ) ) * 0.051;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y - 3.0 * s ) ) * 0.0918;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y - 2.0 * s ) ) * 0.12245;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y - 1.0 * s ) ) * 0.1531;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y ) ) * 0.1633;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y + 1.0 * s ) ) * 0.1531;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y + 2.0 * s ) ) * 0.12245;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y + 3.0 * s ) ) * 0.0918;",
-		"	sum += texture2D( texture, vec2( uv.x, uv.y + 4.0 * s ) ) * 0.051;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y - 4.0 * s ) ) * 0.051;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y - 3.0 * s ) ) * 0.0918;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y - 2.0 * s ) ) * 0.12245;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y - 1.0 * s ) ) * 0.1531;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y ) ) * 0.1633;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y + 1.0 * s ) ) * 0.1531;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y + 2.0 * s ) ) * 0.12245;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y + 3.0 * s ) ) * 0.0918;",
+		"	sum += texture2D( tex, vec2( uv.x, uv.y + 4.0 * s ) ) * 0.051;",
 		"	return sum * .667;",
 		"}"
 	].join( "\n" ) );

二進制
examples/screenshots/webgl_materials_envmaps_hdr_nodes.jpg


二進制
examples/screenshots/webgl_materials_envmaps_pmrem_nodes.jpg


二進制
examples/screenshots/webgl_shaders_tonemapping.jpg


+ 1 - 1
examples/webgl_buffergeometry_instancing.html

@@ -169,7 +169,7 @@
 			renderer.setSize( window.innerWidth, window.innerHeight );
 			container.appendChild( renderer.domElement );
 
-			if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
+			if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
 
 				document.getElementById( 'notSupported' ).style.display = '';
 				return;

+ 1 - 1
examples/webgl_buffergeometry_instancing_interleaved.html

@@ -154,7 +154,7 @@
 			renderer.setSize( window.innerWidth, window.innerHeight );
 			container.appendChild( renderer.domElement );
 
-			if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
+			if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
 
 				document.getElementById( 'notSupported' ).style.display = '';
 				return;

+ 0 - 15
examples/webgl_depth_texture.html

@@ -5,16 +5,6 @@
 		<meta charset="utf-8">
 		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
 		<link type="text/css" rel="stylesheet" href="main.css">
-		<style>
-			#error {
-				margin: auto;
-				margin-top: 40px;
-				display: block;
-				max-width: 400px;
-				padding: 20px;
-				background: #CE0808;
-			}
-		</style>
 
 		<script id="post-vert" type="x-shader/x-vertex">
 			varying vec2 vUv;
@@ -55,11 +45,6 @@
 			<a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
 			Stores render target depth in a texture attachment.<br/>
 			Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
-
-			<div id="error" style="display: none;">
-			Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
-			This demo will not work.
-			</div>
 		</div>
 
 		<script type="module">

+ 2 - 2
examples/webgl_lights_rectarealight.html

@@ -48,14 +48,14 @@
 				// Check for float-RT support
 				// TODO (abelnation): figure out fall-back for float textures
 
-				if ( ! renderer.extensions.get( 'OES_texture_float' ) ) {
+				if ( renderer.capabilities.isWebGL2 === false && ! renderer.extensions.get( 'OES_texture_float' ) ) {
 
 					alert( 'OES_texture_float not supported' );
 					throw 'missing webgl extension';
 
 				}
 
-				if ( ! renderer.extensions.get( 'OES_texture_float_linear' ) ) {
+				if ( renderer.capabilities.isWebGL2 === false && ! renderer.extensions.get( 'OES_texture_float_linear' ) ) {
 
 					alert( 'OES_texture_float_linear not supported' );
 					throw 'missing webgl extension';

+ 1 - 1
examples/webgl_materials_envmaps_hdr_nodes.html

@@ -30,7 +30,7 @@
 				envMap: 'HDR',
 				roughness: 0.0,
 				metalness: 0.0,
-				exposure: 1.0,
+				exposure: 2.0,
 				nodes: true,
 				animate: true,
 				debug: false

+ 1 - 1
examples/webgl_materials_envmaps_pmrem_nodes.html

@@ -52,7 +52,7 @@
 			var params = {
 				roughness: 0.0,
 				metalness: 0.0,
-				exposure: 1.0,
+				exposure: 2.0,
 				intensity: 1.0,
 				animate: true,
 				debug: false

+ 3 - 2
examples/webgl_shaders_tonemapping.html

@@ -333,11 +333,12 @@
 				var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
 				ldrEffectComposer = new EffectComposer( renderer, regularRenderTarget );
 
-				if ( renderer.extensions.get( 'OES_texture_half_float_linear' ) ) {
+				if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.get( 'OES_texture_half_float_linear' ) ) {
 
 					parameters.type = THREE.FloatType;
 
-	}
+				}
+
 				var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
 				dynamicHdrEffectComposer = new EffectComposer( renderer, hdrRenderTarget );
 				dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );