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Changed SMAA to use base64 textures

Michal Polko 9 年之前
父節點
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d3687ca3a2

文件差異過大導致無法顯示
+ 12 - 54
examples/js/postprocessing/SMAAPass.js


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

@@ -188,7 +188,7 @@ THREE.SMAAShader = [ {
 			// e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
 			//     e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
 			"e.r = bias + e.r * scale;",
-			"return 255.0 * texture2D( searchTex, e, 0.0 ).a;",
+			"return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
 		"}",
 
 		"float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",

二進制
examples/textures/smaa-area.png


+ 6 - 8
examples/webgl_postprocessing_smaa.html

@@ -33,14 +33,12 @@
 
 			var textureLoader = new THREE.TextureLoader();
 
-			textureLoader.load( "textures/smaa-area.png", function( areaTexture ) {
-				textureLoader.load( "textures/brick_diffuse.jpg", function( meshTexture ) {
-					init( areaTexture, meshTexture );
-					animate();
-				});
-			} );
+			textureLoader.load( "textures/brick_diffuse.jpg", function( meshTexture ) {
+				init( meshTexture );
+				animate();
+			});
 
-			function init( areaTexture, meshTexture ) {
+			function init( meshTexture ) {
 
 				renderer = new THREE.WebGLRenderer( { antialias: false } );
 				renderer.setPixelRatio( window.devicePixelRatio );
@@ -67,7 +65,7 @@
 				composer = new THREE.EffectComposer( renderer );
 				composer.addPass( new THREE.RenderPass( scene, camera ) );
 
-				pass = new THREE.SMAAPass( window.innerWidth, window.innerHeight, areaTexture );
+				pass = new THREE.SMAAPass( window.innerWidth, window.innerHeight );
 				pass.renderToScreen = true;
 				composer.addPass( pass );
 

部分文件因文件數量過多而無法顯示