three#Uniform JavaScript Examples
The following examples show how to use
three#Uniform.
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Example #1
Source File: BlendMode.js From three-viewer with MIT License | 6 votes |
/**
* Constructs a new blend mode.
*
* @param {BlendFunction} blendFunction - The blend function to use.
* @param {Number} opacity - The opacity of the color that will be blended with the base color.
*/
constructor(blendFunction, opacity = 1.0) {
/**
* The blend function.
*
* @type {BlendFunction}
*/
this.blendFunction = blendFunction;
/**
* The opacity of the color that will be blended with the base color.
*
* @type {Uniform}
*/
this.opacity = new Uniform(opacity);
}
Example #2
Source File: CopyMaterial.js From three-viewer with MIT License | 6 votes |
/**
* Constructs a new copy material.
*/
constructor() {
super({
type: "CopyMaterial",
uniforms: {
inputBuffer: new Uniform(null),
opacity: new Uniform(1.0)
},
fragmentShader,
vertexShader,
depthWrite: false,
depthTest: false
});
/** @ignore */
this.toneMapped = false;
}
Example #3
Source File: EffectMaterial.js From three-viewer with MIT License | 6 votes |
/**
* Sets the shader uniforms.
*
* @param {Map<String, Uniform>} uniforms - A collection of uniforms.
* @return {EffectMaterial} This material.
*/
setUniforms(uniforms) {
for(const entry of uniforms.entries()) {
this.uniforms[entry[0]] = entry[1];
}
return this;
}
Example #4
Source File: FXAAMaterial.js From three-viewer with MIT License | 6 votes |
constructor() {
super({
type: "FXAAMaterial",
uniforms: {
inputBuffer: new Uniform(null),
resolution: { value: new Vector2(1 / 1024, 1 / 512) },
},
fragmentShader,
vertexShader,
depthWrite: false,
depthTest: false
});
/** @ignore */
this.toneMapped = false;
}
Example #5
Source File: LuminanceMaterial.js From three-viewer with MIT License | 6 votes |
/**
* Constructs a new luminance material.
*
* @param {Boolean} [colorOutput=false] - Defines whether the shader should output colors scaled with their luminance value.
* @param {Vector2} [luminanceRange] - If provided, the shader will mask out texels that aren't in the specified luminance range.
*/
constructor(colorOutput = false, luminanceRange = null) {
const useRange = (luminanceRange !== null);
super({
type: "LuminanceMaterial",
uniforms: {
inputBuffer: new Uniform(null),
threshold: new Uniform(0.0),
smoothing: new Uniform(1.0),
range: new Uniform(useRange ? luminanceRange : new Vector2())
},
fragmentShader,
vertexShader,
depthWrite: false,
depthTest: false
});
/** @ignore */
this.toneMapped = false;
this.colorOutput = colorOutput;
this.useThreshold = true;
this.useRange = useRange;
}
Example #6
Source File: barrel.js From nuxt-three with MIT License | 5 votes |
constructor({ blendFunction = BlendFunction.NORMAL, intensity = 0.1 } = {}) {
super('BarrelEffect', fragment, {
blendFunction,
uniforms: new Map([['intensity', new Uniform(intensity)]])
})
}
Example #7
Source File: BloomEffect.js From three-viewer with MIT License | 5 votes |
/**
* Constructs a new bloom effect.
*
* @param {Object} [options] - The options.
* @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function of this effect.
* @param {Number} [options.luminanceThreshold=0.9] - The luminance threshold. Raise this value to mask out darker elements in the scene. Range is [0, 1].
* @param {Number} [options.luminanceSmoothing=0.025] - Controls the smoothness of the luminance threshold. Range is [0, 1].
* @param {Number} [options.resolutionScale=0.5] - Deprecated. Use height or width instead.
* @param {Number} [options.intensity=1.0] - The intensity.
* @param {Number} [options.width=Resizer.AUTO_SIZE] - The render width.
* @param {Number} [options.height=Resizer.AUTO_SIZE] - The render height.
* @param {KernelSize} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.
*/
constructor({
blendFunction = BlendFunction.SCREEN,
luminanceThreshold = 0.9,
luminanceSmoothing = 0.025,
resolutionScale = 0.5,
intensity = 1.0,
width = Resizer.AUTO_SIZE,
height = Resizer.AUTO_SIZE,
kernelSize = KernelSize.LARGE
} = {}) {
super("BloomEffect", fragmentShader, {
blendFunction,
uniforms: new Map([
["texture", new Uniform(null)],
["intensity", new Uniform(intensity)]
])
});
/**
* A render target.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTarget = new WebGLRenderTarget(1, 1, {
minFilter: LinearFilter,
magFilter: LinearFilter,
stencilBuffer: false,
depthBuffer: false
});
this.renderTarget.texture.name = "Bloom.Target";
this.renderTarget.texture.generateMipmaps = false;
this.uniforms.get("texture").value = this.renderTarget.texture;
/**
* A blur pass.
*
* @type {BlurPass}
*/
this.blurPass = new BlurPass({ resolutionScale, width, height, kernelSize });
this.blurPass.resolution.resizable = this;
/**
* A luminance shader pass.
*
* You may disable this pass to deactivate luminance filtering.
*
* @type {ShaderPass}
*/
this.luminancePass = new ShaderPass(new LuminanceMaterial(true));
this.luminanceMaterial.threshold = luminanceThreshold;
this.luminanceMaterial.smoothing = luminanceSmoothing;
}
Example #8
Source File: ConvolutionMaterial.js From three-viewer with MIT License | 5 votes |
/**
* Constructs a new convolution material.
*
* @param {Vector2} [texelSize] - The absolute screen texel size.
*/
constructor(texelSize = new Vector2()) {
super({
type: "ConvolutionMaterial",
uniforms: {
inputBuffer: new Uniform(null),
texelSize: new Uniform(new Vector2()),
halfTexelSize: new Uniform(new Vector2()),
kernel: new Uniform(0.0),
scale: new Uniform(1.0)
},
fragmentShader,
vertexShader,
depthWrite: false,
depthTest: false
});
/** @ignore */
this.toneMapped = false;
this.setTexelSize(texelSize.x, texelSize.y);
/**
* The current kernel size.
*
* @type {KernelSize}
*/
this.kernelSize = KernelSize.LARGE;
}
Example #9
Source File: EffectMaterial.js From three-viewer with MIT License | 5 votes |
/**
* Constructs a new effect material.
*
* @param {Map<String, String>} [shaderParts=null] - A collection of shader snippets. See {@link Section}.
* @param {Map<String, String>} [defines=null] - A collection of preprocessor macro definitions.
* @param {Map<String, Uniform>} [uniforms=null] - A collection of uniforms.
* @param {Camera} [camera=null] - A camera.
* @param {Boolean} [dithering=false] - Whether dithering should be enabled.
*/
constructor(shaderParts = null, defines = null, uniforms = null, camera = null, dithering = false) {
super({
type: "EffectMaterial",
defines: {
DEPTH_PACKING: "0",
ENCODE_OUTPUT: "1" // Default is on
},
uniforms: {
inputBuffer: new Uniform(null),
depthBuffer: new Uniform(null),
resolution: new Uniform(new Vector2()),
texelSize: new Uniform(new Vector2()),
cameraNear: new Uniform(0.3),
cameraFar: new Uniform(1000.0),
aspect: new Uniform(1.0),
time: new Uniform(0.0)
},
depthWrite: false,
depthTest: false,
dithering
});
/** @ignore */
this.toneMapped = false;
if(shaderParts !== null) {
this.setShaderParts(shaderParts);
}
if(defines !== null) {
this.setDefines(defines);
}
if(uniforms !== null) {
this.setUniforms(uniforms);
}
this.adoptCameraSettings(camera);
}
Example #10
Source File: SSAOEffect.js From three-viewer with MIT License | 4 votes |
/**
* Constructs a new SSAO effect.
*
* @param {Camera} camera - The main camera.
* @param {Texture} normalBuffer - A texture that contains the scene normals. See {@link NormalPass}.
* @param {Object} [options] - The options.
* @param {BlendFunction} [options.blendFunction=BlendFunction.MULTIPLY] - The blend function of this effect.
* @param {Number} [options.samples=11] - The amount of samples per pixel. Should not be a multiple of the ring count.
* @param {Number} [options.rings=4] - The amount of rings in the occlusion sampling pattern.
* @param {Number} [options.distanceThreshold=0.97] - A global distance threshold at which the occlusion effect starts to fade out. Range [0.0, 1.0].
* @param {Number} [options.distanceFalloff=0.03] - The distance falloff. Influences the smoothness of the overall occlusion cutoff. Range [0.0, 1.0].
* @param {Number} [options.rangeThreshold=0.0005] - A local occlusion range threshold at which the occlusion starts to fade out. Range [0.0, 1.0].
* @param {Number} [options.rangeFalloff=0.001] - The occlusion range falloff. Influences the smoothness of the proximity cutoff. Range [0.0, 1.0].
* @param {Number} [options.luminanceInfluence=0.7] - Determines how much the luminance of the scene influences the ambient occlusion.
* @param {Number} [options.radius=18.25] - The occlusion sampling radius.
* @param {Number} [options.scale=1.0] - The scale of the ambient occlusion.
* @param {Number} [options.bias=0.0] - An occlusion bias.
*/
constructor(camera, normalBuffer, {
blendFunction = BlendFunction.MULTIPLY,
samples = 11,
rings = 4,
distanceThreshold = 0.97,
distanceFalloff = 0.03,
rangeThreshold = 0.0005,
rangeFalloff = 0.001,
luminanceInfluence = 0.7,
radius = 18.25,
scale = 1.0,
bias = 0.0
} = {}) {
super("SSAOEffect", fragmentShader, {
blendFunction,
attributes: EffectAttribute.DEPTH,
defines: new Map([
["RINGS_INT", "0"],
["SAMPLES_INT", "0"],
["SAMPLES_FLOAT", "0.0"]
]),
uniforms: new Map([
["normalBuffer", new Uniform(normalBuffer)],
["cameraInverseProjectionMatrix", new Uniform(new Matrix4())],
["cameraProjectionMatrix", new Uniform(new Matrix4())],
["radiusStep", new Uniform(new Vector2())],
["distanceCutoff", new Uniform(new Vector2())],
["proximityCutoff", new Uniform(new Vector2())],
["seed", new Uniform(Math.random())],
["luminanceInfluence", new Uniform(luminanceInfluence)],
["scale", new Uniform(scale)],
["bias", new Uniform(bias)]
])
});
/**
* The current sampling radius.
*
* @type {Number}
* @private
*/
this.r = 0.0;
/**
* The current resolution.
*
* @type {Vector2}
* @private
*/
this.resolution = new Vector2(1, 1);
/**
* The main camera.
*
* @type {Camera}
* @private
*/
this.camera = camera;
this.samples = samples;
this.rings = rings;
this.radius = radius;
this.setDistanceCutoff(distanceThreshold, distanceFalloff);
this.setProximityCutoff(rangeThreshold, rangeFalloff);
}