Skip to content

Commit

Permalink
Version 6.0.2.
Browse files Browse the repository at this point in the history
  • Loading branch information
vanruesc committed Mar 23, 2019
1 parent 3d9c796 commit 790589a
Show file tree
Hide file tree
Showing 18 changed files with 24,489 additions and 22,639 deletions.
75 changes: 57 additions & 18 deletions build/postprocessing.esm.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/**
* postprocessing v6.0.1 build Mon Mar 04 2019
* postprocessing v6.0.2 build Sat Mar 23 2019
* https://github.com/vanruesc/postprocessing
* Copyright 2019 Raoul van Rüschen, Zlib
*/
Expand Down Expand Up @@ -1017,20 +1017,22 @@ class Pass {
this.quad = null;

/**
* Only relevant for subclassing.
*
* Indicates whether the {@link EffectComposer} should swap the frame
* buffers after this pass has finished rendering.
*
* Set this to `false` if this pass doesn't render to the output buffer or
* the screen. Otherwise, the contents of the input buffer will be lost.
*
* This flag must not be changed at runtime.
*
* @type {Boolean}
*/

this.needsSwap = true;

/**
* Only relevant for subclassing.
*
* Indicates whether the {@link EffectComposer} should prepare a depth
* texture for this pass.
*
Expand Down Expand Up @@ -1214,8 +1216,8 @@ class Pass {

if(this[key] !== null && typeof this[key].dispose === "function") {

/** @ignore */
this[key].dispose();
this[key] = null;

}

Expand Down Expand Up @@ -1532,7 +1534,7 @@ class ClearMaskPass extends Pass {
}

/**
* Used for saving the original clear color of the renderer.
* Stores the original clear color of the renderer.
*
* @type {Color}
* @private
Expand Down Expand Up @@ -1587,6 +1589,8 @@ class ClearPass extends Pass {
/**
* An override clear color.
*
* The default value is null.
*
* @type {Color}
*/

Expand All @@ -1595,10 +1599,12 @@ class ClearPass extends Pass {
/**
* An override clear alpha.
*
* The default value is -1.
*
* @type {Number}
*/

this.overrideClearAlpha = 0.0;
this.overrideClearAlpha = -1.0;

}

Expand All @@ -1615,24 +1621,35 @@ class ClearPass extends Pass {
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {

const overrideClearColor = this.overrideClearColor;
const overrideClearAlpha = this.overrideClearAlpha;
const clearAlpha = renderer.getClearAlpha();

let clearAlpha;
const hasOverrideClearColor = (overrideClearColor !== null);
const hasOverrideClearAlpha = (overrideClearAlpha >= 0.0);

if(overrideClearColor !== null) {
if(hasOverrideClearColor) {

color.copy(renderer.getClearColor());
clearAlpha = renderer.getClearAlpha();
renderer.setClearColor(overrideClearColor, this.overrideClearAlpha);
renderer.setClearColor(overrideClearColor, hasOverrideClearAlpha ?
overrideClearAlpha : clearAlpha);

} else if(hasOverrideClearAlpha) {

renderer.setClearAlpha(overrideClearAlpha);

}

renderer.setRenderTarget(this.renderToScreen ? null : inputBuffer);
renderer.clear(this.color, this.depth, this.stencil);

if(overrideClearColor !== null) {
if(hasOverrideClearColor) {

renderer.setClearColor(color, clearAlpha);

} else if(hasOverrideClearAlpha) {

renderer.setClearAlpha(clearAlpha);

}

}
Expand Down Expand Up @@ -1984,7 +2001,7 @@ const BlendFunction = {

var addBlendFunction = "vec3 blend(const in vec3 x, const in vec3 y, const in float opacity) {\r\n\r\n\treturn min(x + y, 1.0) * opacity + x * (1.0 - opacity);\r\n\r\n}\r\n\r\nvec4 blend(const in vec4 x, const in vec4 y, const in float opacity) {\r\n\r\n\treturn vec4(blend(x.rgb, y.rgb, opacity), y.a);\r\n\r\n}\r\n";

var alphaBlendFunction = "vec3 blend(const in vec3 x, const in vec3 y, const in float opacity) {\r\n\r\n\treturn y * opacity + x * (1.0 - opacity);\r\n\r\n}\r\n\r\nvec4 blend(const in vec4 x, const in vec4 y, const in float opacity) {\r\n\r\n\treturn vec4(blend(x.rgb, y.rgb, y.a), x.a);\r\n\r\n}\r\n";
var alphaBlendFunction = "vec3 blend(const in vec3 x, const in vec3 y, const in float opacity) {\r\n\r\n\treturn y * opacity + x * (1.0 - opacity);\r\n\r\n}\r\n\r\nvec4 blend(const in vec4 x, const in vec4 y, const in float opacity) {\r\n\r\n\tfloat a = min(y.a, opacity);\r\n\r\n\treturn vec4(blend(x.rgb, y.rgb, a), max(x.a, a));\r\n\r\n}\r\n";

var averageBlendFunction = "vec3 blend(const in vec3 x, const in vec3 y, const in float opacity) {\r\n\r\n\treturn (x + y) * 0.5 * opacity + x * (1.0 - opacity);\r\n\r\n}\r\n\r\nvec4 blend(const in vec4 x, const in vec4 y, const in float opacity) {\r\n\r\n\treturn vec4(blend(x.rgb, y.rgb, opacity), y.a);\r\n\r\n}\r\n";

Expand Down Expand Up @@ -2296,8 +2313,8 @@ class Effect {

if(this[key] !== null && typeof this[key].dispose === "function") {

/** @ignore */
this[key].dispose();
this[key] = null;

}

Expand Down Expand Up @@ -3548,7 +3565,7 @@ class EffectComposer {
* @return {WebGLRenderer} The renderer.
*/

getRenderer(renderer) {
getRenderer() {

return this.renderer;

Expand Down Expand Up @@ -5551,7 +5568,7 @@ class NoiseEffect extends Effect {

}

var fragment$m = "uniform sampler2D edgeTexture;\r\nuniform sampler2D maskTexture;\r\n\r\nuniform vec3 visibleEdgeColor;\r\nuniform vec3 hiddenEdgeColor;\r\nuniform float pulse;\r\nuniform float edgeStrength;\r\n\r\n#ifdef USE_PATTERN\r\n\r\n\tuniform sampler2D patternTexture;\r\n\tvarying vec2 vUvPattern;\r\n\r\n#endif\r\n\r\nvoid mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {\r\n\r\n\tvec2 edge = texture2D(edgeTexture, uv).rg;\r\n\tvec2 mask = texture2D(maskTexture, uv).rg;\r\n\r\n\t#ifndef X_RAY\r\n\r\n\t\tedge.y = 0.0;\r\n\r\n\t#endif\r\n\r\n\tedge *= (edgeStrength * mask.x * pulse);\r\n\tvec3 color = edge.x * visibleEdgeColor + edge.y * hiddenEdgeColor;\r\n\r\n\tfloat visibilityFactor = 0.0;\r\n\r\n\t#ifdef USE_PATTERN\r\n\r\n\t\tvec4 patternColor = texture2D(patternTexture, vUvPattern);\r\n\r\n\t\t#ifdef X_RAY\r\n\r\n\t\t\tfloat hiddenFactor = 0.5;\r\n\r\n\t\t#else\r\n\r\n\t\t\tfloat hiddenFactor = 0.0;\r\n\r\n\t\t#endif\r\n\r\n\t\tvisibilityFactor = (1.0 - mask.y > 0.0) ? 1.0 : hiddenFactor;\r\n\t\tvisibilityFactor *= (1.0 - mask.x) * patternColor.a;\r\n\t\tcolor += visibilityFactor * patternColor.rgb;\r\n\r\n\t#endif\r\n\r\n\toutputColor = vec4(color, max(max(edge.x, edge.y), visibilityFactor));\r\n\r\n}\r\n";
var fragment$m = "uniform sampler2D edgeTexture;\r\nuniform sampler2D maskTexture;\r\n\r\nuniform vec3 visibleEdgeColor;\r\nuniform vec3 hiddenEdgeColor;\r\nuniform float pulse;\r\nuniform float edgeStrength;\r\n\r\n#ifdef USE_PATTERN\r\n\r\n\tuniform sampler2D patternTexture;\r\n\tvarying vec2 vUvPattern;\r\n\r\n#endif\r\n\r\nvoid mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {\r\n\r\n\tvec2 edge = texture2D(edgeTexture, uv).rg;\r\n\tvec2 mask = texture2D(maskTexture, uv).rg;\r\n\r\n\t#ifndef X_RAY\r\n\r\n\t\tedge.y = 0.0;\r\n\r\n\t#endif\r\n\r\n\tedge *= (edgeStrength * mask.x * pulse);\r\n\tvec3 color = edge.x * visibleEdgeColor + edge.y * hiddenEdgeColor;\r\n\r\n\tfloat visibilityFactor = 0.0;\r\n\r\n\t#ifdef USE_PATTERN\r\n\r\n\t\tvec4 patternColor = texture2D(patternTexture, vUvPattern);\r\n\r\n\t\t#ifdef X_RAY\r\n\r\n\t\t\tfloat hiddenFactor = 0.5;\r\n\r\n\t\t#else\r\n\r\n\t\t\tfloat hiddenFactor = 0.0;\r\n\r\n\t\t#endif\r\n\r\n\t\tvisibilityFactor = (1.0 - mask.y > 0.0) ? 1.0 : hiddenFactor;\r\n\t\tvisibilityFactor *= (1.0 - mask.x) * patternColor.a;\r\n\t\tcolor += visibilityFactor * patternColor.rgb;\r\n\r\n\t#endif\r\n\r\n\tfloat alpha = max(max(edge.x, edge.y), visibilityFactor);\r\n\r\n\t#ifdef ALPHA\r\n\r\n\t\t// Alpha blending already accounts for input alpha.\r\n\t\toutputColor = vec4(color, alpha);\r\n\r\n\t#else\r\n\r\n\t\t// Preserve input alpha.\r\n\t\toutputColor = vec4(color, max(alpha, inputColor.a));\r\n\r\n\t#endif\r\n\r\n}\r\n";

var vertex$7 = "uniform float patternScale;\r\n\r\nvarying vec2 vUvPattern;\r\n\r\nvoid mainSupport() {\r\n\r\n\tvUvPattern = uv * vec2(aspect, 1.0) * patternScale;\r\n\r\n}\r\n";

Expand Down Expand Up @@ -5596,8 +5613,6 @@ class OutlineEffect extends Effect {

super("OutlineEffect", fragment$m, {

blendFunction,

uniforms: new Map([
["maskTexture", new Uniform(null)],
["edgeTexture", new Uniform(null)],
Expand All @@ -5609,6 +5624,30 @@ class OutlineEffect extends Effect {

});

// Intercept blend function changes.
this.blendMode = ((defines) => (new Proxy(this.blendMode, {

set(target, name, value) {

if(value === BlendFunction.ALPHA) {

defines.set("ALPHA", "1");

} else {

defines.delete("ALPHA");

}

target[name] = value;

return true;

}

})))(this.defines);

this.blendMode.blendFunction = blendFunction;
this.setPatternTexture(patternTexture);
this.xRay = xRay;

Expand Down Expand Up @@ -9324,4 +9363,4 @@ class SMAASearchImageData {

}

export { Disposable, Initializable, EffectComposer, Resizable, BlendFunction, BlendMode, BloomEffect, BokehEffect, BrightnessContrastEffect, ColorAverageEffect, ChromaticAberrationEffect, DepthEffect, DotScreenEffect, Effect, EffectAttribute, GammaCorrectionEffect, GlitchEffect, GlitchMode, GodRaysEffect, GridEffect, HueSaturationEffect, NoiseEffect, OutlineEffect, PixelationEffect, RealisticBokehEffect, ScanlineEffect, ShockWaveEffect, SepiaEffect, SMAAEffect, SSAOEffect, TextureEffect, ToneMappingEffect, VignetteEffect, WebGLExtension, RawImageData, SMAAAreaImageData, SMAASearchImageData, AdaptiveLuminanceMaterial, ColorEdgesMaterial, ConvolutionMaterial, CopyMaterial, DepthComparisonMaterial, DepthMaskMaterial, EffectMaterial, GodRaysMaterial, KernelSize, LuminanceMaterial, OutlineEdgesMaterial, SMAAWeightsMaterial, BlurPass, ClearPass, ClearMaskPass, DepthPass, EffectPass, MaskPass, NormalPass, Pass, RenderPass, SavePass, ShaderPass };
export { AdaptiveLuminanceMaterial, BlendFunction, BlendMode, BloomEffect, BlurPass, BokehEffect, BrightnessContrastEffect, ChromaticAberrationEffect, ClearMaskPass, ClearPass, ColorAverageEffect, ColorEdgesMaterial, ConvolutionMaterial, CopyMaterial, DepthComparisonMaterial, DepthEffect, DepthMaskMaterial, DepthPass, Disposable, DotScreenEffect, Effect, EffectAttribute, EffectComposer, EffectMaterial, EffectPass, GammaCorrectionEffect, GlitchEffect, GlitchMode, GodRaysEffect, GodRaysMaterial, GridEffect, HueSaturationEffect, Initializable, KernelSize, LuminanceMaterial, MaskPass, NoiseEffect, NormalPass, OutlineEdgesMaterial, OutlineEffect, Pass, PixelationEffect, RawImageData, RealisticBokehEffect, RenderPass, Resizable, SMAAAreaImageData, SMAAEffect, SMAASearchImageData, SMAAWeightsMaterial, SSAOEffect, SavePass, ScanlineEffect, SepiaEffect, ShaderPass, ShockWaveEffect, TextureEffect, ToneMappingEffect, VignetteEffect, WebGLExtension };
Loading

0 comments on commit 790589a

Please sign in to comment.