three-base 2.0.142 → 2.0.145

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Files changed (227) hide show
  1. package/DirectionalLight.d.ts +6 -6
  2. package/DirectionalLight.js +68 -68
  3. package/EventMap.d.ts +103 -103
  4. package/EventMap.js +17 -17
  5. package/EventMesh.d.ts +18 -18
  6. package/EventMesh.js +59 -59
  7. package/ExtrudeMesh.d.ts +112 -112
  8. package/ExtrudeMesh.js +342 -342
  9. package/FPScontrol.d.ts +511 -511
  10. package/FPScontrol.js +1799 -1799
  11. package/FPScontrol.ts +1855 -1855
  12. package/Fire/Fire.d.ts +28 -28
  13. package/Fire/Fire.js +80 -80
  14. package/Fire/FireGeometry.d.ts +9 -9
  15. package/Fire/FireGeometry.js +40 -40
  16. package/Fire/FireMaterial.d.ts +28 -28
  17. package/Fire/FireMaterial.js +32 -32
  18. package/Fire/index.d.ts +2 -2
  19. package/Fire/index.js +2 -2
  20. package/GLTFDracoLoader.d.ts +71 -71
  21. package/GLTFDracoLoader.js +266 -266
  22. package/GLTFDracoLoader.ts +1 -1
  23. package/Grass/Grass.d.ts +8 -8
  24. package/Grass/Grass.js +38 -38
  25. package/Grass/index.d.ts +2 -2
  26. package/Grass/index.js +2 -2
  27. package/Ground1/Ground1.d.ts +10 -10
  28. package/Ground1/Ground1.js +71 -71
  29. package/Ground1/index.d.ts +1 -1
  30. package/Ground1/index.js +1 -1
  31. package/MeshBase.d.ts +36 -36
  32. package/MeshBase.js +247 -247
  33. package/Mirror.d.ts +25 -25
  34. package/Mirror.js +143 -143
  35. package/MktMesh/MktMesh.d.ts +301 -291
  36. package/MktMesh/MktMesh.js +1064 -1045
  37. package/MktMesh/MktMesh.ts +32 -11
  38. package/MktMesh/assetUrl.d.ts +59 -35
  39. package/MktMesh/assetUrl.js +154 -69
  40. package/MktMesh/assetUrl.ts +155 -69
  41. package/MktMesh/mktMappingShader.d.ts +12 -12
  42. package/MktMesh/mktMappingShader.js +138 -138
  43. package/MktMesh/mktMappingShader.ts +139 -139
  44. package/MktMesh/mktShader.d.ts +263 -263
  45. package/MktMesh/mktShader.js +1236 -1236
  46. package/MktMesh/mktShader.ts +1344 -1344
  47. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  48. package/MktMesh/panoBitmapTexture.js +52 -52
  49. package/MktMesh/panoBitmapTexture.ts +54 -54
  50. package/MktMesh/panoSlotBind.d.ts +29 -29
  51. package/MktMesh/panoSlotBind.js +106 -106
  52. package/MktMesh/panoSlotBind.ts +153 -153
  53. package/MktMesh/panoSlotRoster.d.ts +22 -22
  54. package/MktMesh/panoSlotRoster.js +169 -169
  55. package/MktMesh/panoSlotRoster.ts +168 -168
  56. package/MktMesh/panoTileStitcher.d.ts +119 -119
  57. package/MktMesh/panoTileStitcher.js +529 -529
  58. package/MktMesh/panoTileStitcher.ts +616 -616
  59. package/MktMesh/types.d.ts +75 -75
  60. package/MktMesh/types.js +1 -1
  61. package/MktMesh/wallCapTessellate.d.ts +33 -33
  62. package/MktMesh/wallCapTessellate.js +97 -97
  63. package/MktMesh/wallCapTessellate.ts +68 -68
  64. package/PipeMesh/PathGeometry.d.ts +44 -44
  65. package/PipeMesh/PathGeometry.js +307 -307
  66. package/PipeMesh/PathPoint.d.ts +17 -17
  67. package/PipeMesh/PathPoint.js +31 -31
  68. package/PipeMesh/PathPointList.d.ts +31 -31
  69. package/PipeMesh/PathPointList.js +209 -209
  70. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  71. package/PipeMesh/PathTubeGeometry.js +130 -130
  72. package/PipeMesh/PipeMesh.d.ts +25 -25
  73. package/PipeMesh/PipeMesh.js +63 -63
  74. package/PipeMesh/index.d.ts +1 -1
  75. package/PipeMesh/index.js +1 -1
  76. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  77. package/PlaneModal1/PlaneModal1.js +109 -109
  78. package/PlaneModal1/index.d.ts +1 -1
  79. package/PlaneModal1/index.js +1 -1
  80. package/PlaneText.d.ts +27 -27
  81. package/PlaneText.js +35 -35
  82. package/PlaneWithHtml.d.ts +13 -13
  83. package/PlaneWithHtml.js +64 -64
  84. package/PointLight/PointLight.d.ts +13 -13
  85. package/PointLight/PointLight.js +64 -64
  86. package/PointLight/index.d.ts +1 -1
  87. package/PointLight/index.js +1 -1
  88. package/Sky/Sky.d.ts +9 -9
  89. package/Sky/Sky.js +22 -22
  90. package/Sky/index.d.ts +1 -1
  91. package/Sky/index.js +1 -1
  92. package/SpotLight.d.ts +6 -6
  93. package/SpotLight.js +72 -72
  94. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  95. package/SpriteModal1/SpriteModal1.js +116 -116
  96. package/SpriteModal1/index.d.ts +1 -1
  97. package/SpriteModal1/index.js +1 -1
  98. package/SpriteText.d.ts +46 -46
  99. package/SpriteText.js +176 -176
  100. package/SpriteText2.d.ts +48 -48
  101. package/SpriteText2.js +223 -223
  102. package/SpriteText3.d.ts +86 -86
  103. package/SpriteText3.js +517 -517
  104. package/SpriteText3.ts +599 -599
  105. package/SpriteWithHtml.d.ts +9 -9
  106. package/SpriteWithHtml.js +44 -44
  107. package/Text3D/Text3D.d.ts +20 -20
  108. package/Text3D/Text3D.js +58 -58
  109. package/Text3D/fontController.d.ts +60 -60
  110. package/Text3D/fontController.js +166 -166
  111. package/Text3D/index.d.ts +1 -1
  112. package/Text3D/index.js +1 -1
  113. package/ThreeBase.d.ts +248 -248
  114. package/ThreeBase.js +1202 -1202
  115. package/ThreeBase.ts +1314 -1314
  116. package/ThreeMouse.d.ts +53 -54
  117. package/ThreeMouse.js +453 -453
  118. package/Transition.d.ts +45 -45
  119. package/Transition.js +209 -209
  120. package/Water/Water.d.ts +5 -5
  121. package/Water/Water.js +44 -44
  122. package/Water/index.d.ts +2 -2
  123. package/Water/index.js +2 -2
  124. package/WaterFlow/FloatingDuck.d.ts +88 -88
  125. package/WaterFlow/FloatingDuck.js +307 -307
  126. package/WaterFlow/FloatingDuck.ts +445 -445
  127. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  128. package/WaterFlow/GPUFluidSimulation.js +781 -781
  129. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  130. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  131. package/WaterFlow/ReservoirSystem.js +611 -611
  132. package/WaterFlow/ReservoirSystem.ts +754 -754
  133. package/WaterFlow/SPHField.d.ts +35 -35
  134. package/WaterFlow/SPHField.js +203 -203
  135. package/WaterFlow/SPHField.ts +228 -228
  136. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  137. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  138. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  139. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  140. package/WaterFlow/ShallowWaterSurface.js +438 -438
  141. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  142. package/WaterFlow/WaterFlow.d.ts +87 -87
  143. package/WaterFlow/WaterFlow.js +171 -171
  144. package/WaterFlow/WaterFlow.ts +219 -219
  145. package/WaterFlow/types.d.ts +161 -161
  146. package/WaterFlow/types.js +1 -1
  147. package/WaterFlow/types.ts +189 -189
  148. package/WaterFlow/waterFlowPass.d.ts +3 -3
  149. package/WaterFlow/waterFlowPass.js +20 -20
  150. package/WaterFlow/waterFlowPass.ts +40 -40
  151. package/collisionOBB.d.ts +42 -42
  152. package/collisionOBB.js +112 -112
  153. package/collisionOBB.ts +108 -108
  154. package/declare.d.ts +25 -25
  155. package/index.d.ts +1 -1
  156. package/index.js +1 -1
  157. package/instanced/InstancedBatch.d.ts +57 -57
  158. package/instanced/InstancedBatch.js +348 -348
  159. package/instanced/InstancedBatch.ts +406 -406
  160. package/instanced/InstancedChild.d.ts +174 -174
  161. package/instanced/InstancedChild.js +264 -264
  162. package/instanced/InstancedChild.ts +327 -327
  163. package/instanced/InstancedGroup.d.ts +43 -43
  164. package/instanced/InstancedGroup.js +126 -126
  165. package/instanced/InstancedGroup.ts +137 -137
  166. package/instanced/InstancedMeshBase.d.ts +38 -38
  167. package/instanced/InstancedMeshBase.js +282 -282
  168. package/instanced/InstancedTemplate.d.ts +46 -46
  169. package/instanced/InstancedTemplate.js +125 -125
  170. package/keyControls.d.ts +29 -30
  171. package/keyControls.js +101 -101
  172. package/lensflare/LensFlare.d.ts +39 -39
  173. package/lensflare/LensFlare.js +284 -284
  174. package/package.json +6 -1
  175. package/pass/bloom_pass.d.ts +2 -2
  176. package/pass/bloom_pass.js +174 -174
  177. package/pass/cover_pass.d.ts +2 -2
  178. package/pass/cover_pass.js +108 -108
  179. package/pass/debugDepthState.d.ts +20 -20
  180. package/pass/debugDepthState.js +9 -9
  181. package/pass/debugDepthState.ts +22 -22
  182. package/pass/depthTestBias.d.ts +12 -12
  183. package/pass/depthTestBias.js +12 -12
  184. package/pass/depthTestBias.ts +12 -12
  185. package/pass/effectUserData.d.ts +27 -27
  186. package/pass/effectUserData.js +1 -1
  187. package/pass/effectUserData.ts +46 -46
  188. package/pass/frosted_glass_pass.d.ts +2 -2
  189. package/pass/frosted_glass_pass.js +150 -150
  190. package/pass/fsQuad.d.ts +9 -9
  191. package/pass/fsQuad.js +28 -28
  192. package/pass/glow_pass.d.ts +2 -2
  193. package/pass/glow_pass.js +350 -350
  194. package/pass/screen_bloom_pass.d.ts +11 -11
  195. package/pass/screen_bloom_pass.js +136 -136
  196. package/pass/ssao_pass.d.ts +88 -88
  197. package/pass/ssao_pass.js +799 -799
  198. package/pass/ssao_pass.ts +918 -918
  199. package/pass/stroke_pass.d.ts +2 -2
  200. package/pass/stroke_pass.js +267 -267
  201. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  202. package/shaders/FXAAShaderMaterial.js +20 -20
  203. package/shaders/baseDepthVisShader.d.ts +11 -11
  204. package/shaders/baseDepthVisShader.js +36 -36
  205. package/shaders/baseDepthVisShader.ts +36 -36
  206. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  207. package/shaders/baseTextureToRenderShader.js +19 -19
  208. package/shaders/copyShader.d.ts +3 -3
  209. package/shaders/copyShader.js +13 -13
  210. package/shaders/debugDepthCompareShader.d.ts +14 -14
  211. package/shaders/debugDepthCompareShader.js +49 -49
  212. package/shaders/debugDepthCompareShader.ts +50 -50
  213. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  214. package/shaders/debugDepthJudgeShader.js +52 -52
  215. package/shaders/debugDepthJudgeShader.ts +54 -54
  216. package/shaders/debugExcludedShader.d.ts +13 -13
  217. package/shaders/debugExcludedShader.js +46 -46
  218. package/shaders/debugExcludedShader.ts +48 -48
  219. package/spriteTextBg.d.ts +1 -1
  220. package/spriteTextBg.js +20 -20
  221. package/spriteTextBg.ts +20 -20
  222. package/threeLoader.d.ts +35 -35
  223. package/threeLoader.js +518 -518
  224. package/threeUtils.d.ts +53 -53
  225. package/threeUtils.js +329 -329
  226. package/types.d.ts +2 -2
  227. package/types.js +6 -6
@@ -1,2 +1,2 @@
1
- import { DepthTexture, WebGLRenderer, Camera, Object3D } from "three";
2
- export default function stroke_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
1
+ import { DepthTexture, WebGLRenderer, Camera, Object3D } from "three";
2
+ export default function stroke_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D, baseDepthTexture: DepthTexture, devicePixelRatio: number): void;
@@ -1,61 +1,61 @@
1
- /*
2
- * @Author: xiaosihan
3
- * @Date: 2023-05-09 00:35:17
4
- * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2025-01-28 04:02:16
6
- */
7
- import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, RGBAFormat, RawShaderMaterial, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
8
- import fsQuad from "./fsQuad";
9
- import { debugDepthState } from "./debugDepthState";
10
- import { DEPTH_TEST_BIAS } from "./depthTestBias";
11
- const selectDepthTexture = (() => {
12
- const baseDepthTexture = new DepthTexture(1024, 1024);
13
- baseDepthTexture.format = DepthFormat;
14
- baseDepthTexture.type = UnsignedIntType;
15
- baseDepthTexture.anisotropy = 16;
16
- return baseDepthTexture;
17
- })();
18
- const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
19
- minFilter: LinearFilter,
20
- magFilter: LinearFilter,
21
- format: RGBAFormat,
22
- anisotropy: 16,
23
- // 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
24
- // 否则 mask 边缘平滑而深度硬 → depthTestShader 判定边界与 mask 视觉边缘错位,描边边缘锯齿。
25
- // 边缘抗锯齿统一由 mask 内部 FXAA + 终处理 FXAA 兜底。
26
- });
27
- // 无 MSAA 的深度专用目标:仅用于导出对象深度,供 depthTestShader 做遮挡判定(深度无需抗锯齿)
28
- const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
29
- minFilter: LinearFilter,
30
- magFilter: LinearFilter,
31
- format: RGBAFormat,
32
- depthTexture: selectDepthTexture,
33
- anisotropy: 16,
34
- });
35
- const selectDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
36
- minFilter: LinearFilter,
37
- magFilter: LinearFilter,
38
- format: RGBAFormat,
39
- anisotropy: 16,
40
- // 无 MSAA:深度测试 mask 无需抗锯齿,去掉以提速
41
- });
42
- const blur1TextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
43
- const blur2TextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
44
- // 外扩深度临时/结果目标:depthMinBlurShader 把本体深度图随描边一起外扩,
45
- // 外扩区取邻域最近深度(忽略背景 1.0),使外扩区 selD<1.0,depthTest 才能正确判遮挡(不漏光)。
46
- const selectDepthBlurTmpTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
47
- const selectDepthBlurTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
48
- // 外扩描边经深度测试后的结果(步骤 5.6):独立 target,避免回写 blur1 触发历史回归 bug
49
- const blurDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
50
- const size = new Vector2();
51
- const depthTestShader = new ShaderMaterial({
52
- uniforms: {
53
- map: { value: null },
54
- baseDepth: { value: null },
55
- selectDepth: { value: null },
56
- cameraFar: { value: 1000.0 },
57
- uDebugVis: { value: 0.0 },
58
- },
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2023-05-09 00:35:17
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2025-01-28 04:02:16
6
+ */
7
+ import { Color, DepthFormat, DepthTexture, LinearFilter, NoBlending, NormalBlending, RGBAFormat, RawShaderMaterial, Scene, ShaderChunk, ShaderMaterial, UnsignedIntType, Vector2, WebGLRenderTarget } from "three";
8
+ import fsQuad from "./fsQuad";
9
+ import { debugDepthState } from "./debugDepthState";
10
+ import { DEPTH_TEST_BIAS } from "./depthTestBias";
11
+ const selectDepthTexture = (() => {
12
+ const baseDepthTexture = new DepthTexture(1024, 1024);
13
+ baseDepthTexture.format = DepthFormat;
14
+ baseDepthTexture.type = UnsignedIntType;
15
+ baseDepthTexture.anisotropy = 16;
16
+ return baseDepthTexture;
17
+ })();
18
+ const selectTextureTarget = new WebGLRenderTarget(1024, 1024, {
19
+ minFilter: LinearFilter,
20
+ magFilter: LinearFilter,
21
+ format: RGBAFormat,
22
+ anisotropy: 16,
23
+ // 无 MSAA:mask 颜色与下方 selectDepthTextureTarget(深度)必须同为硬边缘,
24
+ // 否则 mask 边缘平滑而深度硬 → depthTestShader 判定边界与 mask 视觉边缘错位,描边边缘锯齿。
25
+ // 边缘抗锯齿统一由 mask 内部 FXAA + 终处理 FXAA 兜底。
26
+ });
27
+ // 无 MSAA 的深度专用目标:仅用于导出对象深度,供 depthTestShader 做遮挡判定(深度无需抗锯齿)
28
+ const selectDepthTextureTarget = new WebGLRenderTarget(1024, 1024, {
29
+ minFilter: LinearFilter,
30
+ magFilter: LinearFilter,
31
+ format: RGBAFormat,
32
+ depthTexture: selectDepthTexture,
33
+ anisotropy: 16,
34
+ });
35
+ const selectDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, {
36
+ minFilter: LinearFilter,
37
+ magFilter: LinearFilter,
38
+ format: RGBAFormat,
39
+ anisotropy: 16,
40
+ // 无 MSAA:深度测试 mask 无需抗锯齿,去掉以提速
41
+ });
42
+ const blur1TextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
43
+ const blur2TextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
44
+ // 外扩深度临时/结果目标:depthMinBlurShader 把本体深度图随描边一起外扩,
45
+ // 外扩区取邻域最近深度(忽略背景 1.0),使外扩区 selD<1.0,depthTest 才能正确判遮挡(不漏光)。
46
+ const selectDepthBlurTmpTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
47
+ const selectDepthBlurTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
48
+ // 外扩描边经深度测试后的结果(步骤 5.6):独立 target,避免回写 blur1 触发历史回归 bug
49
+ const blurDepthTestTextureTarget = new WebGLRenderTarget(1024, 1024, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
50
+ const size = new Vector2();
51
+ const depthTestShader = new ShaderMaterial({
52
+ uniforms: {
53
+ map: { value: null },
54
+ baseDepth: { value: null },
55
+ selectDepth: { value: null },
56
+ cameraFar: { value: 1000.0 },
57
+ uDebugVis: { value: 0.0 },
58
+ },
59
59
  vertexShader: `
60
60
  ${ShaderChunk.common}
61
61
  ${ShaderChunk.logdepthbuf_pars_vertex}
@@ -65,7 +65,7 @@ const depthTestShader = new ShaderMaterial({
65
65
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
66
66
  ${ShaderChunk.logdepthbuf_vertex}
67
67
  }
68
- `,
68
+ `,
69
69
  fragmentShader: `
70
70
  ${ShaderChunk.logdepthbuf_pars_fragment}
71
71
  uniform sampler2D map;
@@ -102,17 +102,17 @@ const depthTestShader = new ShaderMaterial({
102
102
  gl_FragColor = texture2D(map, vUv);
103
103
  ${ShaderChunk.logdepthbuf_fragment}
104
104
  }
105
- `,
106
- blending: NoBlending,
107
- depthTest: true,
108
- depthWrite: true,
109
- transparent: true
110
- });
111
- const FXAAShaderMaterial = new ShaderMaterial({
112
- uniforms: {
113
- tDiffuse: { value: null },
114
- resolution: { value: new Vector2(1 / 1024, 1 / 1024) }
115
- },
105
+ `,
106
+ blending: NoBlending,
107
+ depthTest: true,
108
+ depthWrite: true,
109
+ transparent: true
110
+ });
111
+ const FXAAShaderMaterial = new ShaderMaterial({
112
+ uniforms: {
113
+ tDiffuse: { value: null },
114
+ resolution: { value: new Vector2(1 / 1024, 1 / 1024) }
115
+ },
116
116
  vertexShader: `
117
117
  ${ShaderChunk.common}
118
118
  ${ShaderChunk.logdepthbuf_pars_vertex}
@@ -122,7 +122,7 @@ const FXAAShaderMaterial = new ShaderMaterial({
122
122
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
123
123
  ${ShaderChunk.logdepthbuf_vertex}
124
124
  }
125
- `,
125
+ `,
126
126
  fragmentShader: `
127
127
  ${ShaderChunk.logdepthbuf_pars_fragment}
128
128
  precision highp float;
@@ -295,48 +295,48 @@ const FXAAShaderMaterial = new ShaderMaterial({
295
295
  );
296
296
  ${ShaderChunk.logdepthbuf_fragment}
297
297
  }
298
- `,
299
- blending: NoBlending,
300
- depthTest: false,
301
- depthWrite: false,
302
- transparent: true
303
- });
304
- const strokeShader = new RawShaderMaterial({
305
- uniforms: {
306
- tDiffuse: { value: null },
307
- color: { value: new Color("#0f0") },
308
- width: { value: 1.0 },
309
- opacity: { value: 1.0 },
310
- resolution: { value: new Vector2(1 / 512, 1 / 512) },
311
- offset: {
312
- value: [
313
- new Vector2(0.000, 1.000),
314
- new Vector2(0.259, 0.966),
315
- new Vector2(0.500, 0.866),
316
- new Vector2(0.707, 0.707),
317
- new Vector2(0.866, 0.500),
318
- new Vector2(0.966, 0.259),
319
- new Vector2(1.000, 0.000),
320
- new Vector2(0.966, -0.259),
321
- new Vector2(0.866, -0.500),
322
- new Vector2(0.707, -0.707),
323
- new Vector2(0.500, -0.866),
324
- new Vector2(0.259, -0.966),
325
- new Vector2(0.000, -1.000),
326
- new Vector2(-0.259, -0.966),
327
- new Vector2(-0.500, -0.866),
328
- new Vector2(-0.707, -0.707),
329
- new Vector2(-0.866, -0.500),
330
- new Vector2(-0.966, -0.259),
331
- new Vector2(-1.000, -0.000),
332
- new Vector2(-0.966, 0.259),
333
- new Vector2(-0.866, 0.500),
334
- new Vector2(-0.707, 0.707),
335
- new Vector2(-0.500, 0.866),
336
- new Vector2(-0.259, 0.966)
337
- ]
338
- }
339
- },
298
+ `,
299
+ blending: NoBlending,
300
+ depthTest: false,
301
+ depthWrite: false,
302
+ transparent: true
303
+ });
304
+ const strokeShader = new RawShaderMaterial({
305
+ uniforms: {
306
+ tDiffuse: { value: null },
307
+ color: { value: new Color("#0f0") },
308
+ width: { value: 1.0 },
309
+ opacity: { value: 1.0 },
310
+ resolution: { value: new Vector2(1 / 512, 1 / 512) },
311
+ offset: {
312
+ value: [
313
+ new Vector2(0.000, 1.000),
314
+ new Vector2(0.259, 0.966),
315
+ new Vector2(0.500, 0.866),
316
+ new Vector2(0.707, 0.707),
317
+ new Vector2(0.866, 0.500),
318
+ new Vector2(0.966, 0.259),
319
+ new Vector2(1.000, 0.000),
320
+ new Vector2(0.966, -0.259),
321
+ new Vector2(0.866, -0.500),
322
+ new Vector2(0.707, -0.707),
323
+ new Vector2(0.500, -0.866),
324
+ new Vector2(0.259, -0.966),
325
+ new Vector2(0.000, -1.000),
326
+ new Vector2(-0.259, -0.966),
327
+ new Vector2(-0.500, -0.866),
328
+ new Vector2(-0.707, -0.707),
329
+ new Vector2(-0.866, -0.500),
330
+ new Vector2(-0.966, -0.259),
331
+ new Vector2(-1.000, -0.000),
332
+ new Vector2(-0.966, 0.259),
333
+ new Vector2(-0.866, 0.500),
334
+ new Vector2(-0.707, 0.707),
335
+ new Vector2(-0.500, 0.866),
336
+ new Vector2(-0.259, 0.966)
337
+ ]
338
+ }
339
+ },
340
340
  vertexShader: `
341
341
  attribute vec3 position;
342
342
  attribute vec2 uv;
@@ -344,7 +344,7 @@ const strokeShader = new RawShaderMaterial({
344
344
  void main() {
345
345
  vUv = uv;
346
346
  gl_Position = vec4(position, 1.0);
347
- }`,
347
+ }`,
348
348
  fragmentShader: `
349
349
  #ifdef GL_ES
350
350
  precision highp float;
@@ -380,22 +380,22 @@ const strokeShader = new RawShaderMaterial({
380
380
  } else {
381
381
  gl_FragColor = stroke();
382
382
  }
383
- }`,
384
- blending: NoBlending,
385
- depthTest: false,
386
- depthWrite: false,
387
- transparent: true
388
- });
389
- // 深度 min-blur(最近深度,忽略背景 1.0):随描边一起把深度图向外扩,
390
- // 外扩区 selD = 物体最近深度(<1.0) 而非清屏 1.0,depthTest 在外扩区才能正确判遮挡(不漏光),
391
- // 同时本体区仍靠 depthTestShader 的 EPSILON 容差防自遮挡闪烁(无缝)。separable(direction 控制 H/V)。
392
- const depthMinBlurShader = new ShaderMaterial({
393
- uniforms: {
394
- tDepth: { value: null },
395
- resolution: { value: new Vector2(1 / 512, 1 / 512) },
396
- radius: { value: 1.0 },
397
- direction: { value: new Vector2(1, 0) },
398
- },
383
+ }`,
384
+ blending: NoBlending,
385
+ depthTest: false,
386
+ depthWrite: false,
387
+ transparent: true
388
+ });
389
+ // 深度 min-blur(最近深度,忽略背景 1.0):随描边一起把深度图向外扩,
390
+ // 外扩区 selD = 物体最近深度(<1.0) 而非清屏 1.0,depthTest 在外扩区才能正确判遮挡(不漏光),
391
+ // 同时本体区仍靠 depthTestShader 的 EPSILON 容差防自遮挡闪烁(无缝)。separable(direction 控制 H/V)。
392
+ const depthMinBlurShader = new ShaderMaterial({
393
+ uniforms: {
394
+ tDepth: { value: null },
395
+ resolution: { value: new Vector2(1 / 512, 1 / 512) },
396
+ radius: { value: 1.0 },
397
+ direction: { value: new Vector2(1, 0) },
398
+ },
399
399
  vertexShader: `
400
400
  ${ShaderChunk.common}
401
401
  ${ShaderChunk.logdepthbuf_pars_vertex}
@@ -405,7 +405,7 @@ const depthMinBlurShader = new ShaderMaterial({
405
405
  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
406
406
  ${ShaderChunk.logdepthbuf_vertex}
407
407
  }
408
- `,
408
+ `,
409
409
  fragmentShader: `
410
410
  ${ShaderChunk.logdepthbuf_pars_fragment}
411
411
  uniform sampler2D tDepth;
@@ -426,17 +426,17 @@ const depthMinBlurShader = new ShaderMaterial({
426
426
  gl_FragColor = vec4(minD, 0.0, 0.0, 1.0);
427
427
  ${ShaderChunk.logdepthbuf_fragment}
428
428
  }
429
- `,
430
- blending: NoBlending,
431
- depthTest: false,
432
- depthWrite: false,
433
- transparent: true,
434
- });
435
- const filterSelectShader = new RawShaderMaterial({
436
- uniforms: {
437
- selectTexture: { value: null },
438
- blurTexture: { value: null }
439
- },
429
+ `,
430
+ blending: NoBlending,
431
+ depthTest: false,
432
+ depthWrite: false,
433
+ transparent: true,
434
+ });
435
+ const filterSelectShader = new RawShaderMaterial({
436
+ uniforms: {
437
+ selectTexture: { value: null },
438
+ blurTexture: { value: null }
439
+ },
440
440
  vertexShader: `
441
441
  attribute vec3 position;
442
442
  attribute vec2 uv;
@@ -445,7 +445,7 @@ const filterSelectShader = new RawShaderMaterial({
445
445
  vUv = uv;
446
446
  gl_Position = vec4(position, 1.0);
447
447
  }
448
- `,
448
+ `,
449
449
  fragmentShader: `
450
450
  #ifdef GL_ES
451
451
  precision highp float;
@@ -458,16 +458,16 @@ const filterSelectShader = new RawShaderMaterial({
458
458
  gl_FragColor = texture2D(blurTexture, vUv);
459
459
  gl_FragColor.a -= (texture2D(selectTexture, vUv).a);
460
460
  }
461
- `,
462
- blending: NoBlending,
463
- depthTest: false,
464
- depthWrite: false,
465
- transparent: true
466
- });
467
- const copyShader = new ShaderMaterial({
468
- uniforms: {
469
- map: { value: null },
470
- },
461
+ `,
462
+ blending: NoBlending,
463
+ depthTest: false,
464
+ depthWrite: false,
465
+ transparent: true
466
+ });
467
+ const copyShader = new ShaderMaterial({
468
+ uniforms: {
469
+ map: { value: null },
470
+ },
471
471
  vertexShader: `
472
472
  ${ShaderChunk.common}
473
473
  ${ShaderChunk.logdepthbuf_pars_vertex}
@@ -477,7 +477,7 @@ const copyShader = new ShaderMaterial({
477
477
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
478
478
  ${ShaderChunk.logdepthbuf_vertex}
479
479
  }
480
- `,
480
+ `,
481
481
  fragmentShader: `
482
482
  ${ShaderChunk.logdepthbuf_pars_fragment}
483
483
  uniform sampler2D map;
@@ -486,116 +486,116 @@ const copyShader = new ShaderMaterial({
486
486
  gl_FragColor = texture2D(map, vUv);
487
487
  ${ShaderChunk.logdepthbuf_fragment}
488
488
  }
489
- `,
490
- depthTest: true,
491
- depthWrite: true,
492
- transparent: true
493
- });
494
- const scene = new Scene();
495
- export default function stroke_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
496
- const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
497
- if (!stroke_enable || stroke_width === 0) {
498
- return;
499
- }
500
- const originRenderTarget = renderer.getRenderTarget();
501
- // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
502
- // 消除灰度图与主画面尺寸不一致导致的放大重采样摩尔纹
503
- renderer.getSize(size);
504
- size.multiplyScalar(devicePixelRatio);
505
- selectTextureTarget.setSize(size.x, size.y);
506
- selectDepthTextureTarget.setSize(size.x, size.y);
507
- // 缺陷修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
508
- // 需手动把 selectDepthTexture 尺寸与全屏 baseDepth 对齐,否则深度比例错位导致描边被错误 discard
509
- selectDepthTexture.image.width = size.x;
510
- selectDepthTexture.image.height = size.y;
511
- selectDepthTexture.needsUpdate = true;
512
- selectDepthTestTextureTarget.setSize(size.x, size.y);
513
- blur1TextureTarget.setSize(size.x, size.y);
514
- blur2TextureTarget.setSize(size.x, size.y);
515
- selectDepthBlurTmpTextureTarget.setSize(size.x, size.y);
516
- selectDepthBlurTextureTarget.setSize(size.x, size.y);
517
- blurDepthTestTextureTarget.setSize(size.x, size.y);
518
- // 1. 渲染物体本体 mask(灰度)
519
- renderer.setRenderTarget(selectTextureTarget);
520
- scene.children = [object3d];
521
- renderer.clear();
522
- renderer.render(scene, camera);
523
- // 2. 渲染物体本体深度(无 MSAA,供 depthTest 判定遮挡)
524
- renderer.setRenderTarget(selectDepthTextureTarget);
525
- scene.children = [object3d];
526
- renderer.clear();
527
- renderer.render(scene, camera);
528
- // 调试:把本次渲染的选区深度记到全局调试状态,供面板「辉光深度比对」读取
529
- debugDepthState.lastSelectDepth = selectDepthTexture;
530
- // 3. 深度测试(用本体 mask):被真实更近物体挡住的「本体描边」部分 discard。
531
- // 背景像素 baseDepth≈1.0(最远)永远不小于物体深度 → 不丢弃,浮空物体描边正常显示。
532
- // 选中对象自身像素 baseD≈selD → 不丢弃,本体描边保留。
533
- renderer.setRenderTarget(selectDepthTestTextureTarget);
534
- renderer.clear();
535
- depthTestShader.uniforms.map.value = selectTextureTarget.texture;
536
- depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
537
- depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
538
- depthTestShader.uniforms.cameraFar.value = camera.far;
539
- depthTestShader.uniforms.uDebugVis.value = (window.__STROKE_DEPTH_VIS) ? 1.0 : 0.0;
540
- fsQuad.render(renderer, depthTestShader);
541
- // 4. 从「深度测试后的本体描边」开始外扩(外扩环自动继承本体遮挡判定 → 不漏光),
542
- // 描边粗细由 stroke_width 控制的迭代次数决定。
543
- strokeShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
544
- FXAAShaderMaterial.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
545
- strokeShader.uniforms.color.value.set(stroke_color);
546
- strokeShader.uniforms.width.value = 1;
547
- renderer.setRenderTarget(blur1TextureTarget);
548
- strokeShader.uniforms.tDiffuse.value = selectDepthTestTextureTarget.texture;
549
- fsQuad.render(renderer, strokeShader);
550
- renderer.setRenderTarget(blur2TextureTarget);
551
- strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
552
- fsQuad.render(renderer, strokeShader);
553
- // 迭代外扩(stroke_width 控制粗细)
554
- for (let i = 0; i < stroke_width - 2; i++) {
555
- renderer.setRenderTarget(blur1TextureTarget);
556
- strokeShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
557
- fsQuad.render(renderer, strokeShader);
558
- renderer.setRenderTarget(blur2TextureTarget);
559
- strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
560
- fsQuad.render(renderer, strokeShader);
561
- }
562
- // 5. 最后抗锯齿
563
- renderer.setRenderTarget(blur1TextureTarget);
564
- FXAAShaderMaterial.uniforms.tDiffuse.value = blur2TextureTarget.texture;
565
- fsQuad.render(renderer, FXAAShaderMaterial);
566
- // 5.5 ⭐ 外扩环深度测试(补齐此前只定义未调用的死代码):
567
- // 本体深度随描边一起外扩(separable H/V,外扩区取邻域最近深度),
568
- // 再用它对外扩后的描边做一次 depthTest。
569
- // 缺了这一步,外扩环(描边的视觉主体)永远不参与遮挡判定 →
570
- // 物体被挡住时描边依旧从遮挡物前方漏出来("深度测试看起来失效"的真根因之一)。
571
- depthMinBlurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
572
- depthMinBlurShader.uniforms.radius.value = Math.max(1, stroke_width);
573
- // H:直接采 DepthTexture(selectDepthTexture),其 .r 即对数深度
574
- depthMinBlurShader.uniforms.direction.value.set(1, 0);
575
- depthMinBlurShader.uniforms.tDepth.value = selectDepthTexture;
576
- renderer.setRenderTarget(selectDepthBlurTmpTextureTarget);
577
- fsQuad.render(renderer, depthMinBlurShader);
578
- // V
579
- depthMinBlurShader.uniforms.direction.value.set(0, 1);
580
- depthMinBlurShader.uniforms.tDepth.value = selectDepthBlurTmpTextureTarget.texture;
581
- renderer.setRenderTarget(selectDepthBlurTextureTarget);
582
- fsQuad.render(renderer, depthMinBlurShader);
583
- // 5.6 对外扩后的描边判遮挡:被更近几何挡住的外扩环像素 discard。
584
- // ⚠️ 输出到独立 target,绝不回写 blur1(历史回归 bug:blur1 被 depthTest 结果覆盖
585
- // 会导致步骤 6 相减归零、描边全不显示)。
586
- renderer.setRenderTarget(blurDepthTestTextureTarget);
587
- renderer.clear();
588
- depthTestShader.uniforms.map.value = blur1TextureTarget.texture;
589
- depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
590
- depthTestShader.uniforms.selectDepth.value = selectDepthBlurTextureTarget.texture;
591
- depthTestShader.uniforms.cameraFar.value = camera.far;
592
- depthTestShader.uniforms.uDebugVis.value = 0.0;
593
- fsQuad.render(renderer, depthTestShader);
594
- // 6. 合成:最终外扩描边(blurDepthTest,已判遮挡) 减去 深度测试后的本体描边
595
- // = 仅保留描边外扩环;本体被减掉。filterSelectShader 用 NormalBlending 叠到场景上。
596
- renderer.setRenderTarget(originRenderTarget);
597
- filterSelectShader.uniforms.selectTexture.value = selectDepthTestTextureTarget.texture;
598
- filterSelectShader.uniforms.blurTexture.value = blurDepthTestTextureTarget.texture;
599
- filterSelectShader.blending = NormalBlending;
600
- fsQuad.render(renderer, filterSelectShader);
601
- }
489
+ `,
490
+ depthTest: true,
491
+ depthWrite: true,
492
+ transparent: true
493
+ });
494
+ const scene = new Scene();
495
+ export default function stroke_pass(renderer, camera, object3d, baseDepthTexture, devicePixelRatio) {
496
+ const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
497
+ if (!stroke_enable || stroke_width === 0) {
498
+ return;
499
+ }
500
+ const originRenderTarget = renderer.getRenderTarget();
501
+ // 灰度图渲染目标跟随主画面尺寸(= width × effectiveRatio),与 baseRenderTarget 完全一致,
502
+ // 消除灰度图与主画面尺寸不一致导致的放大重采样摩尔纹
503
+ renderer.getSize(size);
504
+ size.multiplyScalar(devicePixelRatio);
505
+ selectTextureTarget.setSize(size.x, size.y);
506
+ selectDepthTextureTarget.setSize(size.x, size.y);
507
+ // 缺陷修复:three r167 的 WebGLRenderTarget.setSize 不会同步 depthTexture,
508
+ // 需手动把 selectDepthTexture 尺寸与全屏 baseDepth 对齐,否则深度比例错位导致描边被错误 discard
509
+ selectDepthTexture.image.width = size.x;
510
+ selectDepthTexture.image.height = size.y;
511
+ selectDepthTexture.needsUpdate = true;
512
+ selectDepthTestTextureTarget.setSize(size.x, size.y);
513
+ blur1TextureTarget.setSize(size.x, size.y);
514
+ blur2TextureTarget.setSize(size.x, size.y);
515
+ selectDepthBlurTmpTextureTarget.setSize(size.x, size.y);
516
+ selectDepthBlurTextureTarget.setSize(size.x, size.y);
517
+ blurDepthTestTextureTarget.setSize(size.x, size.y);
518
+ // 1. 渲染物体本体 mask(灰度)
519
+ renderer.setRenderTarget(selectTextureTarget);
520
+ scene.children = [object3d];
521
+ renderer.clear();
522
+ renderer.render(scene, camera);
523
+ // 2. 渲染物体本体深度(无 MSAA,供 depthTest 判定遮挡)
524
+ renderer.setRenderTarget(selectDepthTextureTarget);
525
+ scene.children = [object3d];
526
+ renderer.clear();
527
+ renderer.render(scene, camera);
528
+ // 调试:把本次渲染的选区深度记到全局调试状态,供面板「辉光深度比对」读取
529
+ debugDepthState.lastSelectDepth = selectDepthTexture;
530
+ // 3. 深度测试(用本体 mask):被真实更近物体挡住的「本体描边」部分 discard。
531
+ // 背景像素 baseDepth≈1.0(最远)永远不小于物体深度 → 不丢弃,浮空物体描边正常显示。
532
+ // 选中对象自身像素 baseD≈selD → 不丢弃,本体描边保留。
533
+ renderer.setRenderTarget(selectDepthTestTextureTarget);
534
+ renderer.clear();
535
+ depthTestShader.uniforms.map.value = selectTextureTarget.texture;
536
+ depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
537
+ depthTestShader.uniforms.selectDepth.value = selectDepthTexture;
538
+ depthTestShader.uniforms.cameraFar.value = camera.far;
539
+ depthTestShader.uniforms.uDebugVis.value = (window.__STROKE_DEPTH_VIS) ? 1.0 : 0.0;
540
+ fsQuad.render(renderer, depthTestShader);
541
+ // 4. 从「深度测试后的本体描边」开始外扩(外扩环自动继承本体遮挡判定 → 不漏光),
542
+ // 描边粗细由 stroke_width 控制的迭代次数决定。
543
+ strokeShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
544
+ FXAAShaderMaterial.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
545
+ strokeShader.uniforms.color.value.set(stroke_color);
546
+ strokeShader.uniforms.width.value = 1;
547
+ renderer.setRenderTarget(blur1TextureTarget);
548
+ strokeShader.uniforms.tDiffuse.value = selectDepthTestTextureTarget.texture;
549
+ fsQuad.render(renderer, strokeShader);
550
+ renderer.setRenderTarget(blur2TextureTarget);
551
+ strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
552
+ fsQuad.render(renderer, strokeShader);
553
+ // 迭代外扩(stroke_width 控制粗细)
554
+ for (let i = 0; i < stroke_width - 2; i++) {
555
+ renderer.setRenderTarget(blur1TextureTarget);
556
+ strokeShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
557
+ fsQuad.render(renderer, strokeShader);
558
+ renderer.setRenderTarget(blur2TextureTarget);
559
+ strokeShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
560
+ fsQuad.render(renderer, strokeShader);
561
+ }
562
+ // 5. 最后抗锯齿
563
+ renderer.setRenderTarget(blur1TextureTarget);
564
+ FXAAShaderMaterial.uniforms.tDiffuse.value = blur2TextureTarget.texture;
565
+ fsQuad.render(renderer, FXAAShaderMaterial);
566
+ // 5.5 ⭐ 外扩环深度测试(补齐此前只定义未调用的死代码):
567
+ // 本体深度随描边一起外扩(separable H/V,外扩区取邻域最近深度),
568
+ // 再用它对外扩后的描边做一次 depthTest。
569
+ // 缺了这一步,外扩环(描边的视觉主体)永远不参与遮挡判定 →
570
+ // 物体被挡住时描边依旧从遮挡物前方漏出来("深度测试看起来失效"的真根因之一)。
571
+ depthMinBlurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
572
+ depthMinBlurShader.uniforms.radius.value = Math.max(1, stroke_width);
573
+ // H:直接采 DepthTexture(selectDepthTexture),其 .r 即对数深度
574
+ depthMinBlurShader.uniforms.direction.value.set(1, 0);
575
+ depthMinBlurShader.uniforms.tDepth.value = selectDepthTexture;
576
+ renderer.setRenderTarget(selectDepthBlurTmpTextureTarget);
577
+ fsQuad.render(renderer, depthMinBlurShader);
578
+ // V
579
+ depthMinBlurShader.uniforms.direction.value.set(0, 1);
580
+ depthMinBlurShader.uniforms.tDepth.value = selectDepthBlurTmpTextureTarget.texture;
581
+ renderer.setRenderTarget(selectDepthBlurTextureTarget);
582
+ fsQuad.render(renderer, depthMinBlurShader);
583
+ // 5.6 对外扩后的描边判遮挡:被更近几何挡住的外扩环像素 discard。
584
+ // ⚠️ 输出到独立 target,绝不回写 blur1(历史回归 bug:blur1 被 depthTest 结果覆盖
585
+ // 会导致步骤 6 相减归零、描边全不显示)。
586
+ renderer.setRenderTarget(blurDepthTestTextureTarget);
587
+ renderer.clear();
588
+ depthTestShader.uniforms.map.value = blur1TextureTarget.texture;
589
+ depthTestShader.uniforms.baseDepth.value = baseDepthTexture;
590
+ depthTestShader.uniforms.selectDepth.value = selectDepthBlurTextureTarget.texture;
591
+ depthTestShader.uniforms.cameraFar.value = camera.far;
592
+ depthTestShader.uniforms.uDebugVis.value = 0.0;
593
+ fsQuad.render(renderer, depthTestShader);
594
+ // 6. 合成:最终外扩描边(blurDepthTest,已判遮挡) 减去 深度测试后的本体描边
595
+ // = 仅保留描边外扩环;本体被减掉。filterSelectShader 用 NormalBlending 叠到场景上。
596
+ renderer.setRenderTarget(originRenderTarget);
597
+ filterSelectShader.uniforms.selectTexture.value = selectDepthTestTextureTarget.texture;
598
+ filterSelectShader.uniforms.blurTexture.value = blurDepthTestTextureTarget.texture;
599
+ filterSelectShader.blending = NormalBlending;
600
+ fsQuad.render(renderer, filterSelectShader);
601
+ }
@@ -1,3 +1,3 @@
1
- import { ShaderMaterial } from "three";
2
- declare const FXAAShaderMaterial: ShaderMaterial;
3
- export default FXAAShaderMaterial;
1
+ import { ShaderMaterial } from "three";
2
+ declare const FXAAShaderMaterial: ShaderMaterial;
3
+ export default FXAAShaderMaterial;