three-base 2.0.8 → 2.0.9

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "three-base",
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- "version": "2.0.8",
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+ "version": "2.0.9",
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  "description": "three 3d three-base",
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  "repository": {
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  "type": "git",
package/pass/glow_pass.js CHANGED
@@ -399,11 +399,13 @@ export default function glow_pass(renderer, camera, object3d) {
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  blurShader.uniforms.width.value = glow_width / 10;
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  //一次描边
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  renderer.setRenderTarget(blur1TextureTarget);
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+ blurShader.uniforms.width.value = 1;
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  blurShader.uniforms.tDiffuse.value = selectTextureTarget.texture;
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  blurShader.uniforms.opacity.value = 1.0;
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  fsQuad.render(renderer, blurShader);
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  //二次描边
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  renderer.setRenderTarget(blur2TextureTarget);
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+ blurShader.uniforms.width.value = glow_width / 10;
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  blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
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  blurShader.uniforms.opacity.value = 0.9;
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  fsQuad.render(renderer, blurShader);
@@ -419,7 +421,7 @@ export default function glow_pass(renderer, camera, object3d) {
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  fsQuad.render(renderer, blurShader);
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  //五次描边
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  renderer.setRenderTarget(blur1TextureTarget);
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- blurShader.uniforms.tDiffuse.value = selectTextureTarget.texture;
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+ blurShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
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  blurShader.uniforms.opacity.value = 0.6;
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  fsQuad.render(renderer, blurShader);
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  //六次描边
package/pass/glow_pass.ts CHANGED
@@ -414,37 +414,39 @@ export default function glow_pass(renderer: WebGLRenderer, camera: Camera, objec
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  //描边颜色
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  blurShader.uniforms.color.value.set(glow_color);
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  blurShader.uniforms.width.value = glow_width / 10;
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-
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+
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  //一次描边
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  renderer.setRenderTarget(blur1TextureTarget);
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+ blurShader.uniforms.width.value = 1;
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  blurShader.uniforms.tDiffuse.value = selectTextureTarget.texture;
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  blurShader.uniforms.opacity.value = 1.0;
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  fsQuad.render(renderer, blurShader);
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-
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+
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  //二次描边
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  renderer.setRenderTarget(blur2TextureTarget);
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+ blurShader.uniforms.width.value = glow_width / 10;
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  blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
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  blurShader.uniforms.opacity.value = 0.9;
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  fsQuad.render(renderer, blurShader);
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-
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+
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  //三次描边
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  renderer.setRenderTarget(blur1TextureTarget);
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  blurShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
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  blurShader.uniforms.opacity.value = 0.8;
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  fsQuad.render(renderer, blurShader);
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-
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+
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  //四次描边
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  renderer.setRenderTarget(blur2TextureTarget);
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  blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
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  blurShader.uniforms.opacity.value = 0.7;
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  fsQuad.render(renderer, blurShader);
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-
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+
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  //五次描边
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  renderer.setRenderTarget(blur1TextureTarget);
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- blurShader.uniforms.tDiffuse.value = selectTextureTarget.texture;
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+ blurShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
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  blurShader.uniforms.opacity.value = 0.6;
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  fsQuad.render(renderer, blurShader);
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-
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+
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  //六次描边
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  renderer.setRenderTarget(blur2TextureTarget);
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  blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;