three-base 2.0.8 → 2.0.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/pass/glow_pass.js +3 -1
- package/pass/glow_pass.ts +9 -7
package/package.json
CHANGED
package/pass/glow_pass.js
CHANGED
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@@ -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);
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@@ -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 =
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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
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package/pass/glow_pass.ts
CHANGED
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@@ -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 =
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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;
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