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Examples: typos (#30146)

Co-authored-by: Samuel Rigaud <srigaud@duodisplay.com>
Samuel Rigaud 1 vuosi sitten
vanhempi
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0266f4c7dc

+ 3 - 3
examples/webgl_materials_toon.html

@@ -67,9 +67,9 @@
 				// Materials
 
 				const cubeWidth = 400;
-				const numberOfSphersPerSide = 5;
-				const sphereRadius = ( cubeWidth / numberOfSphersPerSide ) * 0.8 * 0.5;
-				const stepSize = 1.0 / numberOfSphersPerSide;
+				const numberOfSpheresPerSide = 5;
+				const sphereRadius = ( cubeWidth / numberOfSpheresPerSide ) * 0.8 * 0.5;
+				const stepSize = 1.0 / numberOfSpheresPerSide;
 
 				const geometry = new THREE.SphereGeometry( sphereRadius, 32, 16 );
 

+ 2 - 2
examples/webgpu_backdrop_water.html

@@ -228,10 +228,10 @@
 				const scenePassColorBlurred = gaussianBlur( scenePassColor );
 				scenePassColorBlurred.directionNode = waterMask.select( scenePassDepth, scenePass.getLinearDepthNode().mul( 5 ) );
 
-				const vignet = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
+				const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
 
 				postProcessing = new THREE.PostProcessing( renderer );
-				postProcessing.outputNode = waterMask.select( scenePassColorBlurred, scenePassColorBlurred.mul( color( 0x74ccf4 ) ).mul( vignet ) );
+				postProcessing.outputNode = waterMask.select( scenePassColorBlurred, scenePassColorBlurred.mul( color( 0x74ccf4 ) ).mul( vignette ) );
 
 				//
 

+ 2 - 2
examples/webgpu_compute_geometry.html

@@ -137,10 +137,10 @@
 				// background
 
 				const bgColor = screenUV.y.mix( color( 0x9f87f7 ), color( 0xf2cdcd ) );
-				const bgVignet = screenUV.distance( .5 ).remapClamp( 0.3, .8 ).oneMinus();
+				const bgVignette = screenUV.distance( .5 ).remapClamp( 0.3, .8 ).oneMinus();
 				const bgIntensity = 4;
 
-				scene.backgroundNode = bgColor.mul( bgVignet.mul( color( 0xa78ff6 ).mul( bgIntensity ) ) );
+				scene.backgroundNode = bgColor.mul( bgVignette.mul( color( 0xa78ff6 ).mul( bgIntensity ) ) );
 
 				// model
 

+ 3 - 3
examples/webgpu_compute_particles_snow.html

@@ -294,7 +294,7 @@
 
 				const scenePass = pass( scene, camera );
 				const scenePassColor = scenePass.getTextureNode();
-				const vignet = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
+				const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
 
 				const teapotTreePass = pass( teapotTree, camera ).getTextureNode();
 				const teapotTreePassBlurred = gaussianBlur( teapotTreePass, vec2( 1 ), 3 );
@@ -308,7 +308,7 @@
 
 				let totalPass = scenePass;
 				totalPass = totalPass.add( scenePassColorBlurred.mul( .1 ) );
-				totalPass = totalPass.mul( vignet );
+				totalPass = totalPass.mul( vignette );
 				totalPass = totalPass.add( teapotTreePass.mul( 10 ).add( teapotTreePassBlurred ) );
 
 				postProcessing = new THREE.PostProcessing( renderer );
@@ -355,7 +355,7 @@
 				renderer.setRenderTarget( null );
 
 				await postProcessing.renderAsync();
-			
+
 				stats.update();
 
 			}

+ 3 - 3
examples/webgpu_materials_toon.html

@@ -76,9 +76,9 @@
 				// Materials
 
 				const cubeWidth = 400;
-				const numberOfSphersPerSide = 5;
-				const sphereRadius = ( cubeWidth / numberOfSphersPerSide ) * 0.8 * 0.5;
-				const stepSize = 1.0 / numberOfSphersPerSide;
+				const numberOfSpheresPerSide = 5;
+				const sphereRadius = ( cubeWidth / numberOfSpheresPerSide ) * 0.8 * 0.5;
+				const stepSize = 1.0 / numberOfSpheresPerSide;
 
 				const geometry = new THREE.SphereGeometry( sphereRadius, 32, 16 );
 

+ 2 - 2
examples/webgpu_postprocessing_motion_blur.html

@@ -191,10 +191,10 @@
 
 				const mBlur = motionBlur( beauty, vel );
 
-				const vignet = screenUV.distance( .5 ).remap( .6, 1 ).mul( 2 ).clamp().oneMinus();
+				const vignette = screenUV.distance( .5 ).remap( .6, 1 ).mul( 2 ).clamp().oneMinus();
 
 				postProcessing = new THREE.PostProcessing( renderer );
-				postProcessing.outputNode = mix( mBlur, vel, showVelocity ).mul( vignet );
+				postProcessing.outputNode = mix( mBlur, vel, showVelocity ).mul( vignette );
 
 				//
 

+ 2 - 2
examples/webgpu_reflection.html

@@ -154,10 +154,10 @@
 				const scenePassColorBlurred = gaussianBlur( scenePassColor );
 				scenePassColorBlurred.directionNode = scenePassDepth;
 
-				const vignet = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
+				const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
 
 				postProcessing = new THREE.PostProcessing( renderer );
-				postProcessing.outputNode = scenePassColorBlurred.mul( vignet );
+				postProcessing.outputNode = scenePassColorBlurred.mul( vignette );
 
 				//
 

+ 1 - 1
manual/examples/fog-gui.html

@@ -51,7 +51,7 @@ function main() {
 	// We use this class to pass to lil-gui
 	// so when it manipulates near or far
 	// near is never > far and far is never < near
-	// Also when lil-gui maniplates color we'll
+	// Also when lil-gui manipulates color we'll
 	// update both the fog and background colors.
 	class FogGUIHelper {
 

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