Michael Herzog пре 11 месеци
родитељ
комит
84adf2a22d
54 измењених фајлова са 62 додато и 63 уклоњено
  1. 1 1
      examples/jsm/shaders/ACESFilmicToneMappingShader.js
  2. 1 1
      examples/jsm/shaders/AfterimageShader.js
  3. 1 1
      examples/jsm/shaders/BasicShader.js
  4. 1 1
      examples/jsm/shaders/BleachBypassShader.js
  5. 1 1
      examples/jsm/shaders/BlendShader.js
  6. 1 1
      examples/jsm/shaders/BokehShader.js
  7. 1 1
      examples/jsm/shaders/BokehShader2.js
  8. 1 1
      examples/jsm/shaders/BrightnessContrastShader.js
  9. 1 1
      examples/jsm/shaders/ColorCorrectionShader.js
  10. 1 1
      examples/jsm/shaders/ColorifyShader.js
  11. 1 1
      examples/jsm/shaders/ConvolutionShader.js
  12. 1 1
      examples/jsm/shaders/CopyShader.js
  13. 1 1
      examples/jsm/shaders/DOFMipMapShader.js
  14. 1 1
      examples/jsm/shaders/DepthLimitedBlurShader.js
  15. 1 1
      examples/jsm/shaders/DigitalGlitch.js
  16. 1 1
      examples/jsm/shaders/DotScreenShader.js
  17. 1 1
      examples/jsm/shaders/ExposureShader.js
  18. 1 1
      examples/jsm/shaders/FXAAShader.js
  19. 1 1
      examples/jsm/shaders/FilmShader.js
  20. 1 1
      examples/jsm/shaders/FocusShader.js
  21. 1 1
      examples/jsm/shaders/FreiChenShader.js
  22. 1 1
      examples/jsm/shaders/GTAOShader.js
  23. 1 1
      examples/jsm/shaders/GammaCorrectionShader.js
  24. 3 3
      examples/jsm/shaders/GodRaysShader.js
  25. 1 1
      examples/jsm/shaders/HalftoneShader.js
  26. 1 1
      examples/jsm/shaders/HorizontalBlurShader.js
  27. 1 1
      examples/jsm/shaders/HorizontalTiltShiftShader.js
  28. 1 1
      examples/jsm/shaders/HueSaturationShader.js
  29. 1 1
      examples/jsm/shaders/KaleidoShader.js
  30. 1 1
      examples/jsm/shaders/LuminosityHighPassShader.js
  31. 1 1
      examples/jsm/shaders/LuminosityShader.js
  32. 1 1
      examples/jsm/shaders/MirrorShader.js
  33. 1 1
      examples/jsm/shaders/NormalMapShader.js
  34. 1 1
      examples/jsm/shaders/OutputShader.js
  35. 1 1
      examples/jsm/shaders/PoissonDenoiseShader.js
  36. 1 1
      examples/jsm/shaders/RGBShiftShader.js
  37. 1 1
      examples/jsm/shaders/SAOShader.js
  38. 3 3
      examples/jsm/shaders/SMAAShader.js
  39. 2 2
      examples/jsm/shaders/SSAOShader.js
  40. 3 3
      examples/jsm/shaders/SSRShader.js
  41. 1 1
      examples/jsm/shaders/SepiaShader.js
  42. 1 1
      examples/jsm/shaders/SobelOperatorShader.js
  43. 1 1
      examples/jsm/shaders/SubsurfaceScatteringShader.js
  44. 1 1
      examples/jsm/shaders/TechnicolorShader.js
  45. 1 1
      examples/jsm/shaders/ToonShader.js
  46. 1 1
      examples/jsm/shaders/TriangleBlurShader.js
  47. 1 1
      examples/jsm/shaders/UnpackDepthRGBAShader.js
  48. 1 1
      examples/jsm/shaders/VelocityShader.js
  49. 1 1
      examples/jsm/shaders/VerticalBlurShader.js
  50. 1 1
      examples/jsm/shaders/VerticalTiltShiftShader.js
  51. 1 1
      examples/jsm/shaders/VignetteShader.js
  52. 1 1
      examples/jsm/shaders/VolumeShader.js
  53. 1 1
      examples/jsm/shaders/WaterRefractionShader.js
  54. 2 3
      src/materials/ShaderMaterial.js

+ 1 - 1
examples/jsm/shaders/ACESFilmicToneMappingShader.js

@@ -8,7 +8,7 @@
  * The scale factor of 1/0.6 is subjective. See discussion in #19621.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const ACESFilmicToneMappingShader = {
 

+ 1 - 1
examples/jsm/shaders/AfterimageShader.js

@@ -4,7 +4,7 @@
  * Inspired by [Three.js FBO motion trails]{@link https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const AfterimageShader = {
 

+ 1 - 1
examples/jsm/shaders/BasicShader.js

@@ -4,7 +4,7 @@
  * Simple shader for testing.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const BasicShader = {
 

+ 1 - 1
examples/jsm/shaders/BleachBypassShader.js

@@ -6,7 +6,7 @@
  * [Nvidia Shader library]{@link http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const BleachBypassShader = {
 

+ 1 - 1
examples/jsm/shaders/BlendShader.js

@@ -4,7 +4,7 @@
  * Blends two textures.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const BlendShader = {
 

+ 1 - 1
examples/jsm/shaders/BokehShader.js

@@ -5,7 +5,7 @@
  * [GLSL shader by Martins Upitis]{@link http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const BokehShader = {
 

+ 1 - 1
examples/jsm/shaders/BokehShader2.js

@@ -11,7 +11,7 @@ import {
  * Requires #define RINGS and SAMPLES integers
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const BokehShader = {
 

+ 1 - 1
examples/jsm/shaders/BrightnessContrastShader.js

@@ -6,7 +6,7 @@
  * Contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const BrightnessContrastShader = {
 

+ 1 - 1
examples/jsm/shaders/ColorCorrectionShader.js

@@ -8,7 +8,7 @@ import {
  * Color correction shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const ColorCorrectionShader = {
 

+ 1 - 1
examples/jsm/shaders/ColorifyShader.js

@@ -8,7 +8,7 @@ import {
  * Colorify shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const ColorifyShader = {
 

+ 1 - 1
examples/jsm/shaders/ConvolutionShader.js

@@ -8,7 +8,7 @@ import {
  * Convolution shader ported from o3d sample to WebGL / GLSL.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const ConvolutionShader = {
 

+ 1 - 1
examples/jsm/shaders/CopyShader.js

@@ -4,7 +4,7 @@
  * Full-screen copy shader pass.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const CopyShader = {
 

+ 1 - 1
examples/jsm/shaders/DOFMipMapShader.js

@@ -6,7 +6,7 @@
  * Requires power-of-2 sized render target with enabled mipmaps.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const DOFMipMapShader = {
 

+ 1 - 1
examples/jsm/shaders/DepthLimitedBlurShader.js

@@ -10,7 +10,7 @@ import {
  * Used by {@link SAOPass}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const DepthLimitedBlurShader = {
 

+ 1 - 1
examples/jsm/shaders/DigitalGlitch.js

@@ -4,7 +4,7 @@
  * Digital glitch shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const DigitalGlitch = {
 

+ 1 - 1
examples/jsm/shaders/DotScreenShader.js

@@ -8,7 +8,7 @@ import {
  * Dot screen shader based on [glfx.js sepia shader]{@link https://github.com/evanw/glfx.js}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const DotScreenShader = {
 

+ 1 - 1
examples/jsm/shaders/ExposureShader.js

@@ -4,7 +4,7 @@
  * TODO
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const ExposureShader = {
 

+ 1 - 1
examples/jsm/shaders/FXAAShader.js

@@ -12,7 +12,7 @@ import {
  * - {@link https://catlikecoding.com/unity/tutorials/advanced-rendering/fxaa/}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const FXAAShader = {
 

+ 1 - 1
examples/jsm/shaders/FilmShader.js

@@ -6,7 +6,7 @@
  * Used by {@link FilmPass}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const FilmShader = {
 

+ 1 - 1
examples/jsm/shaders/FocusShader.js

@@ -4,7 +4,7 @@
  * Focus shader based on [PaintEffect postprocess from ro.me]{@link http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const FocusShader = {
 

+ 1 - 1
examples/jsm/shaders/FreiChenShader.js

@@ -11,7 +11,7 @@ import {
  * aspect: vec2 of (1/width, 1/height)
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const FreiChenShader = {
 

+ 1 - 1
examples/jsm/shaders/GTAOShader.js

@@ -16,7 +16,7 @@ import {
  * - [Horizon-Based Indirect Lighting (HBIL)]{@link https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf}
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const GTAOShader = {
 

+ 1 - 1
examples/jsm/shaders/GammaCorrectionShader.js

@@ -7,7 +7,7 @@
  * - {@link http://en.wikipedia.org/wiki/gamma_correction}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const GammaCorrectionShader = {
 

+ 3 - 3
examples/jsm/shaders/GodRaysShader.js

@@ -22,7 +22,7 @@ import {
  * - [Sousa2008, Crysis Next Gen Effects, GDC2008]{@link http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const GodRaysDepthMaskShader = {
 
@@ -77,7 +77,7 @@ const GodRaysDepthMaskShader = {
  * decreased distance between samples.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const GodRaysGenerateShader = {
 
@@ -201,7 +201,7 @@ const GodRaysGenerateShader = {
  * fGodRayIntensity attenuates the god rays.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const GodRaysCombineShader = {
 

+ 1 - 1
examples/jsm/shaders/HalftoneShader.js

@@ -9,7 +9,7 @@
  * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const HalftoneShader = {
 

+ 1 - 1
examples/jsm/shaders/HorizontalBlurShader.js

@@ -11,7 +11,7 @@
  * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const HorizontalBlurShader = {
 

+ 1 - 1
examples/jsm/shaders/HorizontalTiltShiftShader.js

@@ -9,7 +9,7 @@
  * - "r" parameter control where "focused" horizontal line lies
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const HorizontalTiltShiftShader = {
 

+ 1 - 1
examples/jsm/shaders/HueSaturationShader.js

@@ -7,7 +7,7 @@
  * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const HueSaturationShader = {
 

+ 1 - 1
examples/jsm/shaders/KaleidoShader.js

@@ -10,7 +10,7 @@
  * angle: initial angle in radians
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const KaleidoShader = {
 

+ 1 - 1
examples/jsm/shaders/LuminosityHighPassShader.js

@@ -8,7 +8,7 @@ import {
  * Luminosity high pass shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const LuminosityHighPassShader = {
 

+ 1 - 1
examples/jsm/shaders/LuminosityShader.js

@@ -4,7 +4,7 @@
  * Luminosity shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const LuminosityShader = {
 

+ 1 - 1
examples/jsm/shaders/MirrorShader.js

@@ -6,7 +6,7 @@
  * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom).
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const MirrorShader = {
 

+ 1 - 1
examples/jsm/shaders/NormalMapShader.js

@@ -7,7 +7,7 @@ import {
 /**
  * Normal map shader, compute normals from heightmap.
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const NormalMapShader = {
 

+ 1 - 1
examples/jsm/shaders/OutputShader.js

@@ -7,7 +7,7 @@
  * Used by {@link OutputPass}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const OutputShader = {
 

+ 1 - 1
examples/jsm/shaders/PoissonDenoiseShader.js

@@ -14,7 +14,7 @@ import {
  * - [Poisson2Sparse: Self-Supervised Poisson Denoising From a Single Image]{@link https://arxiv.org/pdf/2206.01856.pdf}
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const PoissonDenoiseShader = {
 

+ 1 - 1
examples/jsm/shaders/RGBShiftShader.js

@@ -10,7 +10,7 @@
  * angle: shift angle in radians
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const RGBShiftShader = {
 

+ 1 - 1
examples/jsm/shaders/SAOShader.js

@@ -11,7 +11,7 @@ import {
  * Used by {@link SAOPass}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SAOShader = {
 

+ 3 - 3
examples/jsm/shaders/SMAAShader.js

@@ -16,7 +16,7 @@ import {
  * SMAA Edges shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SMAAEdgesShader = {
 
@@ -129,7 +129,7 @@ const SMAAEdgesShader = {
  * SMAA Weights shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SMAAWeightsShader = {
 
@@ -391,7 +391,7 @@ const SMAAWeightsShader = {
  * SMAA Blend shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SMAABlendShader = {
 

+ 2 - 2
examples/jsm/shaders/SSAOShader.js

@@ -14,7 +14,7 @@ import {
  * - {@link https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl}
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SSAOShader = {
 
@@ -192,7 +192,7 @@ const SSAOShader = {
  * SSAO depth shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SSAODepthShader = {
 

+ 3 - 3
examples/jsm/shaders/SSRShader.js

@@ -17,7 +17,7 @@ import {
  * SSR shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SSRShader = {
 
@@ -249,7 +249,7 @@ const SSRShader = {
  * SSR Depth shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SSRDepthShader = {
 
@@ -324,7 +324,7 @@ const SSRDepthShader = {
  * SSR Blur shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SSRBlurShader = {
 

+ 1 - 1
examples/jsm/shaders/SepiaShader.js

@@ -4,7 +4,7 @@
  * Sepia tone shader based on [glfx.js sepia shader]{@link https://github.com/evanw/glfx.js}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SepiaShader = {
 

+ 1 - 1
examples/jsm/shaders/SobelOperatorShader.js

@@ -10,7 +10,7 @@ import {
  * As mentioned in the video the Sobel operator expects a grayscale image as input.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SobelOperatorShader = {
 

+ 1 - 1
examples/jsm/shaders/SubsurfaceScatteringShader.js

@@ -22,7 +22,7 @@ const meshphong_frag_body = ShaderChunk[ 'meshphong_frag' ].slice( ShaderChunk[
  * Based on GDC 2011 – [Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look]{@link https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/}
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const SubsurfaceScatteringShader = {
 

+ 1 - 1
examples/jsm/shaders/TechnicolorShader.js

@@ -6,7 +6,7 @@
  * Demo here: {@link http://charliehoey.com/technicolor_shader/shader_test.html}
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const TechnicolorShader = {
 

+ 1 - 1
examples/jsm/shaders/ToonShader.js

@@ -13,7 +13,7 @@ import {
  * Toon1 shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const ToonShader1 = {
 

+ 1 - 1
examples/jsm/shaders/TriangleBlurShader.js

@@ -12,7 +12,7 @@ import {
  * perpendicular triangle filters.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const TriangleBlurShader = {
 

+ 1 - 1
examples/jsm/shaders/UnpackDepthRGBAShader.js

@@ -4,7 +4,7 @@
  * Unpack RGBA depth shader that shows RGBA encoded depth as monochrome color.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const UnpackDepthRGBAShader = {
 

+ 1 - 1
examples/jsm/shaders/VelocityShader.js

@@ -10,7 +10,7 @@ import {
  * Mesh velocity shader by @bhouston.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const VelocityShader = {
 

+ 1 - 1
examples/jsm/shaders/VerticalBlurShader.js

@@ -9,7 +9,7 @@
  * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const VerticalBlurShader = {
 

+ 1 - 1
examples/jsm/shaders/VerticalTiltShiftShader.js

@@ -9,7 +9,7 @@
  * - "r" parameter control where "focused" horizontal line lies
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const VerticalTiltShiftShader = {
 

+ 1 - 1
examples/jsm/shaders/VignetteShader.js

@@ -4,7 +4,7 @@
  * Based on [PaintEffect postprocess from ro.me]{@link http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js}.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const VignetteShader = {
 

+ 1 - 1
examples/jsm/shaders/VolumeShader.js

@@ -11,7 +11,7 @@ import {
  * This is not the only approach, therefore it's marked 1.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const VolumeRenderShader1 = {
 

+ 1 - 1
examples/jsm/shaders/WaterRefractionShader.js

@@ -4,7 +4,7 @@
  * Basic water refraction shader.
  *
  * @constant
- * @type {Shader}
+ * @type {ShaderMaterial~Shader}
  */
 const WaterRefractionShader = {
 

+ 2 - 3
src/materials/ShaderMaterial.js

@@ -383,13 +383,12 @@ class ShaderMaterial extends Material {
 /**
  * This type represents the fields required to store and run the shader code.
  *
- * @typedef {Object} Shader
+ * @typedef {Object} ShaderMaterial~Shader
  * @property {string} name - The name of the shader.
- * @property {Object<string, {value: any}>} uniforms - The uniforms of the shader.
+ * @property {Object<string, Uniform>} uniforms - The uniforms of the shader.
  * @property {Object<string, any>} defines - The defines of the shader.
  * @property {string} vertexShader - The vertex shader code.
  * @property {string} fragmentShader - The fragment shader code.
  **/
 
-
 export { ShaderMaterial };

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