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[WIP] Add CubeTexture blur #30165
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[WIP] Add CubeTexture blur #30165
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deca60e
factor out sampler
elalish de3b18e
Merge branch 'dev' of github.com:mrdoob/three.js into cubeBlur
elalish e87294d
fixing parameters
sunag 1773a8f
further simplification
elalish 05da83f
use getParams function
elalish 4c777e8
completed fromBlur
elalish ad5cb2d
Merge branch 'dev' of github.com:mrdoob/three.js into cubeBlur
elalish fe882ea
switched to userData
elalish 1981a27
rename to fromCubeTexture
elalish 5afa0c9
export CubeRenderTarget
elalish 4346838
mrdoob approves
elalish a5d3e89
test in example
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Original file line number | Diff line number | Diff line change |
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@@ -1,11 +1,11 @@ | ||
import NodeMaterial from '../../../materials/nodes/NodeMaterial.js'; | ||
import { getDirection, blur } from '../../../nodes/pmrem/PMREMUtils.js'; | ||
import { getDirection, blur, bilinearCubeUV } from '../../../nodes/pmrem/PMREMUtils.js'; | ||
import { equirectUV } from '../../../nodes/utils/EquirectUVNode.js'; | ||
import { uniform } from '../../../nodes/core/UniformNode.js'; | ||
import { uniformArray } from '../../../nodes/accessors/UniformArrayNode.js'; | ||
import { texture } from '../../../nodes/accessors/TextureNode.js'; | ||
import { cubeTexture } from '../../../nodes/accessors/CubeTextureNode.js'; | ||
import { float, vec3 } from '../../../nodes/tsl/TSLBase.js'; | ||
import { float, vec3, Fn } from '../../../nodes/tsl/TSLBase.js'; | ||
import { uv } from '../../../nodes/accessors/UV.js'; | ||
import { attribute } from '../../../nodes/core/AttributeNode.js'; | ||
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@@ -833,15 +833,15 @@ function _getBlurShader( lodMax, width, height ) { | |
dTheta, | ||
samples, | ||
envMap, | ||
mipInt, | ||
CUBEUV_TEXEL_WIDTH, | ||
CUBEUV_TEXEL_HEIGHT, | ||
CUBEUV_MAX_MIP | ||
mipInt | ||
}; | ||
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const material = _getMaterial( 'blur' ); | ||
material.uniforms = materialUniforms; // TODO: Move to outside of the material | ||
material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } ); | ||
const cubeUVsampler=Fn((envMap, sampleDirection)=>{ | ||
return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ); | ||
}); | ||
material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ), sampler: cubeUVsampler } ); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is the heart of the refactor I'm attempting - make the sampling function something that can be passed in so I can use different ones for a CubeUV texture vs an actual CubeTexture. |
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return material; | ||
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