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@@ -188,36 +188,43 @@
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vertexShader: `
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precision highp float;
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varying vec2 tc;
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- attribute vec4 p;
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+ attribute vec4 position;
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void main(){
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- gl_Position=p;
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- tc=vec2(0.5,0.5/8.0)*p.xy+vec2(0.5,6.5/8.0);
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+ gl_Position=position;
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+ tc=vec2(0.5,0.5/8.0)*position.xy+vec2(0.5,6.5/8.0);
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}
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`
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,
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- fragmentShader: [
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- "precision highp float;",
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- "varying vec2 tc;",
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- "uniform sampler2D tex;",
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- "uniform float b;",
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- "void main(){",
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- " vec4 s=texture2D(tex,tc); ",
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- " gl_FragColor.xyz=s.xyz*(b*s.w);",
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- "}"
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- ].join( "\n" )
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+ fragmentShader: `
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+ precision highp float;
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+ varying vec2 tc;
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+ uniform sampler2D tex;
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+ uniform float b;
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+ void main(){
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+ vec4 s=texture2D(tex,tc);
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+ //gl_FragColor.xyz=s.xyz*(b*s.w);
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+ gl_FragColor= vec4(s.xyz*(b*s.w), 1.0);
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+ }
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+ `
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};
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var material;
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- var positions = new Float32Array([-1, -1, 0.5, 1, 3, -1, 0.5, 1, -1, 3, 0.5, 1]);
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+ var positions = new Float32Array([-1, -1, 0.5, 1, 3, -1, 0.5, 1, -1, 3, 0.5, 1]);
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+ var indexes = new Uint16Array([0,1,2]);
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var geometry = new THREE.BufferGeometry();
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- geometry.addAttribute( 'p', new THREE.BufferAttribute( positions, 3 ) );
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- geometry.computeBoundingSphere();
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-
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+ geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 4 ) );
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+ //geometry.setIndex(new THREE.BufferAttribute(indexes, 1))
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+ //geometry.computeBoundingSphere();
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+ //var m = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { side:2 } ) );
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+ //scene.add(m)
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+
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+
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new THREE.TextureLoader().load( 'textures/sky.png', function ( texture ) {
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material = new THREE.RawShaderMaterial( {
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uniforms: shader.uniforms,
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vertexShader: shader.vertexShader,
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- fragmentShader: shader.fragmentShader
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+ fragmentShader: shader.fragmentShader,
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+ side:2
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} );
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material.uniforms.b.value = 7 * Math.sqrt(0.488874);
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@@ -272,7 +279,7 @@
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}
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-
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+
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function animate() {
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requestAnimationFrame( animate );
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renderer.render( scene, camera );
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