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libs/soba/materials/src/lib Expand file tree Collapse file tree 2 files changed +7
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lines changed Original file line number Diff line number Diff line change @@ -59,8 +59,8 @@ export class ManagePortalScene {
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const quad = new FullScreenQuad (
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new THREE . ShaderMaterial ( {
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uniforms : {
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- a : { value : buffer1 ( ) . texture } ,
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- b : { value : buffer2 ( ) . texture } ,
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+ a : { value : buffer1 . texture } ,
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+ b : { value : buffer2 . texture } ,
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blend,
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} ,
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vertexShader : /*glsl*/ `
@@ -131,9 +131,9 @@ export class ManagePortalScene {
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// If blend is ongoing (> 0 and < 1) then we need to render both the root scene
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// and the portal scene, both will then be mixed in the quad from above
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blend . value = materialBlend ;
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- gl . setRenderTarget ( buffer1 ( ) ) ;
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+ gl . setRenderTarget ( buffer1 ) ;
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gl . render ( scene , camera ) ;
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- gl . setRenderTarget ( buffer2 ( ) ) ;
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+ gl . setRenderTarget ( buffer2 ) ;
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gl . render ( rootScene , camera ) ;
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gl . setRenderTarget ( null ) ;
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quad . render ( gl ) ;
Original file line number Diff line number Diff line change @@ -130,7 +130,7 @@ export class NgtsMeshTransmissionMaterial {
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private fboBack = injectFBO ( ( ) => ( { width : this . backResolution ( ) } ) ) ;
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private fboMain = injectFBO ( ( ) => ( { width : this . resolution ( ) } ) ) ;
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- protected bufferTexture = computed ( ( ) => this . buffer ( ) || this . fboMain ( ) . texture ) ;
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+ protected bufferTexture = computed ( ( ) => this . buffer ( ) || this . fboMain . texture ) ;
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protected anisotropicBlurOption = computed ( ( ) => this . anisotropicBlur ( ) || this . anisotropy ( ) ) ;
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private discardMaterial = new MeshDiscardMaterial ( ) ;
@@ -177,8 +177,8 @@ export class NgtsMeshTransmissionMaterial {
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thickness ,
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side ,
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] = [
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- this . fboMain ( ) ,
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- this . fboBack ( ) ,
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+ this . fboMain ,
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+ this . fboBack ,
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this . transmissionSampler ( ) ,
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this . background ( ) ,
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this . backside ( ) ,
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