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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /postprocessing /WaterPass.d.ts
| import { WebGLRenderer, WebGLRenderTarget, ShaderMaterial, Vector2, IUniform, Texture } from 'three'; | |
| import { Pass, FullScreenQuad } from '../postprocessing/Pass'; | |
| /** | |
| * Simple underwater shader | |
| * | |
| parameters: | |
| tex: texture | |
| time: this should increase with time passing | |
| factor: to what degree will the shader distort the screen | |
| explaination: | |
| the shader is quite simple | |
| it chooses a center and start from there make pixels around it to "swell" then "shrink" then "swell"... | |
| this is of course nothing really similar to underwater scene | |
| but you can combine several this shaders together to create the effect you need... | |
| And yes, this shader could be used for something other than underwater effect, for example, magnifier effect :) | |
| * @author vergil Wang | |
| */ | |
| declare class WaterPass extends Pass { | |
| material: ShaderMaterial; | |
| fsQuad: FullScreenQuad; | |
| factor: number; | |
| time: number; | |
| uniforms: { | |
| tex: IUniform<Texture>; | |
| time: IUniform<number>; | |
| factor: IUniform<number>; | |
| resolution: IUniform<Vector2>; | |
| }; | |
| constructor(); | |
| render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void; | |
| } | |
| export { WaterPass }; | |
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