Buckets:
| const BlendShader = { | |
| uniforms: { | |
| tDiffuse1: { value: null }, | |
| tDiffuse2: { value: null }, | |
| mixRatio: { value: 0.5 }, | |
| opacity: { value: 1 } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| uniform float opacity; | |
| uniform float mixRatio; | |
| uniform sampler2D tDiffuse1; | |
| uniform sampler2D tDiffuse2; | |
| varying vec2 vUv; | |
| void main() { | |
| vec4 texel1 = texture2D( tDiffuse1, vUv ); | |
| vec4 texel2 = texture2D( tDiffuse2, vUv ); | |
| gl_FragColor = opacity * mix( texel1, texel2, mixRatio ); | |
| } | |
| ` | |
| ) | |
| }; | |
| export { | |
| BlendShader | |
| }; | |
| //# sourceMappingURL=BlendShader.js.map | |
Xet Storage Details
- Size:
- 801 Bytes
- Xet hash:
- b1512db153a7d374fb656e5566f62135a6434ba1f830317a5bde5d433d57ae6c
·
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