Buckets:
| import { Matrix4, Vector2 } from 'three'; | |
| /** | |
| * References: | |
| * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html | |
| * https://learnopengl.com/Advanced-Lighting/SSAO | |
| * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl | |
| */ | |
| export declare const SSAOShader: { | |
| defines: { | |
| PERSPECTIVE_CAMERA: number; | |
| KERNEL_SIZE: number; | |
| }; | |
| uniforms: { | |
| tDiffuse: { | |
| value: null; | |
| }; | |
| tNormal: { | |
| value: null; | |
| }; | |
| tDepth: { | |
| value: null; | |
| }; | |
| tNoise: { | |
| value: null; | |
| }; | |
| kernel: { | |
| value: null; | |
| }; | |
| cameraNear: { | |
| value: null; | |
| }; | |
| cameraFar: { | |
| value: null; | |
| }; | |
| resolution: { | |
| value: Vector2; | |
| }; | |
| cameraProjectionMatrix: { | |
| value: Matrix4; | |
| }; | |
| cameraInverseProjectionMatrix: { | |
| value: Matrix4; | |
| }; | |
| kernelRadius: { | |
| value: number; | |
| }; | |
| minDistance: { | |
| value: number; | |
| }; | |
| maxDistance: { | |
| value: number; | |
| }; | |
| }; | |
| vertexShader: string; | |
| fragmentShader: string; | |
| }; | |
| export declare const SSAODepthShader: { | |
| defines: { | |
| PERSPECTIVE_CAMERA: number; | |
| }; | |
| uniforms: { | |
| tDepth: { | |
| value: null; | |
| }; | |
| cameraNear: { | |
| value: null; | |
| }; | |
| cameraFar: { | |
| value: null; | |
| }; | |
| }; | |
| vertexShader: string; | |
| fragmentShader: string; | |
| }; | |
| export declare const SSAOBlurShader: { | |
| uniforms: { | |
| tDiffuse: { | |
| value: null; | |
| }; | |
| resolution: { | |
| value: Vector2; | |
| }; | |
| }; | |
| vertexShader: string; | |
| fragmentShader: string; | |
| }; | |
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