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github.com/pmndrs/postprocessing
A post processing library for three.js.
https://github.com/pmndrs/postprocessing
57f88582231141f428fd32a22e40be2d29b4584b authored almost 9 years ago
20c164354a3621f7ceae993e448f86d0101fce7e authored almost 9 years ago
38f5f39f9b78e248088cfeb1455bd7c8d928f544 authored almost 9 years ago
The effect composer will no longer call the setSize method when a pass
is added. Instead, it cal...
I remembered that reading from and writing to the same render target
should be avoided. Now it'...
d5fbe6c81cead527a6d899aa5bd17a514259fc16 authored almost 9 years ago
36a582804536f035cb423957c22c618052b68b20 authored almost 9 years ago
502c68bfa27f09a3ec8d866126b2a8c9395fec16 authored almost 9 years ago
2604d91d13ab1d56d4e4a1d5f9dbfff813baadec authored almost 9 years ago
And replaced spaces with tabs.
68212cb7ef8a726ea78fe5aca3322593eef6bff7 authored almost 9 years ago51d1a3a9b9e62435f01806cc2fde8a5ea275aa06 authored almost 9 years ago
839e96951ba0b2fd7e74d51b8a328b0ae16e4e16 authored almost 9 years ago
Used tone mapping before, because the luminance shader only produced a
greyscale map. Now the bl...
0eeb8fa40aa6d5020166bbdac4480c158c77f7f2 authored almost 9 years ago
Also renamed a variable in the tone mapping shader.
93e19af87fec7e734fbf965f4bbcdbc1b6ea2f4e authored almost 9 years agof91be2a549e9c2464341e809139b64da2ed6a9c8 authored almost 9 years ago
9cefdbac17c968aa6c01d61db72e51d476e7f119 authored almost 9 years ago
82c817dd02fe432ea0fbf18663ff8be7399b9bac authored almost 9 years ago
741f6bfbda0ae2d7b8a72bdf4b14b3f5fe105bb6 authored almost 9 years ago
56be7b30d5c6ba810c42b504467e8c04f8cae4c9 authored almost 9 years ago
a92d34a4bba4bb74efa510478b6b7da41075751b authored almost 9 years ago
JSHint didn't catch these.
8da6f0819d6661a68c8fd5980b6151ce22f1f803 authored almost 9 years ago126f1fd20f58bfba89f207fa6df8e5dc430b0903 authored almost 9 years ago
I couldn't figure out why there was a second render target in the effect
composer so I removed i...
6058929038488290e12ab369170d1e7b2b03b360 authored almost 9 years ago
5f604c4bfebab00d8946f197f8459e090137c5e0 authored almost 9 years ago
I wonder why JSHint didn't report these.
6180fc718c1e41faed6fde21d03b7e79a84226e7 authored almost 9 years ago79d384e1b528533192fbd2b52ec1211a8ddb9a2f authored almost 9 years ago
4c709fe465b3a8fcce68a97eb839b2a7a3b25572 authored almost 9 years ago
95b82f15d1ae2e636cd4bb52da749d26d433c45b authored almost 9 years ago
a2405868e74633633d3ebbae5aa4f381e48460d5 authored almost 9 years ago
The scanline count is now relative to the screen height.
b2f900a210161d8b049a31dae730f75a6255b586 authored almost 9 years ago
UglifyJS doesn't support ES2015 yet and can't deal with the keyword
"let". Will include it again...
Having more colors in the demo is more interesting.
6b3db28b5e0dc63c0e4559b9042c384f2541a12b authored almost 9 years agocf25f1cab40de16f6efa6a6b0f7a33e4040e20dd authored almost 9 years ago
Added tone-mapping options.
ef5a7b7940aa770084f5f367940b131c988b5336 authored almost 9 years ago54b72cc724b0c01a13b4ad334a7d3bcef65dbad1 authored almost 9 years ago
Revised the tone-mapping and luminosity shaders. Tone-mapping improves
the bloom effect. HDR-bas...
Replaced var with let. Imrpoved the documentation, added maskActive
param to the render method o...
rollup-plugin-npm -> rollup-plugin-node-resolve
b0c4c1df55fb937d1e5c9bb00f55169b9b555faa authored almost 9 years ago23561dcc8c3b1e943277f36daedde0b181be2307 authored almost 9 years ago
ebeeb3b2f919ac75772e7386c86cdb6130f75581 authored almost 9 years ago
Edited glitch, bloom and god-rays demo setups.
46cb1c08bac2fed8c9a8ce53ac5aed7c5b4049a9 authored almost 9 years ago21457761c27c63b492cd1626e14d47a18a19274b authored almost 9 years ago
c9c79f05d15b35d6b7a8764c6ea201f39ee08a38 authored almost 9 years ago
495e9ed54924eb2c8fd7911caaee752780bfa413 authored almost 9 years ago
Improved quality and performance of bloom and god-rays.
3e03b50a95a775064a1e51882b1fad9d07ebc075 authored almost 9 years ago60133a01a63c9f711ecb34608f9f286ace8cbd4d authored almost 9 years ago
It's still bugging out all the time.
a2a8f60c3e1bbeff9d506067166b5604b867424d authored almost 9 years agof0cd064060da4600430bdf2271a3db9989374170 authored almost 9 years ago
a0cfcaef2c6a7106d142c7f1129fbcdf2c6df08e authored about 9 years ago
214628afd507233f7d4a22d84a2a81b2f2dbdab8 authored about 9 years ago
3e8739981be112dfa9f84b343f0138da5f49fac5 authored about 9 years ago
93ab15296f5a078a6928b91c28d8d3b0d619fef7 authored about 9 years ago
Still working on the god rays shader, want to use better blur. Bloom
filter is also planned to b...
fbb011c05ba2947122b13702a5358d2ba3669ed4 authored about 9 years ago
83341ee2887d511312236d542ddb4aadc90bd4f2 authored about 9 years ago
61f55474aa1efb9b7bf5548b0bb7bdf1c93f7000 authored about 9 years ago
4cbe048c2b3f86dc6626ebce5dddc57fc08ef5fe authored about 9 years ago
6755b5c87b07e99c449a30f73f75c0c7940535c5 authored about 9 years ago
Pass now always defines renderToScreen as false. All passes may now
directly render to screen ex...
36f36264578b802394dd25219e3744c5803dc8ed authored about 9 years ago
The quad that is used for rendering is now defined in Pass. This means
that all passes that inhe...
53c9477baa3a8b8a2b64647d87a5d71f4f526b05 authored about 9 years ago
Ended up dropping the disposables array approach. It was easier to use
than the three seperate a...
Merged render targets, materials and textures -> disposables.
5c765840b9a061d013b2ee6988508f72e2211ac7 authored about 9 years agoNPM package updated.
183a9ea8e33c0559130f8bb445853ad0ed88d179 authored about 9 years ago
Added a bunch of adjustable properties to the god rays pass.. Also added
a dispose method to all...
Pressing space allows to alternate between a close light source and a
faraway one.
This three.js hack makes it possible to exclude a mesh from the usual
override mechanism. Goal: ...
be0db3d39edc0c0ca61f15d407b017e784632e79 authored about 9 years ago
http://programmers.stackexchange.com/questions/210472/is-renewal-of-mit-license-needed-on-github...
9ae0e3553b915ae71136420c849738d497e4badf authored about 9 years ago7e1ba3062439c9d706ff77e1309b1d96de588df9 authored about 9 years ago
Updated docs + another version bump.
c8a2bc1c32b7a88e028a7cd8e0cdf7cd88b2701f authored about 9 years ago768e0afd462abe18d08030448071ed0f927db827 authored about 9 years ago
The screen light position for the god rays pass is now clamped to 0, 1
in order to prevent ugly ...
Shader code needs to be inlined before publishing.
8abea601412abb8884a5788a2dcf2bf01bfa07e2 authored about 9 years ago994898c467acd3ad37fdab64184a6e79cb6d21d3 authored about 9 years ago
49565a837d84e6a82bd3df52eb5495ca70b648d2 authored about 9 years ago
a9930dec42db291a06e833a21970dd3d47ae9d4f authored about 9 years ago
c8519e89d8e47798402152ea3ff4f0e44d97854e authored about 9 years ago
451a4a31d84bf3c8a7ee6f19c308ab1b2d5bc8f6 authored about 9 years ago
Adaptive luminosity pass doesn't work yet. Bokeh pass is incomplete, as
well.
18390966b3a9a76a0f532e5cb3eae7441fd6830d authored about 9 years ago
e82d332a6139df19a233e9d9f9d413c4c80bf9ad authored about 9 years ago
8fffdd729aa2a4606adb0f5f7613b5606fe5336f authored about 9 years ago
a2cf832443b922fe61c54370b0aa72e94a3fb0e3 authored about 9 years ago
a56aff972d67ebda9763933db149596e98d0ed35 authored about 9 years ago