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Adding missing shader includes

David Catuhe 8 년 전
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a307ad7cb6

+ 1 - 1
Tools/Gulp/config.json

@@ -594,7 +594,7 @@
                 "tonemap.fragment",
                 "displayPass.fragment"
             ],
-            "shadersIncludeFiles": [
+            "shaderIncludes": [
                 "kernelBlurFragment",
                 "kernelBlurFragment2",
                 "kernelBlurVaryingDeclaration",

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 865 - 865
dist/preview release/babylon.d.ts


파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 3 - 3
dist/preview release/babylon.js


파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 8 - 8
dist/preview release/babylon.max.js


파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 865 - 865
dist/preview release/babylon.module.d.ts


파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 17 - 17
dist/preview release/babylon.worker.js


+ 5 - 5
dist/preview release/what's new.md

@@ -7,13 +7,13 @@
  - Complete WebVR 1.1 support including controllers for HTC Vive and Occulus. [More info here](http://doc.babylonjs.com/overviews/webvr_camera) ([raanan](https://github.com/raananw))
  - Support for Morph Targets. [More info here](http://doc.babylonjs.com/tutorials/how_to_use_morphtargets) ([deltakosh](https://github.com/deltakosh))
  - New Babylon.GUI to create user interface (compatible with WebVR). [More info here](http://doc.babylonjs.com/overviews/Gui) ([deltakosh](https://github.com/deltakosh))
- - Added support for Exponential Shadow maps to replace Variance Shadow maps. [more info here](http://www.babylonjs-playground.com/debug.html#1CXNXC#3) - [Demo](http://www.babylonjs.com/Demos/AdvancedShadows/) - [Demo](http://www.babylonjs-playground.com/#1CXNXC#4) ([deltakosh](https://github.com/deltakosh))
+ - Added support for Exponential Shadow maps to replace Variance Shadow maps. [more info here](http://www.babylonjs-playground.com/debug.html#1CXNXC#3) Demo](http://www.babylonjs.com/Demos/AdvancedShadows/) Demo](http://www.babylonjs-playground.com/#1CXNXC#4) ([deltakosh](https://github.com/deltakosh))
  - Support for [Vertex Array Objects](https://www.opengl.org/registry/specs/ARB/vertex_array_object.txt) ([deltakosh](https://github.com/deltakosh))
  - Support for [Uniform Buffer Objects](https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.16) ([CraigFeldspar](https://github.com/CraigFeldspar))
   - New [SSAO](https://en.wikipedia.org/wiki/Screen_space_ambient_occlusion) technique, using [MultiRenderTargets](https://en.wikipedia.org/wiki/Multiple_Render_Targets) ([CraigFeldspar](https://github.com/CraigFeldspar))
  - Support for multisample render targets. [Demo](http://www.babylonjs-playground.com/#12MKMN) ([deltakosh](https://github.com/deltakosh))
- - New Unity 5 Editor Toolkit. Complete pipeline integration [Doc](TODO) - ([MackeyK24](https://github.com/MackeyK24))
- - New DebugLayer. [Doc](TODO) - ([temechon](https://github.com/temechon))
+ - New Unity 5 Editor Toolkit. Complete pipeline integration [Doc](TODO) [MackeyK24](https://github.com/MackeyK24))
+ - New DebugLayer. [Doc](TODO) [temechon](https://github.com/temechon))
  - New `VideoTexture.CreateFromWebCam` to generate video texture using WebRTC. [Demo](https://www.babylonjs-playground.com#1R77YT#2) (Sebastien Vandenberghe)(https://github.com/sebavanmicrosoft) / ([deltakosh](https://github.com/deltakosh))
  - New Facet Data feature ([jerome](https://github.com/jbousquie))
  - babylon.fontTexture.ts was moved from babylon.js to canvas2D ([nockawa](https://github.com/nockawa))
@@ -34,7 +34,7 @@
 - Engine now uses range based fog ([deltakosh](https://github.com/deltakosh))
 - `VertexBuffer.updatable` is now serialized ([deltakosh](https://github.com/deltakosh))
 - Added intersectsMeshes to Ray ([abow](https://github.com/abow))
-- New RayHelper class for easily viewing and attaching a ray to a mesh.  [Demo](http://www.babylonjs-playground.com/#ZHDBJ#34) - ([abow](https://github.com/abow))
+- New RayHelper class for easily viewing and attaching a ray to a mesh.  [Demo](http://www.babylonjs-playground.com/#ZHDBJ#34) [abow](https://github.com/abow))
 - `Mesh.applyDisplacementMap` now accepts uvScale and uvOffset parameter ([deltakosh](https://github.com/deltakosh))
 - Added addChild, removeChild, setParent to AbstractMesh ([abow](https://github.com/abow))
 - `Effect.getVertexShaderSource()` and `Effect.getFragmentShaderSource()` now returns the effective shader code (including evaluation of #define) ([deltakosh](https://github.com/deltakosh))
@@ -57,7 +57,7 @@
 - Added `material.twoSidedLighting` to PBRMaterial and StandardMaterial to enable flipping normals when backfaceCulling is false ([BeardedGnome](https://github.com/BeardedGnome), [bghgary](https://github.com/bghgary))
 - Added a [HTML page](https://github.com/BabylonJS/Babylon.js/blob/master/Tools/Gulp/profiling.html) with embedded directions to improve the custom build process. ([jcpalmer](https://github.com/Palmer-JC))
 - Added glTF 2.0 loader with versioning support ([bghgary](https://github.com/bghgary), thanks to [BeardedGnome](https://github.com/BeardedGnome) for animation updates)
-- New `Motion Blur` effect added into `StandardRenderingPipeline` [Demo](http://www.babylonjs.com/Demos/MotionBlur/) - ([Julien Moreau-Mathis](https://github.com/julien-moreau))
+- New `Motion Blur` effect added into `StandardRenderingPipeline` [Demo](http://www.babylonjs.com/Demos/MotionBlur/) ([Julien Moreau-Mathis](https://github.com/julien-moreau))
  
 ### Bug fixes
 - Fixed a bug with spotlight direction ([deltakosh](https://github.com/deltakosh)) 

+ 8 - 8
src/Layer/babylon.highlightlayer.ts

@@ -7,12 +7,12 @@ module BABYLON {
      * It enforces keeping the most luminous color in the color channel.
      */
     class GlowBlurPostProcess extends PostProcess {
-        constructor(name: string, public direction: Vector2, public blurWidth: number, options: number | PostProcessOptions, camera: Camera, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {
+        constructor(name: string, public direction: Vector2, public kernel: number, options: number | PostProcessOptions, camera: Camera, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {
             super(name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable);
             this.onApplyObservable.add((effect: Effect) => {
                 effect.setFloat2("screenSize", this.width, this.height);
                 effect.setVector2("direction", this.direction);
-                effect.setFloat("blurWidth", this.blurWidth);
+                effect.setFloat("blurWidth", this.kernel);
             });
         }
     }
@@ -136,8 +136,8 @@ module BABYLON {
         private _vertexBuffers: { [key: string]: VertexBuffer } = {};
         private _indexBuffer: WebGLBuffer;
         private _downSamplePostprocess: PassPostProcess;
-        private _horizontalBlurPostprocess: BlurPostProcess;
-        private _verticalBlurPostprocess: BlurPostProcess;
+        private _horizontalBlurPostprocess: GlowBlurPostProcess;
+        private _verticalBlurPostprocess: GlowBlurPostProcess;
         private _cachedDefines: string;
         private _glowMapGenerationEffect: Effect;
         private _glowMapMergeEffect: Effect;
@@ -169,28 +169,28 @@ module BABYLON {
          * Specifies the horizontal size of the blur.
          */
         public set blurHorizontalSize(value: number) {
-            this._horizontalBlurPostprocess.blurWidth = value;
+            this._horizontalBlurPostprocess.kernel = value;
         }
 
         /**
          * Specifies the vertical size of the blur.
          */
         public set blurVerticalSize(value: number) {
-            this._verticalBlurPostprocess.blurWidth = value;
+            this._verticalBlurPostprocess.kernel = value;
         }
 
         /**
          * Gets the horizontal size of the blur.
          */
         public get blurHorizontalSize(): number {
-            return this._horizontalBlurPostprocess.blurWidth
+            return this._horizontalBlurPostprocess.kernel
         }
 
         /**
          * Gets the vertical size of the blur.
          */
         public get blurVerticalSize(): number {
-            return this._verticalBlurPostprocess.blurWidth;
+            return this._verticalBlurPostprocess.kernel;
         }
 
         /**