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framework/components/camera
graphics/program-lib/programs Expand file tree Collapse file tree 2 files changed +30
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lines changed Original file line number Diff line number Diff line change @@ -162,19 +162,25 @@ Object.assign(PostEffectQueue.prototype, {
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var order = 0 ;
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var i ;
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var start = layerList . length - 1 ;
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- for ( i = start ; i >= 0 ; i -- ) {
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- if ( layerList [ i ] . id === LAYERID_UI ) {
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- start = i - 1 ;
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-
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- this . _origOverrideClear = layerList [ i ] . overrideClear ;
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- this . _origClearColorBuffer = layerList [ i ] . clearColorBuffer ;
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- this . _origDepthColorBuffer = layerList [ i ] . clearDepthBuffer ;
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- this . _origStencilColorBuffer = layerList [ i ] . clearStencilBuffer ;
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-
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- layerList [ i ] . overrideClear = true ;
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- layerList [ i ] . clearColorBuffer = false ;
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- layerList [ i ] . clearDepthBuffer = this . camera . clearDepthBuffer ;
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- layerList [ i ] . clearStencilBuffer = this . camera . clearStencilBuffer ;
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+ for ( i = start ; i >= 0 ; i -- )
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+ {
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+ if ( this . camera . layers . indexOf ( layerList [ i ] . id ) != - 1 )
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+ {
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+ if ( layerList [ i ] . id === LAYERID_UI )
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+ {
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+ start = i - 1 ;
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+
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+ this . _origOverrideClear = layerList [ i ] . overrideClear ;
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+ this . _origClearColorBuffer = layerList [ i ] . clearColorBuffer ;
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+ this . _origDepthColorBuffer = layerList [ i ] . clearDepthBuffer ;
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+ this . _origStencilColorBuffer = layerList [ i ] . clearStencilBuffer ;
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+
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+ layerList [ i ] . overrideClear = true ;
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+ layerList [ i ] . clearColorBuffer = false ;
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+ layerList [ i ] . clearDepthBuffer = this . camera . clearDepthBuffer ;
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+ layerList [ i ] . clearStencilBuffer = this . camera . clearStencilBuffer ;
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+
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+ }
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break ;
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}
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}
Original file line number Diff line number Diff line change @@ -148,12 +148,23 @@ var node = {
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// FRAGMENT SHADER DECLARATIONS
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code += 'uniform vec3 view_position;\n' ;
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+ if ( options . previewPort )
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+ {
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+ code += '#define PREVIEW_MAT;\n' ;
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+ }
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code += 'varying vec3 vPosition;\n' ;
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code += 'varying vec3 vNormal;\n' ;
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code += 'varying vec4 vColor;\n' ;
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code += 'varying vec2 vUv0;\n' ;
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+ if ( options . pass === 'PP' || options . previewPort )
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+ {
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+ code += "uniform sampler2D uColorBuffer;\n" ;
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+ //code += "uniform sampler2D uDepthMap;\n";
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+ code += chunks . screenDepthPS ;
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+ }
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+
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if ( options . fog ) {
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code += fogCode ( options . fog ) ;
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}
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