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Remove depth mask pass
1 parent 135db03 commit fc5aa69

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2 files changed

+3
-16
lines changed

2 files changed

+3
-16
lines changed

src/IntensityBasedCircleGridShader.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ const IntensityBasedCircleGridShader = {
1212
iTime: { value: 0.0 },
1313
GRID_WIDTH: { value: 48.0 },
1414
MIN_RADIUS: { value: 0.0 },
15-
MAX_RADIUS: { value: 0.75 },
15+
MAX_RADIUS: { value: 0.8 },
1616
MIN_INTENSITY: { value: 0.0 },
1717
MAX_INTENSITY: { value: 0.4 },
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IS_DARK_MODE: { value: false }

src/ModelPreviewer.js

Lines changed: 2 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -15,10 +15,9 @@ import { BloomPass } from "bloom-pass";
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1616
// Custom shaders
1717
import { OutlinePass } from '../src/OutlinePass.js';
18-
import { DepthMaskPass } from "../src/DepthMaskPass.js";
1918
import { IntensityBasedCircleGridShader } from "../src/IntensityBasedCircleGridShader.js";
2019

21-
let scene, camera, renderer, composer, outline, bloom, depthMask, shockwaveTime, intensityBasedCircleGrid, objects, clock, time, mouse, picker, appearRate, speed, maximumDisplacement, targetYawVelocity, defaultAngularSpeed, preview, forceToApply, torqueToApply, targetPosition, targetRotation, velocity, angularVelocity;
20+
let scene, camera, renderer, composer, outline, bloom, shockwaveTime, intensityBasedCircleGrid, objects, clock, time, mouse, picker, appearRate, speed, maximumDisplacement, targetYawVelocity, defaultAngularSpeed, preview, forceToApply, torqueToApply, targetPosition, targetRotation, velocity, angularVelocity;
2221

2322
function SetObjectVisibility(object, visible) {
2423
object.visible = visible;
@@ -88,7 +87,6 @@ function onWindowResize() {
8887
composer.setSize(dimensions1.width, dimensions1.height);
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intensityBasedCircleGrid.setSize(dimensions1.width, dimensions1.height);
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outline.setSize(dimensions1.width, dimensions1.height);
91-
depthMask.setSize(dimensions1.width, dimensions1.height);
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9391
intensityBasedCircleGrid.uniforms.iResolution.value.set(
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dimensions1.width,
@@ -182,9 +180,6 @@ export class ModelPreviewer{
182180
dimensions().width,
183181
dimensions().height
184182
);
185-
renderTarget.depthBuffer = true;
186-
renderTarget.depthTexture = new THREE.DepthTexture();
187-
renderTarget.depthTexture.type = THREE.UnsignedShortType;
188183
composer = new EffectComposer(renderer, renderTarget);
189184

190185
// Render pass
@@ -205,20 +200,12 @@ export class ModelPreviewer{
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outlineUniforms.isDarkMode.value = true; // TODO: Uhhr, why is this set always true?
206201
// Multiple scalar values packed into one uniform: Depth bias, depth multiplier
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outlineUniforms.multiplierParameters.value.x = 0.5;
208-
outlineUniforms.multiplierParameters.value.y = 100;
203+
outlineUniforms.multiplierParameters.value.y = 75;
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210205
// Bloom
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bloom = new BloomPass(1, 25, 4); // Strength, Kernel Size, Sigma
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composer.addPass(bloom);
213208

214-
// Depth Mask
215-
depthMask = new DepthMaskPass(
216-
new THREE.Vector2(dimensions().width, dimensions().height),
217-
scene,
218-
camera
219-
);
220-
composer.addPass(depthMask);
221-
222209
// Intensity Based Circle Grid
223210
intensityBasedCircleGrid = new ShaderPass(IntensityBasedCircleGridShader);
224211
intensityBasedCircleGrid.uniforms.IS_DARK_MODE.value = isDarkMode;

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