-
-
Notifications
You must be signed in to change notification settings - Fork 35.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Examples: Added hashBlur
and improve webgpu_backdrop_area
example
#29606
Conversation
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
|
Very nice! Should transmission use it too? |
|
||
const draw = ( uv ) => textureNode.uv( uv ); | ||
|
||
const targetUV = textureNode.uvNode; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
There might be texture nodes without uvNode
so maybe:
const targetUV = textureNode.uvNode || uv();
Without this fix, I can't use the blur with ssrPass.getTextureNode()
.
That's the goal, although I still didn't get the same approximate result. |
I've tried to blur the result of a reflector but encountered an issue with both hash and gaussian blur: https://jsfiddle.net/c79ak854/1/
|
It was necessary 3 fixes, but now it's working. |
I noticed https://threejs.org/examples/webgpu_ocean.html Screen.Recording.2024-10-11.at.12.14.18.PM.mov |
Fixed too :) #29626 |
Description
hashBlur
is more performant in tests, the main reason is because it doesn't need mipmaps, and it seems to have satisfactory quality, although with noise it has a better smoother blur transition amount.