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- ( function () {
- /**
- * Blend two textures
- */
- const BlendShader = {
- uniforms: {
- 'tDiffuse1': {
- value: null
- },
- 'tDiffuse2': {
- value: null
- },
- 'mixRatio': {
- value: 0.5
- },
- 'opacity': {
- value: 1.0
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform float opacity;
- uniform float mixRatio;
- uniform sampler2D tDiffuse1;
- uniform sampler2D tDiffuse2;
- varying vec2 vUv;
- void main() {
- vec4 texel1 = texture2D( tDiffuse1, vUv );
- vec4 texel2 = texture2D( tDiffuse2, vUv );
- gl_FragColor = opacity * mix( texel1, texel2, mixRatio );
- }`
- };
- THREE.BlendShader = BlendShader;
- } )();
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