How to use the @here/harp-materials.CopyShader.vertexShader function in @here/harp-materials

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github heremaps / harp.gl / @here / harp-mapview / lib / composing / UnrealBloomPass.ts View on Github external
].value = this.m_renderTargetsVertical[4].texture;
        this.m_compositeMaterial.uniforms["bloomStrength"].value = strength;
        this.m_compositeMaterial.uniforms["bloomRadius"].value = 0.1;
        this.m_compositeMaterial.needsUpdate = true;

        const bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
        this.m_compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
        this.m_compositeMaterial.uniforms["bloomTintColors"].value = this.m_bloomTintColors;

        this.m_copyUniforms = THREE.UniformsUtils.clone(CopyShader.uniforms);
        this.m_copyUniforms["opacity"].value = 1.0;
        // tslint:enable:no-string-literal

        this.m_materialCopy = new THREE.ShaderMaterial({
            uniforms: this.m_copyUniforms,
            vertexShader: CopyShader.vertexShader,
            fragmentShader: CopyShader.fragmentShader,
            blending: THREE.AdditiveBlending,
            depthTest: false,
            depthWrite: false,
            transparent: true
        });
    }
    dispose() {