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new scene.Material(shaders.get('solid'), {color: vec4.create([0.5, 0.0, 0.0, 0.5])}, [
new scene.SimpleMesh(new glUtils.VBO(mesh.cube(-0.5)))])
]);
cube2 = new scene.Transform([
new scene.Material(shaders.get('solid'), {color: vec4.create([0.0, 0.0, 1.0, 0.5])}, [
new scene.SimpleMesh(new glUtils.VBO(mesh.cube(-0.5)))])
]);
var shader = new scene.Material(shaders.get('voxel'), {}, [
//new scene.SimpleMesh(new glutils.VBO(mesh.cube())),
window.renderer
]);
camera = new scene.Camera([
new scene.RenderTarget(albedoFBO, [
shader,
cube
]),
new scene.RenderTarget(blurFBO0, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: albedoFBO,
direction: vec2.create([1, 0]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
]),
new scene.RenderTarget(blurFBO1, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO0,
direction: vec2.create([0, 1]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
new scene.Material(shaders.get('solid'), {color: vec4.create([0.0, 0.0, 1.0, 0.5])}, [
new scene.SimpleMesh(new glUtils.VBO(mesh.cube(-0.5)))])
]);
var shader = new scene.Material(shaders.get('voxel'), {}, [
//new scene.SimpleMesh(new glutils.VBO(mesh.cube())),
window.renderer
]);
camera = new scene.Camera([
new scene.RenderTarget(albedoFBO, [
shader,
cube
]),
new scene.RenderTarget(blurFBO0, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: albedoFBO,
direction: vec2.create([1, 0]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
]),
new scene.RenderTarget(blurFBO1, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO0,
direction: vec2.create([0, 1]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
]),
new scene.RenderTarget(blurFBO2, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO1,
]),
new scene.RenderTarget(blurFBO0, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: albedoFBO,
direction: vec2.create([1, 0]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
]),
new scene.RenderTarget(blurFBO1, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO0,
direction: vec2.create([0, 1]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
]),
new scene.RenderTarget(blurFBO2, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO1,
direction: vec2.create([1, 0]),
size: vec2.create([blurFBO1.height, blurFBO1.width])
})
]),
new scene.RenderTarget(blurFBO3, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO2,
direction: vec2.create([0, 1]),
size: vec2.create([blurFBO2.width, blurFBO2.height])
})
]),
new scene.Postprocess(shaders.get('postprocess.vertex', 'tonemap.frag'), {
blur0: blurFBO1,
blur1: blurFBO3,
window.renderer
]);
camera = new scene.Camera([
new scene.RenderTarget(albedoFBO, [
shader,
cube
]),
new scene.RenderTarget(blurFBO0, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: albedoFBO,
direction: vec2.create([1, 0]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
]),
new scene.RenderTarget(blurFBO1, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO0,
direction: vec2.create([0, 1]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
]),
new scene.RenderTarget(blurFBO2, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO1,
direction: vec2.create([1, 0]),
size: vec2.create([blurFBO1.height, blurFBO1.width])
})
]),
new scene.RenderTarget(blurFBO3, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO2,
]),
new scene.RenderTarget(blurFBO1, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO0,
direction: vec2.create([0, 1]),
size: vec2.create([blurFBO0.width, blurFBO0.height])
})
]),
new scene.RenderTarget(blurFBO2, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO1,
direction: vec2.create([1, 0]),
size: vec2.create([blurFBO1.height, blurFBO1.width])
})
]),
new scene.RenderTarget(blurFBO3, [
new scene.Postprocess(shaders.get('blur.vertex', 'blur.frag'), {
texture: blurFBO2,
direction: vec2.create([0, 1]),
size: vec2.create([blurFBO2.width, blurFBO2.height])
})
]),
new scene.Postprocess(shaders.get('postprocess.vertex', 'tonemap.frag'), {
blur0: blurFBO1,
blur1: blurFBO3,
albedo: albedoFBO
}),
//cube2
]);
var globals = new scene.Uniforms({