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s-rigaudSamuel Rigaud
andauthored
Examples: typos (#30146)
Co-authored-by: Samuel Rigaud <[email protected]>
1 parent 4d65438 commit 0266f4c

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+18
-18
lines changed

examples/webgl_materials_toon.html

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@@ -67,9 +67,9 @@
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// Materials
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const cubeWidth = 400;
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const numberOfSphersPerSide = 5;
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const sphereRadius = ( cubeWidth / numberOfSphersPerSide ) * 0.8 * 0.5;
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const stepSize = 1.0 / numberOfSphersPerSide;
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const numberOfSpheresPerSide = 5;
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const sphereRadius = ( cubeWidth / numberOfSpheresPerSide ) * 0.8 * 0.5;
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const stepSize = 1.0 / numberOfSpheresPerSide;
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const geometry = new THREE.SphereGeometry( sphereRadius, 32, 16 );
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examples/webgpu_backdrop_water.html

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@@ -228,10 +228,10 @@
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const scenePassColorBlurred = gaussianBlur( scenePassColor );
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scenePassColorBlurred.directionNode = waterMask.select( scenePassDepth, scenePass.getLinearDepthNode().mul( 5 ) );
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const vignet = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
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const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
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postProcessing = new THREE.PostProcessing( renderer );
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postProcessing.outputNode = waterMask.select( scenePassColorBlurred, scenePassColorBlurred.mul( color( 0x74ccf4 ) ).mul( vignet ) );
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postProcessing.outputNode = waterMask.select( scenePassColorBlurred, scenePassColorBlurred.mul( color( 0x74ccf4 ) ).mul( vignette ) );
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//
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examples/webgpu_compute_geometry.html

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@@ -137,10 +137,10 @@
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// background
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const bgColor = screenUV.y.mix( color( 0x9f87f7 ), color( 0xf2cdcd ) );
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const bgVignet = screenUV.distance( .5 ).remapClamp( 0.3, .8 ).oneMinus();
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const bgVignette = screenUV.distance( .5 ).remapClamp( 0.3, .8 ).oneMinus();
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const bgIntensity = 4;
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scene.backgroundNode = bgColor.mul( bgVignet.mul( color( 0xa78ff6 ).mul( bgIntensity ) ) );
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scene.backgroundNode = bgColor.mul( bgVignette.mul( color( 0xa78ff6 ).mul( bgIntensity ) ) );
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// model
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examples/webgpu_compute_particles_snow.html

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@@ -294,7 +294,7 @@
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const scenePass = pass( scene, camera );
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const scenePassColor = scenePass.getTextureNode();
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const vignet = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
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const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
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const teapotTreePass = pass( teapotTree, camera ).getTextureNode();
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const teapotTreePassBlurred = gaussianBlur( teapotTreePass, vec2( 1 ), 3 );
@@ -308,7 +308,7 @@
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let totalPass = scenePass;
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totalPass = totalPass.add( scenePassColorBlurred.mul( .1 ) );
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totalPass = totalPass.mul( vignet );
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totalPass = totalPass.mul( vignette );
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totalPass = totalPass.add( teapotTreePass.mul( 10 ).add( teapotTreePassBlurred ) );
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postProcessing = new THREE.PostProcessing( renderer );
@@ -355,7 +355,7 @@
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renderer.setRenderTarget( null );
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await postProcessing.renderAsync();
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stats.update();
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}

examples/webgpu_materials_toon.html

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@@ -76,9 +76,9 @@
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// Materials
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const cubeWidth = 400;
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const numberOfSphersPerSide = 5;
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const sphereRadius = ( cubeWidth / numberOfSphersPerSide ) * 0.8 * 0.5;
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const stepSize = 1.0 / numberOfSphersPerSide;
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const numberOfSpheresPerSide = 5;
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const sphereRadius = ( cubeWidth / numberOfSpheresPerSide ) * 0.8 * 0.5;
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const stepSize = 1.0 / numberOfSpheresPerSide;
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const geometry = new THREE.SphereGeometry( sphereRadius, 32, 16 );
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examples/webgpu_postprocessing_motion_blur.html

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@@ -191,10 +191,10 @@
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const mBlur = motionBlur( beauty, vel );
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const vignet = screenUV.distance( .5 ).remap( .6, 1 ).mul( 2 ).clamp().oneMinus();
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const vignette = screenUV.distance( .5 ).remap( .6, 1 ).mul( 2 ).clamp().oneMinus();
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postProcessing = new THREE.PostProcessing( renderer );
197-
postProcessing.outputNode = mix( mBlur, vel, showVelocity ).mul( vignet );
197+
postProcessing.outputNode = mix( mBlur, vel, showVelocity ).mul( vignette );
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//
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examples/webgpu_reflection.html

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const scenePassColorBlurred = gaussianBlur( scenePassColor );
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scenePassColorBlurred.directionNode = scenePassDepth;
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const vignet = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
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const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
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postProcessing = new THREE.PostProcessing( renderer );
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postProcessing.outputNode = scenePassColorBlurred.mul( vignet );
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postProcessing.outputNode = scenePassColorBlurred.mul( vignette );
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//
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manual/examples/fog-gui.html

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// We use this class to pass to lil-gui
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// so when it manipulates near or far
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// near is never > far and far is never < near
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// Also when lil-gui maniplates color we'll
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// Also when lil-gui manipulates color we'll
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// update both the fog and background colors.
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class FogGUIHelper {
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