📄 DepthLimitedBlurShader.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 19 |
📦 Imports | 1 |
📊 Variables & Constants | 4 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/shaders/DepthLimitedBlurShader.js
📦 Imports¶
Name | Source |
---|---|
Vector2 |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
DepthLimitedBlurShader |
ShaderMaterial |
let/var | { name: 'DepthLimitedBlurShader', defines: { 'KERNEL_RADIUS': 4, 'DEPTH_PACKI... |
✗ |
weights |
any[] |
let/var | [] |
✗ |
offsets |
any[] |
let/var | [] |
✗ |
BlurShaderUtils |
{ createSampleWeights: (kernelRadius:... |
let/var | { createSampleWeights: function ( kernelRadius, stdDev ) { const weights = []... |
✗ |
Functions¶
createSampleWeights(kernelRadius: any, stdDev: any): number[]
¶
Parameters:
kernelRadius
any
stdDev
any
Returns: number[]
Calls:
weights.push
gaussian
Code
createSampleOffsets(kernelRadius: any, uvIncrement: any): any[]
¶
Parameters:
kernelRadius
any
uvIncrement
any
Returns: any[]
Calls:
offsets.push
uvIncrement.clone().multiplyScalar
Code
configure(material: any, kernelRadius: any, stdDev: any, uvIncrement: any): void
¶
Parameters:
material
any
kernelRadius
any
stdDev
any
uvIncrement
any
Returns: void
Calls:
BlurShaderUtils.createSampleOffsets
BlurShaderUtils.createSampleWeights
Code
function ( material, kernelRadius, stdDev, uvIncrement ) {
material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
material.needsUpdate = true;
}
createSampleWeights(kernelRadius: any, stdDev: any): number[]
¶
Parameters:
kernelRadius
any
stdDev
any
Returns: number[]
Calls:
weights.push
gaussian
Code
createSampleOffsets(kernelRadius: any, uvIncrement: any): any[]
¶
Parameters:
kernelRadius
any
uvIncrement
any
Returns: any[]
Calls:
offsets.push
uvIncrement.clone().multiplyScalar
Code
configure(material: any, kernelRadius: any, stdDev: any, uvIncrement: any): void
¶
Parameters:
material
any
kernelRadius
any
stdDev
any
uvIncrement
any
Returns: void
Calls:
BlurShaderUtils.createSampleOffsets
BlurShaderUtils.createSampleWeights
Code
function ( material, kernelRadius, stdDev, uvIncrement ) {
material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
material.needsUpdate = true;
}
createSampleWeights(kernelRadius: any, stdDev: any): number[]
¶
Parameters:
kernelRadius
any
stdDev
any
Returns: number[]
Calls:
weights.push
gaussian
Code
createSampleOffsets(kernelRadius: any, uvIncrement: any): any[]
¶
Parameters:
kernelRadius
any
uvIncrement
any
Returns: any[]
Calls:
offsets.push
uvIncrement.clone().multiplyScalar
Code
configure(material: any, kernelRadius: any, stdDev: any, uvIncrement: any): void
¶
Parameters:
material
any
kernelRadius
any
stdDev
any
uvIncrement
any
Returns: void
Calls:
BlurShaderUtils.createSampleOffsets
BlurShaderUtils.createSampleWeights
Code
function ( material, kernelRadius, stdDev, uvIncrement ) {
material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
material.needsUpdate = true;
}
createSampleWeights(kernelRadius: any, stdDev: any): number[]
¶
Parameters:
kernelRadius
any
stdDev
any
Returns: number[]
Calls:
weights.push
gaussian
Code
createSampleOffsets(kernelRadius: any, uvIncrement: any): any[]
¶
Parameters:
kernelRadius
any
uvIncrement
any
Returns: any[]
Calls:
offsets.push
uvIncrement.clone().multiplyScalar
Code
configure(material: any, kernelRadius: any, stdDev: any, uvIncrement: any): void
¶
Parameters:
material
any
kernelRadius
any
stdDev
any
uvIncrement
any
Returns: void
Calls:
BlurShaderUtils.createSampleOffsets
BlurShaderUtils.createSampleWeights
Code
function ( material, kernelRadius, stdDev, uvIncrement ) {
material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
material.needsUpdate = true;
}
createSampleWeights(kernelRadius: any, stdDev: any): number[]
¶
Parameters:
kernelRadius
any
stdDev
any
Returns: number[]
Calls:
weights.push
gaussian
Code
createSampleOffsets(kernelRadius: any, uvIncrement: any): any[]
¶
Parameters:
kernelRadius
any
uvIncrement
any
Returns: any[]
Calls:
offsets.push
uvIncrement.clone().multiplyScalar
Code
configure(material: any, kernelRadius: any, stdDev: any, uvIncrement: any): void
¶
Parameters:
material
any
kernelRadius
any
stdDev
any
uvIncrement
any
Returns: void
Calls:
BlurShaderUtils.createSampleOffsets
BlurShaderUtils.createSampleWeights
Code
function ( material, kernelRadius, stdDev, uvIncrement ) {
material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
material.needsUpdate = true;
}
createSampleWeights(kernelRadius: any, stdDev: any): number[]
¶
Parameters:
kernelRadius
any
stdDev
any
Returns: number[]
Calls:
weights.push
gaussian
Code
createSampleOffsets(kernelRadius: any, uvIncrement: any): any[]
¶
Parameters:
kernelRadius
any
uvIncrement
any
Returns: any[]
Calls:
offsets.push
uvIncrement.clone().multiplyScalar
Code
configure(material: any, kernelRadius: any, stdDev: any, uvIncrement: any): void
¶
Parameters:
material
any
kernelRadius
any
stdDev
any
uvIncrement
any
Returns: void
Calls:
BlurShaderUtils.createSampleOffsets
BlurShaderUtils.createSampleWeights
Code
function ( material, kernelRadius, stdDev, uvIncrement ) {
material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
material.needsUpdate = true;
}
gaussian(x: any, stdDev: any): number
¶
Parameters:
x
any
stdDev
any
Returns: number
Calls:
Math.exp
Math.sqrt