bytev-charts
Version:
基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
27 lines (26 loc) • 2.34 kB
JavaScript
import "core-js/modules/es.array.join.js";
console.warn("THREE.FresnelShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
/**
* Based on Nvidia Cg tutorial
*/
THREE.FresnelShader = {
uniforms: {
"mRefractionRatio": {
value: 1.02
},
"mFresnelBias": {
value: 0.1
},
"mFresnelPower": {
value: 2.0
},
"mFresnelScale": {
value: 1.0
},
"tCube": {
value: null
}
},
vertexShader: ["uniform float mRefractionRatio;", "uniform float mFresnelBias;", "uniform float mFresnelScale;", "uniform float mFresnelPower;", "varying vec3 vReflect;", "varying vec3 vRefract[3];", "varying float vReflectionFactor;", "void main() {", " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", " vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );", " vec3 I = worldPosition.xyz - cameraPosition;", " vReflect = reflect( I, worldNormal );", " vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );", " vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );", " vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );", " vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );", " gl_Position = projectionMatrix * mvPosition;", "}"].join("\n"),
fragmentShader: ["uniform samplerCube tCube;", "varying vec3 vReflect;", "varying vec3 vRefract[3];", "varying float vReflectionFactor;", "void main() {", " vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", " vec4 refractedColor = vec4( 1.0 );", " refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", " refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", " refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", " gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", "}"].join("\n")
};