Initial project import
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node_modules/three-stdlib/postprocessing/WaterPass.d.ts
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35
node_modules/three-stdlib/postprocessing/WaterPass.d.ts
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import { WebGLRenderer, WebGLRenderTarget, ShaderMaterial, Vector2, IUniform, Texture } from 'three';
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import { Pass, FullScreenQuad } from '../postprocessing/Pass';
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/**
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* Simple underwater shader
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*
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parameters:
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tex: texture
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time: this should increase with time passing
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factor: to what degree will the shader distort the screen
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explaination:
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the shader is quite simple
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it chooses a center and start from there make pixels around it to "swell" then "shrink" then "swell"...
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this is of course nothing really similar to underwater scene
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but you can combine several this shaders together to create the effect you need...
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And yes, this shader could be used for something other than underwater effect, for example, magnifier effect :)
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* @author vergil Wang
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*/
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declare class WaterPass extends Pass {
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material: ShaderMaterial;
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fsQuad: FullScreenQuad;
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factor: number;
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time: number;
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uniforms: {
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tex: IUniform<Texture>;
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time: IUniform<number>;
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factor: IUniform<number>;
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resolution: IUniform<Vector2>;
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};
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constructor();
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
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}
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export { WaterPass };
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