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Fixes after merge

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1 parent 80d06d1 commit 925037dfd6eba83437c10a23a82186f618e467d2 @pjcozzi pjcozzi committed Sep 6, 2012
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11 Source/Scene/Scene.js
@@ -16,7 +16,6 @@ define([
'./CompositePrimitive',
'./AnimationCollection',
'./SceneMode',
- './FrameState',
'./ViewportQuad',
'./FrameState',
'../Shaders/PostFX/PassThrough',
@@ -48,8 +47,8 @@ define([
CompositePrimitive,
AnimationCollection,
SceneMode,
- FrameState,
ViewportQuad,
+ FrameState,
PassThrough,
LuminanceFS,
BlackAndWhite,
@@ -126,10 +125,10 @@ define([
new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Brightness),
new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Contrast),
new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Toon),
- new ViewportQuad(new Rectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Fog),
- new ViewportQuad(new Rectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, DepthOfField),
- new ViewportQuad(new Rectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, AmbientOcclusion),
- new ViewportQuad(new Rectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, CombinedEffects)
+ new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Fog),
+ new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, DepthOfField),
+ new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, AmbientOcclusion),
+ new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, CombinedEffects)
];
};
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2 Source/Shaders/PostFX/AmbientOcclusion.glsl
@@ -7,7 +7,7 @@ const float n = 10.0; // camera z near
const float f = 200000.0; // camera z far
// TODO: do not assume full-screen
-vec2 u_step = vec2(1.0 / float(agi_viewport.z), 1.0 / float(agi_viewport.w));
+vec2 u_step = vec2(1.0 / czm_viewport.z, 1.0 / czm_viewport.w);
// From http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
float LinearizeDepth(vec2 uv)
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2 Source/Shaders/PostFX/CombinedEffects.glsl
@@ -7,7 +7,7 @@ const float n = 10.0; // camera z near
const float f = 200000.0; // camera z far
// TODO: do not assume full-screen
-vec2 u_step = vec2(1.0 / float(agi_viewport.z), 1.0 / float(agi_viewport.w));
+vec2 u_step = vec2(1.0 / czm_viewport.z, 1.0 / czm_viewport.w);
// From http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
float LinearizeDepth(vec2 uv)
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2 Source/Shaders/PostFX/DepthOfField.glsl
@@ -7,7 +7,7 @@ const float n = 10.0; // camera z near
const float f = 200000.0; // camera z far
// TODO: do not assume full-screen
-vec2 u_step = vec2(1.0 / float(agi_viewport.z), 1.0 / float(agi_viewport.w));
+vec2 u_step = vec2(1.0 / czm_viewport.z, 1.0 / czm_viewport.w);
// From http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
float LinearizeDepth(vec2 uv)

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