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Fixes after merge

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commit 925037dfd6eba83437c10a23a82186f618e467d2 1 parent 80d06d1
Patrick Cozzi authored September 06, 2012
11  Source/Scene/Scene.js
@@ -16,7 +16,6 @@ define([
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         './CompositePrimitive',
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         './AnimationCollection',
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         './SceneMode',
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-        './FrameState',
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         './ViewportQuad',
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         './FrameState',
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         '../Shaders/PostFX/PassThrough',
@@ -48,8 +47,8 @@ define([
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         CompositePrimitive,
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         AnimationCollection,
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         SceneMode,
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-        FrameState,
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         ViewportQuad,
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+        FrameState,
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         PassThrough,
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         LuminanceFS,
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         BlackAndWhite,
@@ -126,10 +125,10 @@ define([
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             new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Brightness),
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             new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Contrast),
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             new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Toon),
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-            new ViewportQuad(new Rectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Fog),
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-            new ViewportQuad(new Rectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, DepthOfField),
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-            new ViewportQuad(new Rectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, AmbientOcclusion),
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-            new ViewportQuad(new Rectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, CombinedEffects)
  128
+            new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, Fog),
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+            new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, DepthOfField),
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+            new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, AmbientOcclusion),
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+            new ViewportQuad(new BoundingRectangle(0.0, 0.0, canvas.clientWidth, canvas.clientHeight), undefined, CombinedEffects)
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         ];
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     };
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2  Source/Shaders/PostFX/AmbientOcclusion.glsl
@@ -7,7 +7,7 @@ const float n = 10.0; // camera z near
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 const float f = 200000.0; // camera z far
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 // TODO: do not assume full-screen
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-vec2 u_step = vec2(1.0 / float(agi_viewport.z), 1.0 / float(agi_viewport.w));
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+vec2 u_step = vec2(1.0 / czm_viewport.z, 1.0 / czm_viewport.w);
11 11
 
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 // From http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
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 float LinearizeDepth(vec2 uv)
2  Source/Shaders/PostFX/CombinedEffects.glsl
@@ -7,7 +7,7 @@ const float n = 10.0; // camera z near
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 const float f = 200000.0; // camera z far
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 // TODO: do not assume full-screen
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-vec2 u_step = vec2(1.0 / float(agi_viewport.z), 1.0 / float(agi_viewport.w));
  10
+vec2 u_step = vec2(1.0 / czm_viewport.z, 1.0 / czm_viewport.w);
11 11
 
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 // From http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
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 float LinearizeDepth(vec2 uv)
2  Source/Shaders/PostFX/DepthOfField.glsl
@@ -7,7 +7,7 @@ const float n = 10.0; // camera z near
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 const float f = 200000.0; // camera z far
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 // TODO: do not assume full-screen
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-vec2 u_step = vec2(1.0 / float(agi_viewport.z), 1.0 / float(agi_viewport.w));
  10
+vec2 u_step = vec2(1.0 / czm_viewport.z, 1.0 / czm_viewport.w);
11 11
 
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 // From http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
13 13
 float LinearizeDepth(vec2 uv)

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