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WebGPURenderer: New AfterImageNode
for the PostProcessing renderer.
#27451
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This is a good policy since it allows to offer replacement nodes for existing pass classes. |
…mrdoob#27451) * init afterimage node * init value * cleanup ---------
@@ -111,6 +111,8 @@ export { default as ViewportSharedTextureNode, viewportSharedTexture } from './d | |||
export { default as ViewportDepthTextureNode, viewportDepthTexture } from './display/ViewportDepthTextureNode.js'; | |||
export { default as ViewportDepthNode, viewZToOrthographicDepth, orthographicDepthToViewZ, viewZToPerspectiveDepth, perspectiveDepthToViewZ, depth, depthTexture, depthPixel } from './display/ViewportDepthNode.js'; | |||
export { default as GaussianBlurNode, gaussianBlur } from './display/GaussianBlurNode.js'; | |||
export { default as AfterImageNode, afterImage } from './display/AfterImageNode.js'; |
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@sunag Maybe we can create a new directory for postprocessing nodes (GaussianBlur, AfterImage), like postprocessing/
?
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Interesting, filters
seem to sound better to me, I don't think they should be for exclusive use in post-processing.
Implemented a temporal node that can be use in the postprocessing pipeline. I took the opportunity to create a new gpu postprocessing demo. It's called
AfterImageNode
to be aligned with the legacy nameAfterimagePass
.Example on how to use it with the
afterImage
method:Demo:
https://raw.githack.com/renaudrohlinger/three.js/node-temporal/examples/webgpu_postprocessing_afterimage.html