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fix liquid effect for android
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@ -1,6 +1,7 @@
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import {
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import {
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FloatType,
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FloatType,
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Mesh,
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Mesh,
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NearestFilter,
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OrthographicCamera,
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OrthographicCamera,
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PlaneBufferGeometry,
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PlaneBufferGeometry,
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RGBAFormat,
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RGBAFormat,
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@ -18,8 +19,17 @@ function LiquidEffect(renderer) {
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// this.delta = new Vector2(this.width / Math.pow(width, 2), this.height / Math.pow(height, 2));
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// this.delta = new Vector2(this.width / Math.pow(width, 2), this.height / Math.pow(height, 2));
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this.delta = new Vector2(1 / this.width, 1 / this.height);
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this.delta = new Vector2(1 / this.width, 1 / this.height);
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this.hMap = new WebGLRenderTarget(this.width, this.height, { type: FloatType, format: RGBAFormat, depthBuffer: false, stencilBuffer: false });
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const targetOptions = {
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this.hMap1 = new WebGLRenderTarget(this.width, this.height, { type: FloatType, format: RGBAFormat, depthBuffer: false, stencilBuffer: false });
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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type: FloatType,
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format: RGBAFormat,
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depthBuffer: false,
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// stencilBuffer: false,
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};
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this.hMap = new WebGLRenderTarget(this.width, this.height, targetOptions);
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this.hMap1 = new WebGLRenderTarget(this.width, this.height, targetOptions);
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this.fsQuad = new FullScreenQuad();
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this.fsQuad = new FullScreenQuad();
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this.initShaders();
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this.initShaders();
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@ -150,10 +160,10 @@ LiquidEffect.prototype.addDrop = function (x, y, radius, strength) {
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this.swapBuffers();
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this.swapBuffers();
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};
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};
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LiquidEffect.prototype.renderBuffer = function (buffer, target) {
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// LiquidEffect.prototype.renderBuffer = function (buffer, target) {
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this.copyMat.uniforms.tDiffuse.value = buffer.texture;
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// this.copyMat.uniforms.tDiffuse.value = buffer.texture;
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this.renderShaderMat(this.copyMat, target);
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// this.renderShaderMat(this.copyMat, target);
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};
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// };
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LiquidEffect.prototype.renderShaderMat = function (mat, target) {
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LiquidEffect.prototype.renderShaderMat = function (mat, target) {
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this.fsQuad.material = mat;
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this.fsQuad.material = mat;
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