Add conditional rendering of bloom and vignette passes for non-mobile devices

This commit is contained in:
2025-05-28 17:30:01 +02:00
parent 67e11ec704
commit ff6adcf5e4

View File

@@ -50,11 +50,13 @@ const foliageOverlayPass = new ShaderPass(FoliageOverlayShader);
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
composer.addPass(foliageOverlayPass);
composer.addPass(new UnrealBloomPass(new THREE.Vector2(container.clientWidth, container.clientHeight), 0.8, 0.2, 0.4));
const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms['offset'].value = 0.3;
vignettePass.uniforms['darkness'].value = 1.35;
composer.addPass(vignettePass);
if (!IS_MOBILE) {
composer.addPass(new UnrealBloomPass(new THREE.Vector2(container.clientWidth, container.clientHeight), 0.8, 0.2, 0.4));
const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms['offset'].value = 0.3;
vignettePass.uniforms['darkness'].value = 1.35;
composer.addPass(vignettePass);
}
composer.addPass(new ShaderPass(GammaCorrectionShader));
// ---- Resize Handler ----