var fx = new Fx({
duration: 2000,
transition: Fx.Transition.Quint.easeOut,
onCompute: function(delta) {
for (var i = 0; i < 5; ++i) {
planes[i].uniforms = { delta: delta };
}
if (model) {
model.uniforms = { delta: delta };
}
}
});
On Nov 21, 8:41 pm, Guang Han <pan...@gmail.com> wrote:
> Hi Ashley,
>
> The delta value was used in the frag-shader and it's used like the fade
> in/out factor. You can frag-shader code at:
>
> http://senchalabs.github.com/philogl/PhiloGL/examples/metaballs/box.f...
>
> if (hasTextureCube2) {
> vec4 cubeColor2 = textureCube(samplerCube2, vec3(-reflectionValue.x,
> -reflectionValue.y, reflectionValue.z));
> *endColor = cubeColor + delta * (cubeColor2 - cubeColor);*