- 30 8月, 2021 6 次提交
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由 WestLangley 提交于
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由 Michael Herzog 提交于
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由 WestLangley 提交于
MeshPhysicalMaterial: Use roughness-squared in sheen BRDF
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由 WestLangley 提交于
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由 WestLangley 提交于
Shaders: Refactored sheen BRDF
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由 WestLangley 提交于
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- 29 8月, 2021 1 次提交
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由 Michael Herzog 提交于
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- 27 8月, 2021 10 次提交
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由 Michael Herzog 提交于
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
* Revert "Build: Transform private class properties in all bundles." This reverts commit 2aceae6f. * Revert "Build: transform private class properties in the build script (#22441)" This reverts commit f69814c1. * Material: Use pseudo private variables.
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由 Marco Fugaro 提交于
* Build: add build-module script * Fix package.json format * Refactor build-module conditional
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Marco Fugaro 提交于
* Build: transform private class properties in esmodule build * Build: add further private property transform
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由 sunag 提交于
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由 sunag 提交于
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由 Mr.doob 提交于
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- 26 8月, 2021 9 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Samuel Dion-Girardeau 提交于
* Fix typo in example description * Remove unnecessary commented code This name isn't referenced anywhere -- looks like an original oversight.
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由 SaintMalik 提交于
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由 Mr.doob 提交于
* ShaderChunk: Added transmission alpha support. * WebGLRenderer: Add support for GLTF opaque alpha_mode. * Replaced material.blending = GLTFOpaqueBlending with material.format = RGBFormat. * Clean up. * ShaderChunk: Increase transmissionAlpha a bit.
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由 Mr.doob 提交于
* WebGLRenderer: Add support for GLTF opaque alpha_mode. * Replaced material.blending = GLTFOpaqueBlending with material.format = RGBFormat. * Clean up.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
* WebGLRenderer: Refactored rende loop and fix transmission in VR. * Examples: Added transmission to webxr_vr_sandbox. * Updated webxr_vr_sandbox screenshot. * Updated builds. * Added thickness slider to webxr_vr_sandbox. * Updated webxr_vr_sandbox screenshot. * Revert "Updated builds." This reverts commit c5e295fbe018829fd57fe9ff41832c03fe754298.
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- 25 8月, 2021 14 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
* ShaderChunks: Ignore alpha in output_fragment when transparent = false. * ShaderChunks: Define OPAQUE instead of TRANSPARENT. * ShaderChunks: Define OPAQUE when using NoBlending. * ShaderChunk: Clean up.
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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由 WestLangley 提交于
Shaders: refactored light attenuation code
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由 WestLangley 提交于
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由 sunag 提交于
* WebGPU: Removed Phong support * cleanup
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由 Garrett Johnson 提交于
* Add feature to LineMaterial to support toggling screen-space line width * Change lines parameter * remove magic number scaling * change if to use mix function * build jsm * rename variable to size attenuation, use defines * Add perspective attenuation with width in world units * Update comments * Add jsm build * revert statement position * Change sizeAttenuation to worldUnits * Fix endcaps not being perpendicular to line direction * Update js examples version * Make line look like a capsule (#6) * update js file * Update comments * Add a tighter containment for capsule * update module * small adjustment
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由 Mr.doob 提交于
* WebGLShadowMap: Add support for rendering shadows with alpha maps and alpha test. * WebGLShadowMap: Only use alphaMap when alphaTest > 0. * Docs: Removed outdated customDepthMaterial use cases. * Docs: Copy customDepthMaterial en description to zh. * Examples: Removed unneeded customDepthMaterial usage.
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由 Mr.doob 提交于
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由 Steve Richardson 提交于
* Added support for instanceMesh to SelectionBox. * Added support for instanceMesh to SelectionBox. Changed to still keep InstanceMesh in collection property for backward compatibility. * added missing curly brace!
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