提交 1d34d2a0 编写于 作者: M Mr.doob

Updated builds.

上级 a0db9814
......@@ -17756,7 +17756,6 @@ THREE.XHRLoader.prototype = {
}, false );
if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
if ( this.responseType !== undefined ) request.responseType = this.responseType;
if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
......@@ -17768,9 +17767,9 @@ THREE.XHRLoader.prototype = {
},
setCrossOrigin: function ( value ) {
setPath: function ( value ) {
this.crossOrigin = value;
this.path = value;
},
......@@ -17780,12 +17779,6 @@ THREE.XHRLoader.prototype = {
},
setPath: function ( value ) {
this.path = value;
},
setWithCredentials: function ( value ) {
this.withCredentials = value;
......@@ -17944,7 +17937,6 @@ THREE.JSONLoader.prototype = {
var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url );
var loader = new THREE.XHRLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
......@@ -17982,12 +17974,6 @@ THREE.JSONLoader.prototype = {
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setTexturePath: function ( value ) {
this.texturePath = value;
......@@ -18545,7 +18531,6 @@ THREE.BufferGeometryLoader.prototype = {
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
onLoad( scope.parse( JSON.parse( text ) ) );
......@@ -18554,12 +18539,6 @@ THREE.BufferGeometryLoader.prototype = {
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
parse: function ( json ) {
var geometry = new THREE.BufferGeometry();
......@@ -18642,7 +18621,6 @@ THREE.MaterialLoader.prototype = {
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
onLoad( scope.parse( JSON.parse( text ) ) );
......@@ -18651,12 +18629,6 @@ THREE.MaterialLoader.prototype = {
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setTextures: function ( value ) {
this.textures = value;
......@@ -18809,7 +18781,6 @@ THREE.ObjectLoader.prototype = {
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
scope.parse( JSON.parse( text ), onLoad );
......@@ -19310,7 +19281,7 @@ THREE.ObjectLoader.prototype = {
} else {
object = new THREE.Mesh( geometry, material );
object = new THREE.Mesh( geometry, material );
}
......@@ -19564,7 +19535,6 @@ THREE.BinaryTextureLoader.prototype = {
var texture = new THREE.DataTexture();
var loader = new THREE.XHRLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setResponseType( 'arraybuffer' );
loader.load( url, function ( buffer ) {
......@@ -19625,12 +19595,6 @@ THREE.BinaryTextureLoader.prototype = {
return texture;
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
}
};
......@@ -19667,7 +19631,6 @@ THREE.CompressedTextureLoader.prototype = {
texture.image = images;
var loader = new THREE.XHRLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
loader.setResponseType( 'arraybuffer' );
......@@ -19766,12 +19729,6 @@ THREE.CompressedTextureLoader.prototype = {
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setPath: function ( value ) {
this.path = value;
......@@ -23350,9 +23307,9 @@ THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n #ifnd
THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n #ifndef USE_MORPHNORMALS\n transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n #endif\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/normal_phong_fragment.glsl
// File:src/renderers/shaders/ShaderChunk/normal_fragment.glsl
THREE.ShaderChunk[ 'normal_phong_fragment'] = "#ifndef FLAT_SHADED\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #endif\n#else\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
THREE.ShaderChunk[ 'normal_fragment'] = "#ifdef FLAT_SHADED\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #endif\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
......@@ -24056,7 +24013,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "alphamap_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "specularmap_fragment" ],
THREE.ShaderChunk[ "normal_phong_fragment" ],
THREE.ShaderChunk[ "normal_fragment" ],
THREE.ShaderChunk[ "emissivemap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
......@@ -24229,7 +24186,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "roughnessmap_fragment" ],
//THREE.ShaderChunk[ "reflectivitymap_fragment" ],
THREE.ShaderChunk[ "metalnessmap_fragment" ],
THREE.ShaderChunk[ "normal_phong_fragment" ], // use phong chunk for now
THREE.ShaderChunk[ "normal_fragment" ],
THREE.ShaderChunk[ "emissivemap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
......
此差异已折叠。
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册