提交 2f49379b 编写于 作者: M Mr.doob

Updated builds.

上级 a8cca4d6
......@@ -16554,7 +16554,7 @@ THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#if
// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
......@@ -16626,7 +16626,7 @@ THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n
// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";
THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
......@@ -16905,6 +16905,7 @@ THREE.UniformsLib = {
"size" : { type: "f", value: 1.0 },
"scale" : { type: "f", value: 1.0 },
"map" : { type: "t", value: null },
"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
"fogDensity" : { type: "f", value: 0.00025 },
"fogNear" : { type: "f", value: 1 },
......@@ -22411,6 +22412,15 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms.map.value = material.map;
if ( material.map !== null ) {
var offset = material.map.offset;
var repeat = material.map.repeat;
uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
}
}
function refreshUniformsFog ( uniforms, fog ) {
......
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