提交 75536ff8 编写于 作者: M Mr.doob

Updated builds.

上级 13bde533
......@@ -23931,7 +23931,7 @@ THREE.ShaderChunk[ 'depthRGBA_vert' ] = "#include <common>\n#include <morphtarge
// File:src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl
THREE.ShaderChunk[ 'distanceRGBA_frag' ] = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bitMsk;\n return res;\n}\nfloat unpack1K ( vec4 color ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n";
THREE.ShaderChunk[ 'distanceRGBA_frag' ] = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bitMsk;\n return res;\n}\nfloat unpack1K ( vec4 color ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}\n";
// File:src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl
......
......@@ -559,7 +559,7 @@ distance:{type:"f"},coneCos:{type:"f"},penumbraCos:{type:"f"},decay:{type:"f"},s
value:[]},hemisphereLights:{type:"sa",value:[],properties:{direction:{type:"v3"},skyColor:{type:"c"},groundColor:{type:"c"}}}},points:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1},map:{type:"t",value:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)}}};THREE.ShaderChunk.cube_frag="uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n #include <logdepthbuf_fragment>\n}\n";
THREE.ShaderChunk.cube_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depth_frag="uniform float mNear;\nuniform float mFar;\nuniform float opacity;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n #include <logdepthbuf_fragment>\n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n float color = 1.0 - smoothstep( mNear, mFar, depth );\n gl_FragColor = vec4( vec3( color ), opacity );\n}\n";
THREE.ShaderChunk.depth_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depthRGBA_frag="#include <common>\n#include <logdepthbuf_pars_fragment>\nvec4 pack_depth( const in float depth ) {\n const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bit_mask;\n return res;\n}\nvoid main() {\n #include <logdepthbuf_fragment>\n #ifdef USE_LOGDEPTHBUF_EXT\n gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n #else\n gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n #endif\n}\n";
THREE.ShaderChunk.depthRGBA_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <skinbase_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.distanceRGBA_frag="uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bitMsk;\n return res;\n}\nfloat unpack1K ( vec4 color ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n";
THREE.ShaderChunk.depthRGBA_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <skinbase_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.distanceRGBA_frag="uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bitMsk;\n return res;\n}\nfloat unpack1K ( vec4 color ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}\n";
THREE.ShaderChunk.distanceRGBA_vert="varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\nvoid main() {\n #include <skinbase_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n #include <worldpos_vertex>\n vWorldPosition = worldPosition;\n}\n";THREE.ShaderChunk.equirect_frag="uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n vec3 direction = normalize( vWorldPosition );\n vec2 sampleUV;\n sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n gl_FragColor = texture2D( tEquirect, sampleUV );\n #include <logdepthbuf_fragment>\n}\n";
THREE.ShaderChunk.equirect_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.linedashed_frag="uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n if ( mod( vLineDistance, totalSize ) > dashSize ) {\n discard;\n }\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include <logdepthbuf_fragment>\n #include <color_fragment>\n outgoingLight = diffuseColor.rgb;\n #include <fog_fragment>\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
THREE.ShaderChunk.linedashed_vert="uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <color_vertex>\n vLineDistance = scale * lineDistance;\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n gl_Position = projectionMatrix * mvPosition;\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include <logdepthbuf_fragment>\n #include <map_fragment>\n #include <color_fragment>\n #include <alphamap_fragment>\n #include <alphatest_fragment>\n #include <specularmap_fragment>\n ReflectedLight reflectedLight;\n reflectedLight.directDiffuse = vec3( 0.0 );\n reflectedLight.directSpecular = vec3( 0.0 );\n reflectedLight.indirectDiffuse = diffuseColor.rgb;\n reflectedLight.indirectSpecular = vec3( 0.0 );\n #include <aomap_fragment>\n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include <envmap_fragment>\n #include <linear_to_gamma_fragment>\n #include <fog_fragment>\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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