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7bd18d59
编写于
11月 24, 2015
作者:
M
Mr.doob
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Updated builds.
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afd61259
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2 changed file
with
10 addition
and
10 deletion
+10
-10
build/three.js
build/three.js
+8
-8
build/three.min.js
build/three.min.js
+2
-2
未找到文件。
build/three.js
浏览文件 @
7bd18d59
...
...
@@ -9944,7 +9944,7 @@ THREE.Geometry.prototype = {
var indices = geometry.index !== null ? geometry.index.array : undefined;
var attributes = geometry.attributes;
var
vertice
s = attributes.position.array;
var
position
s = attributes.position.array;
var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
var colors = attributes.color !== undefined ? attributes.color.array : undefined;
var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
...
...
@@ -9956,9 +9956,9 @@ THREE.Geometry.prototype = {
var tempUVs = [];
var tempUVs2 = [];
for ( var i = 0, j = 0; i <
vertice
s.length; i += 3, j += 2 ) {
for ( var i = 0, j = 0; i <
position
s.length; i += 3, j += 2 ) {
scope.vertices.push( new THREE.Vector3(
vertices[ i ], vertices[ i + 1 ], vertice
s[ i + 2 ] ) );
scope.vertices.push( new THREE.Vector3(
positions[ i ], positions[ i + 1 ], position
s[ i + 2 ] ) );
if ( normals !== undefined ) {
...
...
@@ -10007,7 +10007,7 @@ THREE.Geometry.prototype = {
}
}
;
}
if ( indices !== undefined ) {
...
...
@@ -10042,7 +10042,7 @@ THREE.Geometry.prototype = {
} else {
for ( var i = 0; i <
vertice
s.length / 3; i += 3 ) {
for ( var i = 0; i <
position
s.length / 3; i += 3 ) {
addFace( i, i + 1, i + 2 );
...
...
@@ -23414,7 +23414,7 @@ THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n uniform
// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n uniform
float shadowDarkness[ NUM_SHADOWS ];\n uniform mat4 shadowMatrix[ NUM_SHADOWS ];\n varying vec4 vShadowCoord[ NUM_SHADOWS ];\n#endif
";
THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n uniform
mat4 shadowMatrix[ NUM_SHADOWS ];\n varying vec4 vShadowCoord[ NUM_SHADOWS ];\n#endif\n
";
// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
...
...
@@ -25369,14 +25369,14 @@ THREE.WebGLRenderer = function ( parameters ) {
for ( var i = 0; i < 6; i ++ ) {
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
_gl.deleteRenderbuffer( renderTargetProperties.__webgl
Render
buffer[ i ] );
_gl.deleteRenderbuffer( renderTargetProperties.__webgl
Depth
buffer[ i ] );
}
} else {
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
_gl.deleteRenderbuffer( renderTargetProperties.__webgl
Render
buffer );
_gl.deleteRenderbuffer( renderTargetProperties.__webgl
Depth
buffer );
}
...
...
build/three.min.js
浏览文件 @
7bd18d59
...
...
@@ -536,7 +536,7 @@ THREE.ShaderChunk.normalmap_pars_fragment="#ifdef USE_NORMALMAP\n\tuniform sampl
THREE.ShaderChunk.project_vertex="#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";THREE.ShaderChunk.roughnessmap_fragment="float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";THREE.ShaderChunk.roughnessmap_pars_fragment="#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
THREE.ShaderChunk.shadowmap_fragment="vec3 shadowMask = vec3( 1.0 );\n#ifdef USE_SHADOWMAP\n\tfloat shadows[ NUM_SHADOWS ];\n\tfor ( int i = 0; i < NUM_SHADOWS; i ++ ) {\n\t\tfloat texelSizeY = 1.0 / shadowMapSize[ i ].y;\n\t\tfloat shadow = 0.0;\n#ifdef POINT_LIGHT_SHADOWS\n\t\tbool isPointLight = shadowDarkness[ i ] < 0.0;\n\t\tif ( isPointLight ) {\n\t\t\tfloat realShadowDarkness = abs( shadowDarkness[ i ] );\n\t\t\tvec3 lightToPosition = vShadowCoord[ i ].xyz;\n\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat dp = length( lightToPosition );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tconst float Dr = 1.25;\n\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tconst float Dr = 2.25;\n\t#endif\n\t\t\tfloat os = Dr * 2.0 * texelSizeY;\n\t\t\tconst vec3 Gsd = vec3( - 1, 0, 1 );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tshadow *= realShadowDarkness * ( 1.0 / 21.0 );\n\t#else\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat dp = length( lightToPosition );\n\t\t\tadjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );\n\t\t\tshadow *= realShadowDarkness;\n\t#endif\n\t\t} else {\n#endif\n\t\t\tfloat texelSizeX = 1.0 / shadowMapSize[ i ].x;\n\t\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\t\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\t\tbool inFrustum = all( inFrustumVec );\n\t\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\t\tbool frustumTest = all( frustumTestVec );\n\t\t\tif ( frustumTest ) {\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\t\t\t\tconst float ShadowDelta = 1.0 / 9.0;\n\t\t\t\tfloat xPixelOffset = texelSizeX;\n\t\t\t\tfloat yPixelOffset = texelSizeY;\n\t\t\t\tfloat dx0 = - 1.25 * xPixelOffset;\n\t\t\t\tfloat dy0 = - 1.25 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.25 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.25 * yPixelOffset;\n\t\t\t\tfloat fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\t\t\t\tshadow *= shadowDarkness[ i ];\n\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\t\t\t\tfloat xPixelOffset = texelSizeX;\n\t\t\t\tfloat yPixelOffset = texelSizeY;\n\t\t\t\tfloat dx0 = - 1.0 * xPixelOffset;\n\t\t\t\tfloat dy0 = - 1.0 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.0 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.0 * yPixelOffset;\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\t\t\t\tdepthKernel[ 0 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tdepthKernel[ 0 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tdepthKernel[ 0 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tdepthKernel[ 1 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tdepthKernel[ 1 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tdepthKernel[ 1 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tdepthKernel[ 2 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tvec3 shadowZ = vec3( shadowCoord.z );\n\t\t\t\tshadowKernel[ 0 ] = vec3( lessThan( depthKernel[ 0 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 0 ] *= vec3( 0.25 );\n\t\t\t\tshadowKernel[ 1 ] = vec3( lessThan( depthKernel[ 1 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 1 ] *= vec3( 0.25 );\n\t\t\t\tshadowKernel[ 2 ] = vec3( lessThan( depthKernel[ 2 ], shadowZ ) );\n\t\t\t\tshadowKernel[ 2 ] *= vec3( 0.25 );\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[ i ].xy );\n\t\t\t\tshadowKernel[ 0 ] = mix( shadowKernel[ 1 ], shadowKernel[ 0 ], fractionalCoord.x );\n\t\t\t\tshadowKernel[ 1 ] = mix( shadowKernel[ 2 ], shadowKernel[ 1 ], fractionalCoord.x );\n\t\t\t\tvec4 shadowValues;\n\t\t\t\tshadowValues.x = mix( shadowKernel[ 0 ][ 1 ], shadowKernel[ 0 ][ 0 ], fractionalCoord.y );\n\t\t\t\tshadowValues.y = mix( shadowKernel[ 0 ][ 2 ], shadowKernel[ 0 ][ 1 ], fractionalCoord.y );\n\t\t\t\tshadowValues.z = mix( shadowKernel[ 1 ][ 1 ], shadowKernel[ 1 ][ 0 ], fractionalCoord.y );\n\t\t\t\tshadowValues.w = mix( shadowKernel[ 1 ][ 2 ], shadowKernel[ 1 ][ 1 ], fractionalCoord.y );\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) ) * shadowDarkness[ i ];\n\t#else\n\t\t\t\tshadowCoord.z += shadowBias[ i ];\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\tshadow = shadowDarkness[ i ];\n\t#endif\n\t\t\t}\n#ifdef SHADOWMAP_DEBUG\n\t\t\tif ( inFrustum ) {\n\t\t\t\tif ( i == 0 ) {\n\t\t\t\t\toutgoingLight *= vec3( 1.0, 0.5, 0.0 );\n\t\t\t\t} else if ( i == 1 ) {\n\t\t\t\t\toutgoingLight *= vec3( 0.0, 1.0, 0.8 );\n\t\t\t\t} else {\n\t\t\t\t\toutgoingLight *= vec3( 0.0, 0.5, 1.0 );\n\t\t\t\t}\n\t\t\t}\n#endif\n#ifdef POINT_LIGHT_SHADOWS\n\t\t}\n#endif\n\t\tshadowMask = shadowMask * vec3( 1.0 - shadow );\n\t\tshadows[ i ] = 1.0 - shadow;\n\t}\n#endif\n";
THREE.ShaderChunk.shadowmap_pars_fragment="#ifdef USE_SHADOWMAP\n\tuniform sampler2D shadowMap[ NUM_SHADOWS ];\n\tuniform vec2 shadowMapSize[ NUM_SHADOWS ];\n\tuniform float shadowDarkness[ NUM_SHADOWS ];\n\tuniform float shadowBias[ NUM_SHADOWS ];\n\tvarying vec4 vShadowCoord[ NUM_SHADOWS ];\n\tfloat unpackDepth( const in vec4 rgba_depth ) {\n\t\tconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\t\tfloat depth = dot( rgba_depth, bit_shift );\n\t\treturn depth;\n\t}\n\t#ifdef POINT_LIGHT_SHADOWS\n\t\tvoid adjustShadowValue1K( const float testDepth, const vec4 textureData, const float bias, inout float shadowValue ) {\n\t\t\tconst vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\t\t\tif ( testDepth >= dot( textureData, bitSh ) * 1000.0 + bias )\n\t\t\t\tshadowValue += 1.0;\n\t\t}\n\t\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\t\tvec3 absV = abs( v );\n\t\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\t\tabsV *= scaleToCube;\n\t\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\t\tvec2 planar = v.xy;\n\t\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\t\tfloat almostOne = 1.0 - almostATexel;\n\t\t\tif ( absV.z >= almostOne ) {\n\t\t\t\tif ( v.z > 0.0 )\n\t\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t\t} else if ( absV.x >= almostOne ) {\n\t\t\t\tfloat signX = sign( v.x );\n\t\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t\t} else if ( absV.y >= almostOne ) {\n\t\t\t\tfloat signY = sign( v.y );\n\t\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t\t}\n\t\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t\t}\n\t#endif\n#endif\n";
THREE
.
ShaderChunk
.
shadowmap_pars_vertex
=
"
#ifdef USE_SHADOWMAP
\n\t
uniform
float shadowDarkness[ NUM_SHADOWS ];
\n\t
uniform mat4 shadowMatrix[ NUM_SHADOWS ];
\n\t
varying vec4 vShadowCoord[ NUM_SHADOWS ];
\n
#endif
"
;
THREE
.
ShaderChunk
.
shadowmap_vertex
=
"
#ifdef USE_SHADOWMAP
\n\t
for ( int i = 0; i < NUM_SHADOWS; i ++ ) {
\n\t\t\t
vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;
\n\t
}
\n
#endif
"
;
THREE
.
ShaderChunk
.
skinbase_vertex
=
"
#ifdef USE_SKINNING
\n\t
mat4 boneMatX = getBoneMatrix( skinIndex.x );
\n\t
mat4 boneMatY = getBoneMatrix( skinIndex.y );
\n\t
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
\n\t
mat4 boneMatW = getBoneMatrix( skinIndex.w );
\n
#endif
"
;
THREE.ShaderChunk.shadowmap_pars_vertex="#ifdef USE_SHADOWMAP\n\tuniform
mat4 shadowMatrix[ NUM_SHADOWS ];\n\tvarying vec4 vShadowCoord[ NUM_SHADOWS ];\n#endif\n
";THREE.ShaderChunk.shadowmap_vertex="#ifdef USE_SHADOWMAP\n\tfor ( int i = 0; i < NUM_SHADOWS; i ++ ) {\n\t\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\t}\n#endif";THREE.ShaderChunk.skinbase_vertex="#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
THREE.ShaderChunk.skinning_pars_vertex="#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";
THREE.ShaderChunk.skinning_vertex="#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n#endif\n";THREE.ShaderChunk.skinnormal_vertex="#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
THREE.ShaderChunk.specularmap_fragment="float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";THREE.ShaderChunk.specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";THREE.ShaderChunk.uv2_pars_fragment="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";THREE.ShaderChunk.uv2_pars_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
...
...
@@ -589,7 +589,7 @@ THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform sa
distanceRGBA:{uniforms:{lightPos:{type:"v3",value:new THREE.Vector3(0,0,0)}},vertexShader:["varying vec4 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.begin_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.project_vertex,THREE.ShaderChunk.worldpos_vertex,"vWorldPosition = worldPosition;\n}"].join("\n"),fragmentShader:["uniform vec3 lightPos;\nvarying vec4 vWorldPosition;",
THREE.ShaderChunk.common,"vec4 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\tconst vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = fract( depth * bitSh );\n\tres -= res.xxyz * bitMsk;\n\treturn res; \n}\nfloat unpack1K ( vec4 color ) {\n\tconst vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\treturn dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n\tgl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}"].join("\n")}};
THREE.WebGLRenderer=function(a){function b(a,b,c,d){!0===L&&(a*=d,b*=d,c*=d);r.clearColor(a,b,c,d)}function c(){I.init();r.viewport(ia,ja,ka,la);b(R.r,R.g,R.b,T)}function d(){ma=wa=null;na="";qa=-1;I.reset()}function e(a){a.preventDefault();d();c();V.clear()}function f(a){a=a.target;a.removeEventListener("dispose",f);a:{var b=V.get(a);if(a.image&&b.__image__webglTextureCube)r.deleteTexture(b.__image__webglTextureCube);else{if(void 0===b.__webglInit)break a;r.deleteTexture(b.__webglTexture)}V.delete(a)}ga.textures--}
function
g
(
a
){
a
=
a
.
target
;
a
.
removeEventListener
(
"
dispose
"
,
g
);
var
b
=
V
.
get
(
a
),
c
=
V
.
get
(
a
.
texture
);
if
(
a
&&
void
0
!==
c
.
__webglTexture
){
r
.
deleteTexture
(
c
.
__webglTexture
);
if
(
a
instanceof
THREE
.
WebGLRenderTargetCube
)
for
(
c
=
0
;
6
>
c
;
c
++
)
r
.
deleteFramebuffer
(
b
.
__webglFramebuffer
[
c
]),
r
.
deleteRenderbuffer
(
b
.
__webgl
Renderbuffer
[
c
]);
else
r
.
deleteFramebuffer
(
b
.
__webglFramebuffer
),
r
.
deleteRenderbuffer
(
b
.
__webglRender
buffer
);
V
.
delete
(
a
.
texture
);
V
.
delete
(
a
)}
ga
.
textures
--
}
function
h
(
a
){
a
=
a
.
target
;
a
.
removeEventListener
(
"
dispose
"
,
function g(a){a=a.target;a.removeEventListener("dispose",g);var b=V.get(a),c=V.get(a.texture);if(a&&void 0!==c.__webglTexture){r.deleteTexture(c.__webglTexture);if(a instanceof THREE.WebGLRenderTargetCube)for(c=0;6>c;c++)r.deleteFramebuffer(b.__webglFramebuffer[c]),r.deleteRenderbuffer(b.__webgl
Depthbuffer[c]);else r.deleteFramebuffer(b.__webglFramebuffer),r.deleteRenderbuffer(b.__webglDepth
buffer);V.delete(a.texture);V.delete(a)}ga.textures--}function h(a){a=a.target;a.removeEventListener("dispose",
h);k(a);V.delete(a)}function k(a){var b=V.get(a).program;a.program=void 0;void 0!==b&&oa.releaseProgram(b)}function l(a,b){return b[0]-a[0]}function n(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.material.id!==b.material.id?a.material.id-b.material.id:a.z!==b.z?a.z-b.z:a.id-b.id}function p(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.z!==b.z?b.z-a.z:a.id-b.id}function m(a,b,c,d,e){var f;c.transparent?
(d=da,f=++ea):(d=aa,f=++ba);f=d[f];void 0!==f?(f.id=a.id,f.object=a,f.geometry=b,f.material=c,f.z=X.z,f.group=e):(f={id:a.id,object:a,geometry:b,material:c,z:X.z,group:e},d.push(f))}function q(a,b){if(!1!==a.visible){if(a.layers.test(b.layers))if(a instanceof THREE.Light)Y.push(a);else if(a instanceof THREE.Sprite)!1!==a.frustumCulled&&!0!==xa.intersectsObject(a)||ha.push(a);else if(a instanceof THREE.LensFlare)$.push(a);else if(a instanceof THREE.ImmediateRenderObject)!0===Z.sortObjects&&(X.setFromMatrixPosition(a.matrixWorld),
X.applyProjection(ra)),m(a,null,a.material,X.z,null);else if(a instanceof THREE.Mesh||a instanceof THREE.Line||a instanceof THREE.Points)if(a instanceof THREE.SkinnedMesh&&a.skeleton.update(),!1===a.frustumCulled||!0===xa.intersectsObject(a)){var c=a.material;if(!0===c.visible){!0===Z.sortObjects&&(X.setFromMatrixPosition(a.matrixWorld),X.applyProjection(ra));var d=pa.update(a);if(c instanceof THREE.MeshFaceMaterial)for(var e=d.groups,f=c.materials,c=0,g=e.length;c<g;c++){var h=e[c],k=f[h.materialIndex];
...
...
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