Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
车家大少爷
three.js
提交
b5d42461
T
three.js
项目概览
车家大少爷
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
b5d42461
编写于
10月 24, 2019
作者:
M
Mugen87
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Updated builds.
上级
e7611454
变更
3
展开全部
隐藏空白更改
内联
并排
Showing
3 changed file
with
51 addition
and
44 deletion
+51
-44
build/three.js
build/three.js
+6
-3
build/three.min.js
build/three.min.js
+39
-38
build/three.module.js
build/three.module.js
+6
-3
未找到文件。
build/three.js
浏览文件 @
b5d42461
...
...
@@ -14191,9 +14191,9 @@
var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
var uv_pars_fragment = "#if
def USE_UV
\n\tvarying vec2 vUv;\n#endif";
var uv_pars_fragment = "#if
( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )
\n\tvarying vec2 vUv;\n#endif";
var uv_pars_vertex = "#ifdef USE_UV\n\t
varying vec2 vUv;
\n\tuniform mat3 uvTransform;\n#endif";
var uv_pars_vertex = "#ifdef USE_UV\n\t
#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif
\n\tuniform mat3 uvTransform;\n#endif";
var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
...
...
@@ -17756,6 +17756,7 @@
parameters.vertexTangents ? '#define USE_TANGENT' : '',
parameters.vertexColors ? '#define USE_COLOR' : '',
parameters.vertexUvs ? '#define USE_UV' : '',
parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
parameters.flatShading ? '#define FLAT_SHADED' : '',
...
...
@@ -17881,6 +17882,7 @@
parameters.vertexTangents ? '#define USE_TANGENT' : '',
parameters.vertexColors ? '#define USE_COLOR' : '',
parameters.vertexUvs ? '#define USE_UV' : '',
parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
...
...
@@ -18219,7 +18221,7 @@
"map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
"roughnessMap", "metalnessMap", "gradientMap",
"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "fog", "useFog", "fogExp2",
"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "
uvsVertexOnly", "
fog", "useFog", "fogExp2",
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
...
...
@@ -18366,6 +18368,7 @@
vertexTangents: ( material.normalMap && material.vertexTangents ),
vertexColors: material.vertexColors,
vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
fog: !! fog,
useFog: material.fog,
build/three.min.js
浏览文件 @
b5d42461
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
b5d42461
...
...
@@ -14177,9 +14177,9 @@ var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = to
var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
var uv_pars_fragment = "#if
def USE_UV
\n\tvarying vec2 vUv;\n#endif";
var uv_pars_fragment = "#if
( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )
\n\tvarying vec2 vUv;\n#endif";
var uv_pars_vertex = "#ifdef USE_UV\n\t
varying vec2 vUv;
\n\tuniform mat3 uvTransform;\n#endif";
var uv_pars_vertex = "#ifdef USE_UV\n\t
#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif
\n\tuniform mat3 uvTransform;\n#endif";
var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
...
...
@@ -17743,6 +17743,7 @@ function WebGLProgram( renderer, extensions, cacheKey, material, shader, paramet
parameters.vertexTangents ? '#define USE_TANGENT' : '',
parameters.vertexColors ? '#define USE_COLOR' : '',
parameters.vertexUvs ? '#define USE_UV' : '',
parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
parameters.flatShading ? '#define FLAT_SHADED' : '',
...
...
@@ -17868,6 +17869,7 @@ function WebGLProgram( renderer, extensions, cacheKey, material, shader, paramet
parameters.vertexTangents ? '#define USE_TANGENT' : '',
parameters.vertexColors ? '#define USE_COLOR' : '',
parameters.vertexUvs ? '#define USE_UV' : '',
parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
...
...
@@ -18206,7 +18208,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
"map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
"roughnessMap", "metalnessMap", "gradientMap",
"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "fog", "useFog", "fogExp2",
"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "
uvsVertexOnly", "
fog", "useFog", "fogExp2",
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
...
...
@@ -18353,6 +18355,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
vertexTangents: ( material.normalMap && material.vertexTangents ),
vertexColors: material.vertexColors,
vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
fog: !! fog,
useFog: material.fog,
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录