提交 becea588 编写于 作者: M Mr.doob

Updated builds.

上级 fd310c2f
......@@ -22994,7 +22994,7 @@ THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n uniform sa
// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry = GeometricContext( mvPosition.xyz, normalize( transformedNormal ), normalize( -mvPosition.xyz ) );\nGeometricContext backGeometry = GeometricContext( geometry.position, -geometry.normal, geometry.viewDir );\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n vLightBack = vec3( 0.0 );\n#endif\n#if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n IncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );\n float dotNL = dot( geometry.normal, directLight.direction );\n vec3 directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n IncidentLight directLight = getSpotDirectLight( spotLights[ i ], geometry );\n float dotNL = dot( geometry.normal, directLight.direction );\n vec3 directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n IncidentLight directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );\n float dotNL = dot( geometry.normal, directLight.direction );\n vec3 directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n {\n #if NUM_HEMI_LIGHTS > 0\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n #ifdef DOUBLE_SIDED\n vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n #endif\n }\n #endif\n }\n";
THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n vLightBack = vec3( 0.0 );\n#endif\n#if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n IncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );\n float dotNL = dot( geometry.normal, directLight.direction );\n vec3 directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n IncidentLight directLight = getSpotDirectLight( spotLights[ i ], geometry );\n float dotNL = dot( geometry.normal, directLight.direction );\n vec3 directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n IncidentLight directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );\n float dotNL = dot( geometry.normal, directLight.direction );\n vec3 directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n {\n #if NUM_HEMI_LIGHTS > 0\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n #ifdef DOUBLE_SIDED\n vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n #endif\n }\n #endif\n }\n";
// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
......@@ -23022,7 +23022,7 @@ THREE.ShaderChunk[ 'lights_standard_pars_fragment'] = "struct PhysicalMaterial {
// File:src/renderers/shaders/ShaderChunk/lights_template.glsl
THREE.ShaderChunk[ 'lights_template'] = "\nGeometricContext geometry = GeometricContext( -vViewPosition, normal, normalize( vViewPosition ) );\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n PointLight pointLight = pointLights[ i ];\n IncidentLight directLight = getPointDirectLight( pointLight, geometry );\n #ifdef USE_SHADOWMAP\n if ( pointLight.shadow > - 1 ) {\n for ( int j = 0; j < NUM_SHADOWS; j ++ ) {\n if ( j == pointLight.shadow ) {\n directLight.color *= shadows[ j ];\n }\n }\n }\n #endif\n Material_RE_DirectLight( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n SpotLight spotLight = spotLights[ i ];\n IncidentLight directLight = getSpotDirectLight( spotLight, geometry );\n #ifdef USE_SHADOWMAP\n if ( spotLight.shadow > - 1 ) {\n for ( int j = 0; j < NUM_SHADOWS; j ++ ) {\n if ( j == spotLight.shadow ) {\n directLight.color *= shadows[ j ];\n }\n }\n }\n #endif\n Material_RE_DirectLight( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( Material_RE_DirectLight )\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n DirectionalLight directionalLight = directionalLights[ i ];\n IncidentLight directLight = getDirectionalDirectLight( directionalLight, geometry );\n #ifdef USE_SHADOWMAP\n if ( directionalLight.shadow > - 1 ) {\n for ( int j = 0; j < NUM_SHADOWS; j ++ ) {\n if ( j == directionalLight.shadow ) {\n directLight.color *= shadows[ j ];\n }\n }\n }\n #endif\n Material_RE_DirectLight( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if defined( Material_RE_IndirectDiffuseLight )\n {\n vec3 indirectDiffuseIrradiance = getAmbientLightIrradiance( ambientLightColor );\n#ifdef USE_LIGHTMAP\n indirectDiffuseIrradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n#if ( NUM_HEMI_LIGHTS > 0 )\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n indirectDiffuseIrradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( STANDARD )\n indirectDiffuseIrradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n#endif\n Material_RE_IndirectDiffuseLight( indirectDiffuseIrradiance, geometry, material, reflectedLight );\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( Material_RE_IndirectSpecularLight )\n {\n vec3 indirectSpecularRadiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n Material_RE_IndirectSpecularLight( indirectSpecularRadiance, geometry, material, reflectedLight );\n }\n#endif\n";
THREE.ShaderChunk[ 'lights_template'] = "\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n PointLight pointLight = pointLights[ i ];\n IncidentLight directLight = getPointDirectLight( pointLight, geometry );\n #ifdef USE_SHADOWMAP\n if ( pointLight.shadow > - 1 ) {\n for ( int j = 0; j < NUM_SHADOWS; j ++ ) {\n if ( j == pointLight.shadow ) {\n directLight.color *= shadows[ j ];\n }\n }\n }\n #endif\n Material_RE_DirectLight( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n SpotLight spotLight = spotLights[ i ];\n IncidentLight directLight = getSpotDirectLight( spotLight, geometry );\n #ifdef USE_SHADOWMAP\n if ( spotLight.shadow > - 1 ) {\n for ( int j = 0; j < NUM_SHADOWS; j ++ ) {\n if ( j == spotLight.shadow ) {\n directLight.color *= shadows[ j ];\n }\n }\n }\n #endif\n Material_RE_DirectLight( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( Material_RE_DirectLight )\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n DirectionalLight directionalLight = directionalLights[ i ];\n IncidentLight directLight = getDirectionalDirectLight( directionalLight, geometry );\n #ifdef USE_SHADOWMAP\n if ( directionalLight.shadow > - 1 ) {\n for ( int j = 0; j < NUM_SHADOWS; j ++ ) {\n if ( j == directionalLight.shadow ) {\n directLight.color *= shadows[ j ];\n }\n }\n }\n #endif\n Material_RE_DirectLight( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if defined( Material_RE_IndirectDiffuseLight )\n {\n vec3 indirectDiffuseIrradiance = getAmbientLightIrradiance( ambientLightColor );\n#ifdef USE_LIGHTMAP\n indirectDiffuseIrradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n#if ( NUM_HEMI_LIGHTS > 0 )\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n indirectDiffuseIrradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( STANDARD )\n indirectDiffuseIrradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n#endif\n Material_RE_IndirectDiffuseLight( indirectDiffuseIrradiance, geometry, material, reflectedLight );\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( Material_RE_IndirectSpecularLight )\n {\n vec3 indirectSpecularRadiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n Material_RE_IndirectSpecularLight( indirectSpecularRadiance, geometry, material, reflectedLight );\n }\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
......
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