提交 d14d6a8c 编写于 作者: M Mr.doob

Updated builds.

上级 d4498a81
......@@ -6603,8 +6603,8 @@
var validArea = new Box2();
validArea.min.set( 0, 0 );
validArea.max.set( viewport.z - 16, viewport.w - 16 );
validArea.min.set( viewport.x, viewport.y );
validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
if ( program === undefined ) {
......
......@@ -10,9 +10,9 @@ function Ke(a,b){a.uniform1fv(this.addr,b)}function Le(a,b){a.uniform1iv(this.ad
e=Zd(c,d);a.uniform1iv(this.addr,e);for(a=0;a!==d;++a)c.setTexture2D(b[a]||ae,e[a])}function Te(a,b,c){var d=b.length,e=Zd(c,d);a.uniform1iv(this.addr,e);for(a=0;a!==d;++a)c.setTextureCube(b[a]||be,e[a])}function Ue(a){switch(a){case 5126:return Ke;case 35664:return Me;case 35665:return Ne;case 35666:return Oe;case 35674:return Pe;case 35675:return Qe;case 35676:return Re;case 35678:return Se;case 35680:return Te;case 5124:case 35670:return Le;case 35667:case 35671:return ce;case 35668:case 35672:return de;
case 35669:case 35673:return ee}}function Ve(a,b,c){this.id=a;this.addr=c;this.setValue=Je(b.type)}function We(a,b,c){this.id=a;this.addr=c;this.size=b.size;this.setValue=Ue(b.type)}function fe(a){this.id=a;this.seq=[];this.map={}}function Sa(a,b,c){this.seq=[];this.map={};this.renderer=c;c=a.getProgramParameter(b,a.ACTIVE_UNIFORMS);for(var d=0;d!==c;++d){var e=a.getActiveUniform(b,d),f=a.getUniformLocation(b,e.name),g=this,h=e.name,l=h.length;for(td.lastIndex=0;;){var p=td.exec(h),E=td.lastIndex,
m=p[1],n=p[3];"]"===p[2]&&(m|=0);if(void 0===n||"["===n&&E+2===l){h=g;e=void 0===n?new Ve(m,e,f):new We(m,e,f);h.seq.push(e);h.map[e.id]=e;break}else n=g.map[m],void 0===n&&(n=new fe(m),m=g,g=n,m.seq.push(g),m.map[g.id]=g),g=n}}}function M(a,b,c){return void 0===b&&void 0===c?this.set(a):this.setRGB(a,b,c)}function dc(a,b){this.min=void 0!==a?a:new B(Infinity,Infinity);this.max=void 0!==b?b:new B(-Infinity,-Infinity)}function Xe(a,b){var c,d,e,f,g,h,l,p,E,m,n=a.context,k=a.state,t,v,z,u,w,I;this.render=
function(x,F,G){if(0!==b.length){x=new q;var C=G.w/G.z,L=.5*G.z,Ka=.5*G.w,Q=16/G.w,ba=new B(Q*C,Q),xa=new q(1,1,0),$a=new B(1,1),Ea=new dc;Ea.min.set(0,0);Ea.max.set(G.z-16,G.w-16);if(void 0===u){var Q=new Float32Array([-1,-1,0,0,1,-1,1,0,1,1,1,1,-1,1,0,1]),N=new Uint16Array([0,1,2,0,2,3]);t=n.createBuffer();v=n.createBuffer();n.bindBuffer(n.ARRAY_BUFFER,t);n.bufferData(n.ARRAY_BUFFER,Q,n.STATIC_DRAW);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,v);n.bufferData(n.ELEMENT_ARRAY_BUFFER,N,n.STATIC_DRAW);w=n.createTexture();
I=n.createTexture();k.bindTexture(n.TEXTURE_2D,w);n.texImage2D(n.TEXTURE_2D,0,n.RGB,16,16,0,n.RGB,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);k.bindTexture(n.TEXTURE_2D,I);n.texImage2D(n.TEXTURE_2D,0,n.RGBA,16,16,0,n.RGBA,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S,
n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);var Q=z={vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif ( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = visibility.r / 9.0;\nvVisibility *= 1.0 - visibility.g / 9.0;\nvVisibility *= visibility.b / 9.0;\nvVisibility *= 1.0 - visibility.a / 9.0;\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
function(x,F,G){if(0!==b.length){x=new q;var C=G.w/G.z,L=.5*G.z,Ka=.5*G.w,Q=16/G.w,ba=new B(Q*C,Q),xa=new q(1,1,0),$a=new B(1,1),Ea=new dc;Ea.min.set(G.x,G.y);Ea.max.set(G.x+(G.z-16),G.y+(G.w-16));if(void 0===u){var Q=new Float32Array([-1,-1,0,0,1,-1,1,0,1,1,1,1,-1,1,0,1]),N=new Uint16Array([0,1,2,0,2,3]);t=n.createBuffer();v=n.createBuffer();n.bindBuffer(n.ARRAY_BUFFER,t);n.bufferData(n.ARRAY_BUFFER,Q,n.STATIC_DRAW);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,v);n.bufferData(n.ELEMENT_ARRAY_BUFFER,N,n.STATIC_DRAW);
w=n.createTexture();I=n.createTexture();k.bindTexture(n.TEXTURE_2D,w);n.texImage2D(n.TEXTURE_2D,0,n.RGB,16,16,0,n.RGB,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);k.bindTexture(n.TEXTURE_2D,I);n.texImage2D(n.TEXTURE_2D,0,n.RGBA,16,16,0,n.RGBA,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,
n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);var Q=z={vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif ( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = visibility.r / 9.0;\nvVisibility *= 1.0 - visibility.g / 9.0;\nvVisibility *= visibility.b / 9.0;\nvVisibility *= 1.0 - visibility.a / 9.0;\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
fragmentShader:"uniform lowp int renderType;\nuniform sampler2D map;\nuniform float opacity;\nuniform vec3 color;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif ( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if ( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * vVisibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"},N=n.createProgram(),O=n.createShader(n.FRAGMENT_SHADER),
R=n.createShader(n.VERTEX_SHADER),S="precision "+a.getPrecision()+" float;\n";n.shaderSource(O,S+Q.fragmentShader);n.shaderSource(R,S+Q.vertexShader);n.compileShader(O);n.compileShader(R);n.attachShader(N,O);n.attachShader(N,R);n.linkProgram(N);u=N;E=n.getAttribLocation(u,"position");m=n.getAttribLocation(u,"uv");c=n.getUniformLocation(u,"renderType");d=n.getUniformLocation(u,"map");e=n.getUniformLocation(u,"occlusionMap");f=n.getUniformLocation(u,"opacity");g=n.getUniformLocation(u,"color");h=n.getUniformLocation(u,
"scale");l=n.getUniformLocation(u,"rotation");p=n.getUniformLocation(u,"screenPosition")}n.useProgram(u);k.initAttributes();k.enableAttribute(E);k.enableAttribute(m);k.disableUnusedAttributes();n.uniform1i(e,0);n.uniform1i(d,1);n.bindBuffer(n.ARRAY_BUFFER,t);n.vertexAttribPointer(E,2,n.FLOAT,!1,16,0);n.vertexAttribPointer(m,2,n.FLOAT,!1,16,8);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,v);k.disable(n.CULL_FACE);k.setDepthWrite(!1);N=0;for(O=b.length;N<O;N++)if(Q=16/G.w,ba.set(Q*C,Q),R=b[N],x.set(R.matrixWorld.elements[12],
......
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