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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
d6ee54be
编写于
11月 05, 2015
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
WebGLRenderer: MAX_ to NUM_. See
8c82186d
.
上级
ad228224
变更
9
隐藏空白更改
内联
并排
Showing
9 changed file
with
58 addition
and
58 deletion
+58
-58
examples/js/ShaderSkin.js
examples/js/ShaderSkin.js
+10
-10
examples/js/ShaderTerrain.js
examples/js/ShaderTerrain.js
+6
-6
examples/webgl_shaders_tonemapping.html
examples/webgl_shaders_tonemapping.html
+2
-2
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
+8
-8
src/renderers/shaders/ShaderChunk/lights_pars.glsl
src/renderers/shaders/ShaderChunk/lights_pars.glsl
+8
-8
src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
...nderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
+2
-2
src/renderers/shaders/ShaderChunk/lights_template.glsl
src/renderers/shaders/ShaderChunk/lights_template.glsl
+8
-8
src/renderers/webgl/WebGLProgram.js
src/renderers/webgl/WebGLProgram.js
+8
-8
src/renderers/webgl/WebGLPrograms.js
src/renderers/webgl/WebGLPrograms.js
+6
-6
未找到文件。
examples/js/ShaderSkin.js
浏览文件 @
d6ee54be
...
@@ -170,9 +170,9 @@ THREE.ShaderSkin = {
...
@@ -170,9 +170,9 @@ THREE.ShaderSkin = {
"
vec3 totalSpecularLight = vec3( 0.0 );
"
,
"
vec3 totalSpecularLight = vec3( 0.0 );
"
,
"
vec3 totalDiffuseLight = vec3( 0.0 );
"
,
"
vec3 totalDiffuseLight = vec3( 0.0 );
"
,
"
#if POINT_LIGHTS > 0
"
,
"
#if
NUM_
POINT_LIGHTS > 0
"
,
"
for ( int i = 0; i < POINT_LIGHTS; i ++ ) {
"
,
"
for ( int i = 0; i <
NUM_
POINT_LIGHTS; i ++ ) {
"
,
"
vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;
"
,
"
vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;
"
,
...
@@ -195,9 +195,9 @@ THREE.ShaderSkin = {
...
@@ -195,9 +195,9 @@ THREE.ShaderSkin = {
// directional lights
// directional lights
"
#if DIR_LIGHTS > 0
"
,
"
#if
NUM_
DIR_LIGHTS > 0
"
,
"
for( int i = 0; i < DIR_LIGHTS; i++ ) {
"
,
"
for( int i = 0; i <
NUM_
DIR_LIGHTS; i++ ) {
"
,
"
vec3 dirVector = directionalLights[ i ].direction;
"
,
"
vec3 dirVector = directionalLights[ i ].direction;
"
,
...
@@ -216,9 +216,9 @@ THREE.ShaderSkin = {
...
@@ -216,9 +216,9 @@ THREE.ShaderSkin = {
// hemisphere lights
// hemisphere lights
"
#if HEMI_LIGHTS > 0
"
,
"
#if
NUM_
HEMI_LIGHTS > 0
"
,
"
for ( int i = 0; i < HEMI_LIGHTS; i ++ ) {
"
,
"
for ( int i = 0; i <
NUM_
HEMI_LIGHTS; i ++ ) {
"
,
"
vec3 lVector = hemisphereLightDirection[ i ];
"
,
"
vec3 lVector = hemisphereLightDirection[ i ];
"
,
...
@@ -452,9 +452,9 @@ THREE.ShaderSkin = {
...
@@ -452,9 +452,9 @@ THREE.ShaderSkin = {
"
vec3 totalDiffuseLight = vec3( 0.0 );
"
,
"
vec3 totalDiffuseLight = vec3( 0.0 );
"
,
"
vec3 totalSpecularLight = vec3( 0.0 );
"
,
"
vec3 totalSpecularLight = vec3( 0.0 );
"
,
"
#if POINT_LIGHTS > 0
"
,
"
#if
NUM_
POINT_LIGHTS > 0
"
,
"
for ( int i = 0; i < POINT_LIGHTS; i ++ ) {
"
,
"
for ( int i = 0; i <
NUM_
POINT_LIGHTS; i ++ ) {
"
,
"
vec3 pointVector = normalize( pointLights[ i ].direction );
"
,
"
vec3 pointVector = normalize( pointLights[ i ].direction );
"
,
"
float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );
"
,
"
float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );
"
,
...
@@ -477,9 +477,9 @@ THREE.ShaderSkin = {
...
@@ -477,9 +477,9 @@ THREE.ShaderSkin = {
// directional lights
// directional lights
"
#if DIR_LIGHTS > 0
"
,
"
#if
NUM_
DIR_LIGHTS > 0
"
,
"
for( int i = 0; i < DIR_LIGHTS; i++ ) {
"
,
"
for( int i = 0; i <
NUM_
DIR_LIGHTS; i++ ) {
"
,
"
vec3 dirVector = directionalLights[ i ].direction;
"
,
"
vec3 dirVector = directionalLights[ i ].direction;
"
,
...
...
examples/js/ShaderTerrain.js
浏览文件 @
d6ee54be
...
@@ -142,9 +142,9 @@ THREE.ShaderTerrain = {
...
@@ -142,9 +142,9 @@ THREE.ShaderTerrain = {
// point lights
// point lights
"
#if POINT_LIGHTS > 0
"
,
"
#if
NUM_
POINT_LIGHTS > 0
"
,
"
for ( int i = 0; i < POINT_LIGHTS; i ++ ) {
"
,
"
for ( int i = 0; i <
NUM_
POINT_LIGHTS; i ++ ) {
"
,
"
vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;
"
,
"
vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;
"
,
...
@@ -168,12 +168,12 @@ THREE.ShaderTerrain = {
...
@@ -168,12 +168,12 @@ THREE.ShaderTerrain = {
// directional lights
// directional lights
"
#if DIR_LIGHTS > 0
"
,
"
#if
NUM_
DIR_LIGHTS > 0
"
,
"
vec3 dirDiffuse = vec3( 0.0 );
"
,
"
vec3 dirDiffuse = vec3( 0.0 );
"
,
"
vec3 dirSpecular = vec3( 0.0 );
"
,
"
vec3 dirSpecular = vec3( 0.0 );
"
,
"
for( int i = 0; i < DIR_LIGHTS; i++ ) {
"
,
"
for( int i = 0; i <
NUM_
DIR_LIGHTS; i++ ) {
"
,
"
vec3 dirVector = directionalLights[ i ].direction;
"
,
"
vec3 dirVector = directionalLights[ i ].direction;
"
,
"
vec3 dirHalfVector = normalize( dirVector + viewPosition );
"
,
"
vec3 dirHalfVector = normalize( dirVector + viewPosition );
"
,
...
@@ -192,12 +192,12 @@ THREE.ShaderTerrain = {
...
@@ -192,12 +192,12 @@ THREE.ShaderTerrain = {
// hemisphere lights
// hemisphere lights
"
#if HEMI_LIGHTS > 0
"
,
"
#if
NUM_
HEMI_LIGHTS > 0
"
,
"
vec3 hemiDiffuse = vec3( 0.0 );
"
,
"
vec3 hemiDiffuse = vec3( 0.0 );
"
,
"
vec3 hemiSpecular = vec3( 0.0 );
"
,
"
vec3 hemiSpecular = vec3( 0.0 );
"
,
"
for( int i = 0; i < HEMI_LIGHTS; i ++ ) {
"
,
"
for( int i = 0; i <
NUM_
HEMI_LIGHTS; i ++ ) {
"
,
"
vec3 lVector = hemisphereLightDirection[ i ];
"
,
"
vec3 lVector = hemisphereLightDirection[ i ];
"
,
...
...
examples/webgl_shaders_tonemapping.html
浏览文件 @
d6ee54be
...
@@ -166,11 +166,11 @@
...
@@ -166,11 +166,11 @@
"
void main() {
"
,
"
void main() {
"
,
"
vec3 normal = normalize( -vNormal );
"
,
"
vec3 normal = normalize( -vNormal );
"
,
"
vec3 viewPosition = normalize( vViewPosition );
"
,
"
vec3 viewPosition = normalize( vViewPosition );
"
,
"
#if DIR_LIGHTS > 0
"
,
"
#if
NUM_
DIR_LIGHTS > 0
"
,
"
vec3 dirDiffuse = vec3( 0.0 );
"
,
"
vec3 dirDiffuse = vec3( 0.0 );
"
,
"
for( int i = 0; i < DIR_LIGHTS; i ++ ) {
"
,
"
for( int i = 0; i <
NUM_
DIR_LIGHTS; i ++ ) {
"
,
"
vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );
"
,
"
vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );
"
,
"
vec3 dirVector = normalize( lDirection.xyz );
"
,
"
vec3 dirVector = normalize( lDirection.xyz );
"
,
...
...
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
浏览文件 @
d6ee54be
...
@@ -9,9 +9,9 @@ vLightFront = vec3( 0.0 );
...
@@ -9,9 +9,9 @@ vLightFront = vec3( 0.0 );
vLightBack
=
vec3
(
0
.
0
);
vLightBack
=
vec3
(
0
.
0
);
#endif
#endif
#if POINT_LIGHTS > 0
#if
NUM_
POINT_LIGHTS > 0
for
(
int
i
=
0
;
i
<
POINT_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
NUM_
POINT_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getPointDirectLight
(
pointLights
[
i
],
geometry
);
IncidentLight
directLight
=
getPointDirectLight
(
pointLights
[
i
],
geometry
);
...
@@ -30,9 +30,9 @@ vLightFront = vec3( 0.0 );
...
@@ -30,9 +30,9 @@ vLightFront = vec3( 0.0 );
#endif
#endif
#if SPOT_LIGHTS > 0
#if
NUM_
SPOT_LIGHTS > 0
for
(
int
i
=
0
;
i
<
SPOT_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
NUM_
SPOT_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getSpotDirectLight
(
spotLights
[
i
],
geometry
);
IncidentLight
directLight
=
getSpotDirectLight
(
spotLights
[
i
],
geometry
);
...
@@ -50,9 +50,9 @@ vLightFront = vec3( 0.0 );
...
@@ -50,9 +50,9 @@ vLightFront = vec3( 0.0 );
#endif
#endif
#if DIR_LIGHTS > 0
#if
NUM_
DIR_LIGHTS > 0
for
(
int
i
=
0
;
i
<
DIR_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
NUM_
DIR_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getDirectionalDirectLight
(
directionalLights
[
i
],
geometry
);
IncidentLight
directLight
=
getDirectionalDirectLight
(
directionalLights
[
i
],
geometry
);
...
@@ -81,9 +81,9 @@ vLightFront = vec3( 0.0 );
...
@@ -81,9 +81,9 @@ vLightFront = vec3( 0.0 );
#endif
#endif
#if HEMI_LIGHTS > 0
#if
NUM_
HEMI_LIGHTS > 0
for
(
int
i
=
0
;
i
<
HEMI_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
NUM_
HEMI_LIGHTS
;
i
++
)
{
vLightFront
+=
getHemisphereLightIrradiance
(
hemisphereLights
[
i
],
geometry
);
vLightFront
+=
getHemisphereLightIrradiance
(
hemisphereLights
[
i
],
geometry
);
...
...
src/renderers/shaders/ShaderChunk/lights_pars.glsl
浏览文件 @
d6ee54be
...
@@ -7,14 +7,14 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
...
@@ -7,14 +7,14 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
}
}
#if DIR_LIGHTS > 0
#if
NUM_
DIR_LIGHTS > 0
struct
DirectionalLight
{
struct
DirectionalLight
{
vec3
direction
;
vec3
direction
;
vec3
color
;
vec3
color
;
};
};
uniform
DirectionalLight
directionalLights
[
DIR_LIGHTS
];
uniform
DirectionalLight
directionalLights
[
NUM_
DIR_LIGHTS
];
IncidentLight
getDirectionalDirectLight
(
const
in
DirectionalLight
directionalLight
,
const
in
GeometricContext
geometry
)
{
IncidentLight
getDirectionalDirectLight
(
const
in
DirectionalLight
directionalLight
,
const
in
GeometricContext
geometry
)
{
...
@@ -29,7 +29,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
...
@@ -29,7 +29,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
#endif
#endif
#if POINT_LIGHTS > 0
#if
NUM_
POINT_LIGHTS > 0
struct
PointLight
{
struct
PointLight
{
vec3
position
;
vec3
position
;
...
@@ -38,7 +38,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
...
@@ -38,7 +38,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
float
decay
;
float
decay
;
};
};
uniform
PointLight
pointLights
[
POINT_LIGHTS
];
uniform
PointLight
pointLights
[
NUM_
POINT_LIGHTS
];
IncidentLight
getPointDirectLight
(
const
in
PointLight
pointLight
,
const
in
GeometricContext
geometry
)
{
IncidentLight
getPointDirectLight
(
const
in
PointLight
pointLight
,
const
in
GeometricContext
geometry
)
{
...
@@ -56,7 +56,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
...
@@ -56,7 +56,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
#endif
#endif
#if SPOT_LIGHTS > 0
#if
NUM_
SPOT_LIGHTS > 0
struct
SpotLight
{
struct
SpotLight
{
vec3
position
;
vec3
position
;
...
@@ -68,7 +68,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
...
@@ -68,7 +68,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
float
exponent
;
float
exponent
;
};
};
uniform
SpotLight
spotLights
[
SPOT_LIGHTS
];
uniform
SpotLight
spotLights
[
NUM_
SPOT_LIGHTS
];
IncidentLight
getSpotDirectLight
(
const
in
SpotLight
spotLight
,
const
in
GeometricContext
geometry
)
{
IncidentLight
getSpotDirectLight
(
const
in
SpotLight
spotLight
,
const
in
GeometricContext
geometry
)
{
...
@@ -100,7 +100,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
...
@@ -100,7 +100,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
#endif
#endif
#if HEMI_LIGHTS > 0
#if
NUM_
HEMI_LIGHTS > 0
struct
HemisphereLight
{
struct
HemisphereLight
{
vec3
direction
;
vec3
direction
;
...
@@ -108,7 +108,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
...
@@ -108,7 +108,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
vec3
groundColor
;
vec3
groundColor
;
};
};
uniform
HemisphereLight
hemisphereLights
[
HEMI_LIGHTS
];
uniform
HemisphereLight
hemisphereLights
[
NUM_
HEMI_LIGHTS
];
vec3
getHemisphereLightIrradiance
(
const
in
HemisphereLight
hemiLight
,
const
in
GeometricContext
geometry
)
{
vec3
getHemisphereLightIrradiance
(
const
in
HemisphereLight
hemiLight
,
const
in
GeometricContext
geometry
)
{
...
...
src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
浏览文件 @
d6ee54be
...
@@ -4,8 +4,8 @@
...
@@ -4,8 +4,8 @@
#endif
#endif
#if POINT_LIGHTS > 0
#if
NUM_
POINT_LIGHTS > 0
uniform
vec3
pointLightPosition
[
POINT_LIGHTS
];
uniform
vec3
pointLightPosition
[
NUM_
POINT_LIGHTS
];
#endif
#endif
src/renderers/shaders/ShaderChunk/lights_template.glsl
浏览文件 @
d6ee54be
...
@@ -15,9 +15,9 @@
...
@@ -15,9 +15,9 @@
GeometricContext
geometry
=
GeometricContext
(
-
vViewPosition
,
normalize
(
normal
),
normalize
(
vViewPosition
)
);
GeometricContext
geometry
=
GeometricContext
(
-
vViewPosition
,
normalize
(
normal
),
normalize
(
vViewPosition
)
);
#if ( POINT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
#if (
NUM_
POINT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
for
(
int
i
=
0
;
i
<
POINT_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
NUM_
POINT_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getPointDirectLight
(
pointLights
[
i
],
geometry
);
IncidentLight
directLight
=
getPointDirectLight
(
pointLights
[
i
],
geometry
);
...
@@ -27,9 +27,9 @@ GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal
...
@@ -27,9 +27,9 @@ GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal
#endif
#endif
#if ( SPOT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
#if (
NUM_
SPOT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
for
(
int
i
=
0
;
i
<
SPOT_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
NUM_
SPOT_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getSpotDirectLight
(
spotLights
[
i
],
geometry
);
IncidentLight
directLight
=
getSpotDirectLight
(
spotLights
[
i
],
geometry
);
...
@@ -39,9 +39,9 @@ GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal
...
@@ -39,9 +39,9 @@ GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal
#endif
#endif
#if ( DIR_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
#if (
NUM_
DIR_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
for
(
int
i
=
0
;
i
<
DIR_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
NUM_
DIR_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getDirectionalDirectLight
(
directionalLights
[
i
],
geometry
);
IncidentLight
directLight
=
getDirectionalDirectLight
(
directionalLights
[
i
],
geometry
);
...
@@ -63,9 +63,9 @@ GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal
...
@@ -63,9 +63,9 @@ GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal
#endif
#endif
#if ( HEMI_LIGHTS > 0 )
#if (
NUM_
HEMI_LIGHTS > 0 )
for
(
int
i
=
0
;
i
<
HEMI_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
NUM_
HEMI_LIGHTS
;
i
++
)
{
indirectDiffuseIrradiance
+=
getHemisphereLightIrradiance
(
hemisphereLights
[
i
],
geometry
);
indirectDiffuseIrradiance
+=
getHemisphereLightIrradiance
(
hemisphereLights
[
i
],
geometry
);
...
...
src/renderers/webgl/WebGLProgram.js
浏览文件 @
d6ee54be
...
@@ -245,10 +245,10 @@ THREE.WebGLProgram = ( function () {
...
@@ -245,10 +245,10 @@ THREE.WebGLProgram = ( function () {
renderer
.
gammaOutput
?
'
#define GAMMA_OUTPUT
'
:
''
,
renderer
.
gammaOutput
?
'
#define GAMMA_OUTPUT
'
:
''
,
'
#define GAMMA_FACTOR
'
+
gammaFactorDefine
,
'
#define GAMMA_FACTOR
'
+
gammaFactorDefine
,
'
#define
DIR_LIGHTS
'
+
parameters
.
d
irLights
,
'
#define
NUM_DIR_LIGHTS
'
+
parameters
.
numD
irLights
,
'
#define
POINT_LIGHTS
'
+
parameters
.
p
ointLights
,
'
#define
NUM_POINT_LIGHTS
'
+
parameters
.
numP
ointLights
,
'
#define
SPOT_LIGHTS
'
+
parameters
.
s
potLights
,
'
#define
NUM_SPOT_LIGHTS
'
+
parameters
.
numS
potLights
,
'
#define
HEMI_LIGHTS
'
+
parameters
.
h
emiLights
,
'
#define
NUM_HEMI_LIGHTS
'
+
parameters
.
numH
emiLights
,
'
#define MAX_SHADOWS
'
+
parameters
.
maxShadows
,
'
#define MAX_SHADOWS
'
+
parameters
.
maxShadows
,
...
@@ -356,10 +356,10 @@ THREE.WebGLProgram = ( function () {
...
@@ -356,10 +356,10 @@ THREE.WebGLProgram = ( function () {
customDefines
,
customDefines
,
'
#define
DIR_LIGHTS
'
+
parameters
.
d
irLights
,
'
#define
NUM_DIR_LIGHTS
'
+
parameters
.
numD
irLights
,
'
#define
POINT_LIGHTS
'
+
parameters
.
p
ointLights
,
'
#define
NUM_POINT_LIGHTS
'
+
parameters
.
numP
ointLights
,
'
#define
SPOT_LIGHTS
'
+
parameters
.
s
potLights
,
'
#define
NUM_SPOT_LIGHTS
'
+
parameters
.
numS
potLights
,
'
#define
HEMI_LIGHTS
'
+
parameters
.
h
emiLights
,
'
#define
NUM_HEMI_LIGHTS
'
+
parameters
.
numH
emiLights
,
'
#define MAX_SHADOWS
'
+
parameters
.
maxShadows
,
'
#define MAX_SHADOWS
'
+
parameters
.
maxShadows
,
...
...
src/renderers/webgl/WebGLPrograms.js
浏览文件 @
d6ee54be
...
@@ -21,8 +21,8 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
...
@@ -21,8 +21,8 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
"
alphaMap
"
,
"
combine
"
,
"
vertexColors
"
,
"
fog
"
,
"
useFog
"
,
"
fogExp
"
,
"
alphaMap
"
,
"
combine
"
,
"
vertexColors
"
,
"
fog
"
,
"
useFog
"
,
"
fogExp
"
,
"
flatShading
"
,
"
sizeAttenuation
"
,
"
logarithmicDepthBuffer
"
,
"
skinning
"
,
"
flatShading
"
,
"
sizeAttenuation
"
,
"
logarithmicDepthBuffer
"
,
"
skinning
"
,
"
maxBones
"
,
"
useVertexTexture
"
,
"
morphTargets
"
,
"
morphNormals
"
,
"
maxBones
"
,
"
useVertexTexture
"
,
"
morphTargets
"
,
"
morphNormals
"
,
"
maxMorphTargets
"
,
"
maxMorphNormals
"
,
"
dirLights
"
,
"
p
ointLights
"
,
"
maxMorphTargets
"
,
"
maxMorphNormals
"
,
"
numDirLights
"
,
"
numP
ointLights
"
,
"
spotLights
"
,
"
h
emiLights
"
,
"
maxShadows
"
,
"
shadowMapEnabled
"
,
"
pointLightShadows
"
,
"
numSpotLights
"
,
"
numH
emiLights
"
,
"
maxShadows
"
,
"
shadowMapEnabled
"
,
"
pointLightShadows
"
,
"
shadowMapType
"
,
"
shadowMapDebug
"
,
"
alphaTest
"
,
"
doubleSided
"
,
"
shadowMapType
"
,
"
shadowMapDebug
"
,
"
alphaTest
"
,
"
doubleSided
"
,
"
flipSided
"
"
flipSided
"
];
];
...
@@ -131,10 +131,10 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
...
@@ -131,10 +131,10 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
maxMorphTargets
:
renderer
.
maxMorphTargets
,
maxMorphTargets
:
renderer
.
maxMorphTargets
,
maxMorphNormals
:
renderer
.
maxMorphNormals
,
maxMorphNormals
:
renderer
.
maxMorphNormals
,
d
irLights
:
lights
.
directional
.
length
,
numD
irLights
:
lights
.
directional
.
length
,
p
ointLights
:
lights
.
point
.
length
,
numP
ointLights
:
lights
.
point
.
length
,
s
potLights
:
lights
.
spot
.
length
,
numS
potLights
:
lights
.
spot
.
length
,
h
emiLights
:
lights
.
hemi
.
length
,
numH
emiLights
:
lights
.
hemi
.
length
,
maxShadows
:
lights
.
shadows
,
maxShadows
:
lights
.
shadows
,
pointLightShadows
:
lights
.
shadowsPointLight
,
pointLightShadows
:
lights
.
shadowsPointLight
,
...
...
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