提交 ea0a839e 编写于 作者: M Mr.doob

Updated builds.

上级 69653f52
......@@ -23934,7 +23934,6 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "lights_physical_fragment" ],
THREE.ShaderChunk[ "lights_template" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "envmap_physical_fragment" ],
// modulation
THREE.ShaderChunk[ "aomap_fragment" ],
......
......@@ -568,7 +568,7 @@ THREE.ShaderChunk.defaultnormal_vertex,"#ifndef FLAT_SHADED\n\tvNormal = normali
"}"].join("\n"),fragmentShader:["#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif",THREE.ShaderChunk.common,THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.uv_pars_fragment,THREE.ShaderChunk.uv2_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.alphamap_pars_fragment,THREE.ShaderChunk.aomap_pars_fragment,
THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.emissivemap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.bsdfs,THREE.ShaderChunk.lights_pars,THREE.ShaderChunk.lights_physical_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.bumpmap_pars_fragment,THREE.ShaderChunk.normalmap_pars_fragment,THREE.ShaderChunk.roughnessmap_pars_fragment,THREE.ShaderChunk.metalnessmap_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,
"void main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveLight = emissive;",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.alphamap_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.specularmap_fragment,THREE.ShaderChunk.roughnessmap_fragment,THREE.ShaderChunk.metalnessmap_fragment,
THREE.ShaderChunk.normal_phong_fragment,THREE.ShaderChunk.emissivemap_fragment,THREE.ShaderChunk.lights_physical_fragment,THREE.ShaderChunk.lights_template,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.envmap_physical_fragment,THREE.ShaderChunk.aomap_fragment,"vec3 shadowMask = vec3( 1.0 );",THREE.ShaderChunk.shadowmap_fragment,"reflectedLight.directDiffuse *= shadowMask;\nreflectedLight.directSpecular *= shadowMask;\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
THREE.ShaderChunk.normal_phong_fragment,THREE.ShaderChunk.emissivemap_fragment,THREE.ShaderChunk.lights_physical_fragment,THREE.ShaderChunk.lights_template,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.aomap_fragment,"vec3 shadowMask = vec3( 1.0 );",THREE.ShaderChunk.shadowmap_fragment,"reflectedLight.directDiffuse *= shadowMask;\nreflectedLight.directSpecular *= shadowMask;\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}"].join("\n")},points:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.points,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.common,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / -mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\tgl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk.logdepthbuf_vertex,THREE.ShaderChunk.worldpos_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.common,THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( psColor, opacity );\n\tvec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.shadowmap_fragment,"\toutgoingLight = diffuseColor.rgb * shadowMask;",THREE.ShaderChunk.fog_fragment,"\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}"].join("\n")},dashed:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,{scale:{type:"f",value:1},dashSize:{type:"f",value:1},totalSize:{type:"f",
......
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