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ea0a839e
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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ea0a839e
编写于
10月 28, 2015
作者:
M
Mr.doob
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Updated builds.
上级
69653f52
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
1 addition
and
2 deletion
+1
-2
build/three.js
build/three.js
+0
-1
build/three.min.js
build/three.min.js
+1
-1
未找到文件。
build/three.js
浏览文件 @
ea0a839e
...
...
@@ -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" ],
...
...
build/three.min.js
浏览文件 @
ea0a839e
...
...
@@ -568,7 +568,7 @@ THREE.ShaderChunk.defaultnormal_vertex,"#ifndef FLAT_SHADED\n\tvNormal = normali
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:[
"
#define PHYSICAL
\n
uniform vec3 diffuse;
\n
uniform vec3 emissive;
\n
uniform float roughness;
\n
uniform float metalness;
\n
uniform float opacity;
\n
uniform float envMapIntensity;
\n
varying vec3 vViewPosition;
\n
#ifndef FLAT_SHADED
\n\t
varying 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\t
vec4 diffuseColor = vec4( diffuse, opacity );
\n\t
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
\n\t
vec3 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;
\n
reflectedLight.directSpecular *= shadowMask;
\n
vec3 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;
\n
reflectedLight.directSpecular *= shadowMask;
\n
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
"
,
THREE
.
ShaderChunk
.
linear_to_gamma_fragment
,
THREE
.
ShaderChunk
.
fog_fragment
,
"
\t
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
\n
}
"
].
join
(
"
\n
"
)},
points
:{
uniforms
:
THREE
.
UniformsUtils
.
merge
([
THREE
.
UniformsLib
.
points
,
THREE
.
UniformsLib
.
shadowmap
]),
vertexShader
:[
"
uniform float size;
\n
uniform 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
,
"
\t
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
\n\t
#ifdef USE_SIZEATTENUATION
\n\t\t
gl_PointSize = size * ( scale / -mvPosition.z );
\n\t
#else
\n\t\t
gl_PointSize = size;
\n\t
#endif
\n\t
gl_Position = projectionMatrix * mvPosition;
"
,
THREE
.
ShaderChunk
.
logdepthbuf_vertex
,
THREE
.
ShaderChunk
.
worldpos_vertex
,
THREE
.
ShaderChunk
.
shadowmap_vertex
,
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:[
"
uniform vec3 psColor;
\n
uniform 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\t
vec3 outgoingLight = vec3( 0.0 );
\n\t
vec4 diffuseColor = vec4( psColor, opacity );
\n\t
vec3 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
,
"
\t
outgoingLight = diffuseColor.rgb * shadowMask;
"
,
THREE
.
ShaderChunk
.
fog_fragment
,
"
\t
gl_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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