提交 f5fd35ee 编写于 作者: M Mr.doob

Updated builds.

上级 1e4ae4fc
......@@ -5793,9 +5793,9 @@
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n";
var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\tgl_Position = projectionMatrix * vec4( normalMatrix * position, 1.0 );\n}\n";
var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
......@@ -16306,7 +16306,7 @@
var clearAlpha = 0;
var planeCamera, planeMesh;
var boxCamera, boxMesh;
var boxMesh;
function render( scene, camera, forceClear ) {
......@@ -16331,9 +16331,7 @@
if ( background && background.isCubeTexture ) {
if ( boxCamera === undefined ) {
boxCamera = new PerspectiveCamera();
if ( boxMesh === undefined ) {
boxMesh = new Mesh(
new BoxBufferGeometry( 5, 5, 5 ),
......@@ -16350,17 +16348,13 @@
}
boxCamera.projectionMatrix.copy( camera.projectionMatrix );
boxCamera.matrixWorld.extractRotation( camera.matrixWorld );
boxCamera.matrixWorldInverse.getInverse( boxCamera.matrixWorld );
boxMesh.material.uniforms[ "tCube" ].value = background;
boxMesh.modelViewMatrix.multiplyMatrices( boxCamera.matrixWorldInverse, boxMesh.matrixWorld );
boxMesh.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, boxMesh.matrixWorld );
boxMesh.normalMatrix.getNormalMatrix( boxMesh.modelViewMatrix );
geometries.update( boxMesh.geometry );
renderer.renderBufferDirect( boxCamera, null, boxMesh.geometry, boxMesh.material, boxMesh, null );
renderer.renderBufferDirect( camera, null, boxMesh.geometry, boxMesh.material, boxMesh, null );
} else if ( background && background.isTexture ) {
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -5787,9 +5787,9 @@ var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 =
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n";
var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\tgl_Position = projectionMatrix * vec4( normalMatrix * position, 1.0 );\n}\n";
var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
......@@ -16300,7 +16300,7 @@ function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {
var clearAlpha = 0;
var planeCamera, planeMesh;
var boxCamera, boxMesh;
var boxMesh;
function render( scene, camera, forceClear ) {
......@@ -16325,9 +16325,7 @@ function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {
if ( background && background.isCubeTexture ) {
if ( boxCamera === undefined ) {
boxCamera = new PerspectiveCamera();
if ( boxMesh === undefined ) {
boxMesh = new Mesh(
new BoxBufferGeometry( 5, 5, 5 ),
......@@ -16344,17 +16342,13 @@ function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {
}
boxCamera.projectionMatrix.copy( camera.projectionMatrix );
boxCamera.matrixWorld.extractRotation( camera.matrixWorld );
boxCamera.matrixWorldInverse.getInverse( boxCamera.matrixWorld );
boxMesh.material.uniforms[ "tCube" ].value = background;
boxMesh.modelViewMatrix.multiplyMatrices( boxCamera.matrixWorldInverse, boxMesh.matrixWorld );
boxMesh.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, boxMesh.matrixWorld );
boxMesh.normalMatrix.getNormalMatrix( boxMesh.modelViewMatrix );
geometries.update( boxMesh.geometry );
renderer.renderBufferDirect( boxCamera, null, boxMesh.geometry, boxMesh.material, boxMesh, null );
renderer.renderBufferDirect( camera, null, boxMesh.geometry, boxMesh.material, boxMesh, null );
} else if ( background && background.isTexture ) {
......
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