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three.js
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090aab0f
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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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090aab0f
编写于
5月 10, 2014
作者:
M
Mr.doob
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Updated builds.
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Showing
2 changed file
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2 deletion
+2
-2
build/three.js
build/three.js
+1
-1
build/three.min.js
build/three.min.js
+1
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未找到文件。
build/three.js
浏览文件 @
090aab0f
...
...
@@ -17727,7 +17727,7 @@ THREE.ShaderChunk = {
" #endif",
" vec4 skinned = vec4( 0.0 )
'
",
" vec4 skinned = vec4( 0.0 )
;
",
" skinned += boneMatX * skinVertex * skinWeight.x;",
" skinned += boneMatY * skinVertex * skinWeight.y;",
" skinned += boneMatZ * skinVertex * skinWeight.z;",
...
...
build/three.min.js
浏览文件 @
090aab0f
...
...
@@ -339,7 +339,7 @@ lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLight
lights_phong_pars_vertex
:
"
#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
\n\t
varying vec3 vWorldPosition;
\n
#endif
"
,
lights_phong_vertex
:
"
#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
\n\t
vWorldPosition = worldPosition.xyz;
\n
#endif
"
,
lights_phong_pars_fragment
:
"
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n\t
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n\t
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_HEMI_LIGHTS > 0
\n\t
uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
\n\t
uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
\n\t
uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n\t
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n\t
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
\n\t
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
\n
#endif
\n
#if MAX_SPOT_LIGHTS > 0
\n\t
uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];
\n\t
uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];
\n\t
uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];
\n\t
uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];
\n\t
uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];
\n\t
uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];
\n
#endif
\n
#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
\n\t
varying vec3 vWorldPosition;
\n
#endif
\n
#ifdef WRAP_AROUND
\n\t
uniform vec3 wrapRGB;
\n
#endif
\n
varying vec3 vViewPosition;
\n
varying vec3 vNormal;
"
,
lights_phong_fragment
:
"
vec3 normal = normalize( vNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#ifdef DOUBLE_SIDED
\n\t
normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );
\n
#endif
\n
#ifdef USE_NORMALMAP
\n\t
normal = perturbNormal2Arb( -vViewPosition, normal );
\n
#elif defined( USE_BUMPMAP )
\n\t
normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n\t
vec3 pointDiffuse = vec3( 0.0 );
\n\t
vec3 pointSpecular = vec3( 0.0 );
\n\t
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n\t\t
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
\n\t\t
vec3 lVector = lPosition.xyz + vViewPosition.xyz;
\n\t\t
float lDistance = 1.0;
\n\t\t
if ( pointLightDistance[ i ] > 0.0 )
\n\t\t\t
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
\n\t\t
lVector = normalize( lVector );
\n\t\t
float dotProduct = dot( normal, lVector );
\n\t\t
#ifdef WRAP_AROUND
\n\t\t\t
float pointDiffuseWeightFull = max( dotProduct, 0.0 );
\n\t\t\t
float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
\n\t\t\t
vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );
\n\t\t
#else
\n\t\t\t
float pointDiffuseWeight = max( dotProduct, 0.0 );
\n\t\t
#endif
\n\t\t
pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;
\n\t\t
vec3 pointHalfVector = normalize( lVector + viewPosition );
\n\t\t
float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );
\n\t\t
float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );
\n\t\t
float specularNormalization = ( shininess + 2.0 ) / 8.0;
\n\t\t
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );
\n\t\t
pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;
\n\t
}
\n
#endif
\n
#if MAX_SPOT_LIGHTS > 0
\n\t
vec3 spotDiffuse = vec3( 0.0 );
\n\t
vec3 spotSpecular = vec3( 0.0 );
\n\t
for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
\n\t\t
vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
\n\t\t
vec3 lVector = lPosition.xyz + vViewPosition.xyz;
\n\t\t
float lDistance = 1.0;
\n\t\t
if ( spotLightDistance[ i ] > 0.0 )
\n\t\t\t
lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );
\n\t\t
lVector = normalize( lVector );
\n\t\t
float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );
\n\t\t
if ( spotEffect > spotLightAngleCos[ i ] ) {
\n\t\t\t
spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );
\n\t\t\t
float dotProduct = dot( normal, lVector );
\n\t\t\t
#ifdef WRAP_AROUND
\n\t\t\t\t
float spotDiffuseWeightFull = max( dotProduct, 0.0 );
\n\t\t\t\t
float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
\n\t\t\t\t
vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );
\n\t\t\t
#else
\n\t\t\t\t
float spotDiffuseWeight = max( dotProduct, 0.0 );
\n\t\t\t
#endif
\n\t\t\t
spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;
\n\t\t\t
vec3 spotHalfVector = normalize( lVector + viewPosition );
\n\t\t\t
float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );
\n\t\t\t
float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );
\n\t\t\t
float specularNormalization = ( shininess + 2.0 ) / 8.0;
\n\t\t\t
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );
\n\t\t\t
spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;
\n\t\t
}
\n\t
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n\t
vec3 dirDiffuse = vec3( 0.0 );
\n\t
vec3 dirSpecular = vec3( 0.0 );
\n\t
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
\n\t\t
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n\t\t
vec3 dirVector = normalize( lDirection.xyz );
\n\t\t
float dotProduct = dot( normal, dirVector );
\n\t\t
#ifdef WRAP_AROUND
\n\t\t\t
float dirDiffuseWeightFull = max( dotProduct, 0.0 );
\n\t\t\t
float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
\n\t\t\t
vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );
\n\t\t
#else
\n\t\t\t
float dirDiffuseWeight = max( dotProduct, 0.0 );
\n\t\t
#endif
\n\t\t
dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;
\n\t\t
vec3 dirHalfVector = normalize( dirVector + viewPosition );
\n\t\t
float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );
\n\t\t
float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );
\n\t\t
float specularNormalization = ( shininess + 2.0 ) / 8.0;
\n\t\t
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );
\n\t\t
dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;
\n\t
}
\n
#endif
\n
#if MAX_HEMI_LIGHTS > 0
\n\t
vec3 hemiDiffuse = vec3( 0.0 );
\n\t
vec3 hemiSpecular = vec3( 0.0 );
\n\t
for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
\n\t\t
vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );
\n\t\t
vec3 lVector = normalize( lDirection.xyz );
\n\t\t
float dotProduct = dot( normal, lVector );
\n\t\t
float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
\n\t\t
vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
\n\t\t
hemiDiffuse += diffuse * hemiColor;
\n\t\t
vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );
\n\t\t
float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;
\n\t\t
float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );
\n\t\t
vec3 lVectorGround = -lVector;
\n\t\t
vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );
\n\t\t
float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;
\n\t\t
float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );
\n\t\t
float dotProductGround = dot( normal, lVectorGround );
\n\t\t
float specularNormalization = ( shininess + 2.0 ) / 8.0;
\n\t\t
vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );
\n\t\t
vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );
\n\t\t
hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );
\n\t
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n\t
totalDiffuse += dirDiffuse;
\n\t
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_HEMI_LIGHTS > 0
\n\t
totalDiffuse += hemiDiffuse;
\n\t
totalSpecular += hemiSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n\t
totalDiffuse += pointDiffuse;
\n\t
totalSpecular += pointSpecular;
\n
#endif
\n
#if MAX_SPOT_LIGHTS > 0
\n\t
totalDiffuse += spotDiffuse;
\n\t
totalSpecular += spotSpecular;
\n
#endif
\n
#ifdef METAL
\n\t
gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );
\n
#else
\n\t
gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;
\n
#endif
"
,
color_pars_fragment
:
"
#ifdef USE_COLOR
\n\t
varying vec3 vColor;
\n
#endif
"
,
color_fragment
:
"
#ifdef USE_COLOR
\n\t
gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );
\n
#endif
"
,
color_pars_vertex
:
"
#ifdef USE_COLOR
\n\t
varying vec3 vColor;
\n
#endif
"
,
color_vertex
:
"
#ifdef USE_COLOR
\n\t
#ifdef GAMMA_INPUT
\n\t\t
vColor = color * color;
\n\t
#else
\n\t\t
vColor = color;
\n\t
#endif
\n
#endif
"
,
skinning_pars_vertex
:
"
#ifdef USE_SKINNING
\n\t
#ifdef BONE_TEXTURE
\n\t\t
uniform sampler2D boneTexture;
\n\t\t
uniform int boneTextureWidth;
\n\t\t
uniform int boneTextureHeight;
\n\t\t
mat4 getBoneMatrix( const in float i ) {
\n\t\t\t
float j = i * 4.0;
\n\t\t\t
float x = mod( j, float( boneTextureWidth ) );
\n\t\t\t
float y = floor( j / float( boneTextureWidth ) );
\n\t\t\t
float dx = 1.0 / float( boneTextureWidth );
\n\t\t\t
float dy = 1.0 / float( boneTextureHeight );
\n\t\t\t
y = dy * ( y + 0.5 );
\n\t\t\t
vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );
\n\t\t\t
vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );
\n\t\t\t
vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );
\n\t\t\t
vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );
\n\t\t\t
mat4 bone = mat4( v1, v2, v3, v4 );
\n\t\t\t
return bone;
\n\t\t
}
\n\t
#else
\n\t\t
uniform mat4 boneGlobalMatrices[ MAX_BONES ];
\n\t\t
mat4 getBoneMatrix( const in float i ) {
\n\t\t\t
mat4 bone = boneGlobalMatrices[ int(i) ];
\n\t\t\t
return bone;
\n\t\t
}
\n\t
#endif
\n
#endif
"
,
skinbase_vertex
:
"
#ifdef USE_SKINNING
\n\t
mat4 boneMatX = getBoneMatrix( skinIndex.x );
\n\t
mat4 boneMatY = getBoneMatrix( skinIndex.y );
\n\t
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
\n\t
mat4 boneMatW = getBoneMatrix( skinIndex.w );
\n
#endif
"
,
skinning_vertex
:
"
#ifdef USE_SKINNING
\n\t
#ifdef USE_MORPHTARGETS
\n\t
vec4 skinVertex = vec4( morphed, 1.0 );
\n\t
#else
\n\t
vec4 skinVertex = vec4( position, 1.0 );
\n\t
#endif
\n\t
vec4 skinned = vec4( 0.0 )
'
\n\t
skinned += boneMatX * skinVertex * skinWeight.x;
\n\t
skinned += boneMatY * skinVertex * skinWeight.y;
\n\t
skinned += boneMatZ * skinVertex * skinWeight.z;
\n\t
skinned += boneMatW * skinVertex * skinWeight.w;
\n
#endif
"
,
skinbase_vertex
:
"
#ifdef USE_SKINNING
\n\t
mat4 boneMatX = getBoneMatrix( skinIndex.x );
\n\t
mat4 boneMatY = getBoneMatrix( skinIndex.y );
\n\t
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
\n\t
mat4 boneMatW = getBoneMatrix( skinIndex.w );
\n
#endif
"
,
skinning_vertex
:
"
#ifdef USE_SKINNING
\n\t
#ifdef USE_MORPHTARGETS
\n\t
vec4 skinVertex = vec4( morphed, 1.0 );
\n\t
#else
\n\t
vec4 skinVertex = vec4( position, 1.0 );
\n\t
#endif
\n\t
vec4 skinned = vec4( 0.0 )
;
\n\t
skinned += boneMatX * skinVertex * skinWeight.x;
\n\t
skinned += boneMatY * skinVertex * skinWeight.y;
\n\t
skinned += boneMatZ * skinVertex * skinWeight.z;
\n\t
skinned += boneMatW * skinVertex * skinWeight.w;
\n
#endif
"
,
morphtarget_pars_vertex
:
"
#ifdef USE_MORPHTARGETS
\n\t
#ifndef USE_MORPHNORMALS
\n\t
uniform float morphTargetInfluences[ 8 ];
\n\t
#else
\n\t
uniform float morphTargetInfluences[ 4 ];
\n\t
#endif
\n
#endif
"
,
morphtarget_vertex
:
"
#ifdef USE_MORPHTARGETS
\n\t
vec3 morphed = vec3( 0.0 );
\n\t
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
\n\t
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
\n\t
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
\n\t
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
\n\t
#ifndef USE_MORPHNORMALS
\n\t
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
\n\t
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
\n\t
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
\n\t
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
\n\t
#endif
\n\t
morphed += position;
\n
#endif
"
,
default_vertex
:
"
vec4 mvPosition;
\n
#ifdef USE_SKINNING
\n\t
mvPosition = modelViewMatrix * skinned;
\n
#endif
\n
#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )
\n\t
mvPosition = modelViewMatrix * vec4( morphed, 1.0 );
\n
#endif
\n
#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )
\n\t
mvPosition = modelViewMatrix * vec4( position, 1.0 );
\n
#endif
\n
gl_Position = projectionMatrix * mvPosition;
"
,
morphnormal_vertex
:
"
#ifdef USE_MORPHNORMALS
\n\t
vec3 morphedNormal = vec3( 0.0 );
\n\t
morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];
\n\t
morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];
\n\t
morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];
\n\t
morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];
\n\t
morphedNormal += normal;
\n
#endif
"
,
skinnormal_vertex
:
"
#ifdef USE_SKINNING
\n\t
mat4 skinMatrix = mat4( 0.0 );
\n\t
skinMatrix += skinWeight.x * boneMatX;
\n\t
skinMatrix += skinWeight.y * boneMatY;
\n\t
skinMatrix += skinWeight.z * boneMatZ;
\n\t
skinMatrix += skinWeight.w * boneMatW;
\n\t
#ifdef USE_MORPHNORMALS
\n\t
vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );
\n\t
#else
\n\t
vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );
\n\t
#endif
\n
#endif
"
,
defaultnormal_vertex
:
"
vec3 objectNormal;
\n
#ifdef USE_SKINNING
\n\t
objectNormal = skinnedNormal.xyz;
\n
#endif
\n
#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )
\n\t
objectNormal = morphedNormal;
\n
#endif
\n
#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )
\n\t
objectNormal = normal;
\n
#endif
\n
#ifdef FLIP_SIDED
\n\t
objectNormal = -objectNormal;
\n
#endif
\n
vec3 transformedNormal = normalMatrix * objectNormal;
"
,
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