提交 15c6845a 编写于 作者: A alteredq

Added shadow receiving to ParticleBasicMaterial.

上级 3d94fc6b
......@@ -222,9 +222,10 @@ THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderCh
THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.ShaderChunk.lights_fragment,THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,
THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,
"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsLib.particle,fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["uniform float size;\nuniform float scale;",
THREE.ShaderChunk.color_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n")},depthRGBA:{uniforms:{},fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}",
vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")}};
THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,
THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},depthRGBA:{uniforms:{},fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}",vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,
"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")}};
THREE.WebGLRenderer=function(b){function c(b,e,c){var f,h,g,j=b.vertices,m=j.length,n=b.colors,p=n.length,t=b.__vertexArray,o=b.__colorArray,u=b.__sortArray,v=b.__dirtyVertices,y=b.__dirtyColors,x=b.__webglCustomAttributes,B,w;if(x)for(B in x)x[B].offset=0;if(c.sortParticles){ka.multiplySelf(c.matrixWorld);for(f=0;f<m;f++)h=j[f].position,Aa.copy(h),ka.multiplyVector3(Aa),u[f]=[Aa.z,f];u.sort(function(b,e){return e[0]-b[0]});for(f=0;f<m;f++)h=j[u[f][1]].position,g=f*3,t[g]=h.x,t[g+1]=h.y,t[g+2]=h.z;
for(f=0;f<p;f++)g=f*3,color=n[u[f][1]],o[g]=color.r,o[g+1]=color.g,o[g+2]=color.b;if(x)for(B in x){f=x[B];n=f.value.length;for(g=0;g<n;g++){index=u[g][1];p=f.offset;if(f.size===1){if(f.boundTo===void 0||f.boundTo==="vertices")f.array[p]=f.value[index]}else{if(f.boundTo===void 0||f.boundTo==="vertices")w=f.value[index];f.size===2?(f.array[p]=w.x,f.array[p+1]=w.y):f.size===3?f.type==="c"?(f.array[p]=w.r,f.array[p+1]=w.g,f.array[p+2]=w.b):(f.array[p]=w.x,f.array[p+1]=w.y,f.array[p+2]=w.z):(f.array[p]=
w.x,f.array[p+1]=w.y,f.array[p+2]=w.z,f.array[p+3]=w.w)}f.offset+=f.size}}}else{if(v)for(f=0;f<m;f++)h=j[f].position,g=f*3,t[g]=h.x,t[g+1]=h.y,t[g+2]=h.z;if(y)for(f=0;f<p;f++)color=n[f],g=f*3,o[g]=color.r,o[g+1]=color.g,o[g+2]=color.b;if(x)for(B in x)if(f=x[B],f.__original.needsUpdate){n=f.value.length;for(g=0;g<n;g++){p=f.offset;if(f.size===1){if(f.boundTo===void 0||f.boundTo==="vertices")f.array[p]=f.value[g]}else{if(f.boundTo===void 0||f.boundTo==="vertices")w=f.value[g];f.size===2?(f.array[p]=
......
......@@ -180,9 +180,10 @@ THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderCh
THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.ShaderChunk.lights_fragment,THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,
THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,
"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsLib.particle,fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["uniform float size;\nuniform float scale;",
THREE.ShaderChunk.color_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n")},depthRGBA:{uniforms:{},fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}",
vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")}};
THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,
THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},depthRGBA:{uniforms:{},fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}",vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,
"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,"}"].join("\n")}};
THREE.WebGLRenderer=function(b){function d(b,d,e){var f,h,g,i=b.vertices,j=i.length,Ca=b.colors,E=Ca.length,s=b.__vertexArray,k=b.__colorArray,B=b.__sortArray,n=b.__dirtyVertices,p=b.__dirtyColors,q=b.__webglCustomAttributes,o,r;if(q)for(o in q)q[o].offset=0;if(e.sortParticles){va.multiplySelf(e.matrixWorld);for(f=0;f<j;f++)h=i[f].position,Ja.copy(h),va.multiplyVector3(Ja),B[f]=[Ja.z,f];B.sort(function(b,c){return c[0]-b[0]});for(f=0;f<j;f++)h=i[B[f][1]].position,g=f*3,s[g]=h.x,s[g+1]=h.y,s[g+2]=
h.z;for(f=0;f<E;f++)g=f*3,color=Ca[B[f][1]],k[g]=color.r,k[g+1]=color.g,k[g+2]=color.b;if(q)for(o in q){f=q[o];Ca=f.value.length;for(g=0;g<Ca;g++){index=B[g][1];E=f.offset;if(f.size===1){if(f.boundTo===void 0||f.boundTo==="vertices")f.array[E]=f.value[index]}else{if(f.boundTo===void 0||f.boundTo==="vertices")r=f.value[index];f.size===2?(f.array[E]=r.x,f.array[E+1]=r.y):f.size===3?f.type==="c"?(f.array[E]=r.r,f.array[E+1]=r.g,f.array[E+2]=r.b):(f.array[E]=r.x,f.array[E+1]=r.y,f.array[E+2]=r.z):(f.array[E]=
r.x,f.array[E+1]=r.y,f.array[E+2]=r.z,f.array[E+3]=r.w)}f.offset+=f.size}}}else{if(n)for(f=0;f<j;f++)h=i[f].position,g=f*3,s[g]=h.x,s[g+1]=h.y,s[g+2]=h.z;if(p)for(f=0;f<E;f++)color=Ca[f],g=f*3,k[g]=color.r,k[g+1]=color.g,k[g+2]=color.b;if(q)for(o in q)if(f=q[o],f.__original.needsUpdate){Ca=f.value.length;for(g=0;g<Ca;g++){E=f.offset;if(f.size===1){if(f.boundTo===void 0||f.boundTo==="vertices")f.array[E]=f.value[g]}else{if(f.boundTo===void 0||f.boundTo==="vertices")r=f.value[g];f.size===2?(f.array[E]=
......
......@@ -1428,7 +1428,12 @@ THREE.ShaderLib = {
'particle_basic': {
uniforms: THREE.UniformsLib[ "particle" ],
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "particle" ],
THREE.UniformsLib[ "shadowmap" ]
] ),
fragmentShader: [
......@@ -1438,6 +1443,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "map_particle_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
"void main() {",
......@@ -1445,6 +1451,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "map_particle_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
"}"
......@@ -1457,6 +1464,7 @@ THREE.ShaderLib = {
"uniform float scale;",
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
"void main() {",
......@@ -1472,6 +1480,8 @@ THREE.ShaderLib = {
"gl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk[ "shadowmap_vertex" ],
"}"
].join("\n")
......
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