Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
2445531a
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
2445531a
编写于
7月 06, 2014
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Updated builds.
上级
523f7b96
变更
2
展开全部
隐藏空白更改
内联
并排
Showing
2 changed file
with
98 addition
and
90 deletion
+98
-90
build/three.js
build/three.js
+31
-23
build/three.min.js
build/three.min.js
+67
-67
未找到文件。
build/three.js
浏览文件 @
2445531a
...
...
@@ -13894,12 +13894,11 @@ THREE.ParticleSystemMaterial = function ( parameters ) {
* @author alteredq / http://alteredqualia.com/
*
* parameters = {
* fragmentShader: <string>,
* vertexShader: <string>,
*
* defines: { "label" : "value" },
* uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
*
* defines: { "label" : "value" },
* fragmentShader: <string>,
* vertexShader: <string>,
*
* shading: THREE.SmoothShading,
* blending: THREE.NormalBlending,
...
...
@@ -13925,12 +13924,13 @@ THREE.ShaderMaterial = function ( parameters ) {
THREE.Material.call( this );
this.fragmentShader = 'void main() {}';
this.vertexShader = 'void main() {}';
this.uniforms = {};
this.defines = {};
this.uniforms = {};
this.attributes = null;
this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
this.shading = THREE.SmoothShading;
this.linewidth = 1;
...
...
@@ -22751,7 +22751,21 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( shaderID ) {
setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
var shader = THREE.ShaderLib[ shaderID ];
material.__webglShader = {
uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
}
} else {
material.__webglShader = {
uniforms: material.uniforms,
vertexShader: material.vertexShader,
fragmentShader: material.fragmentShader
}
}
...
...
@@ -22919,22 +22933,14 @@ THREE.WebGLRenderer = function ( parameters ) {
material.uniformsList = [];
for ( u in material.uniforms ) {
for ( u in material.
__webglShader.
uniforms ) {
material.uniformsList.push( [ material.uniforms[ u ], u ] );
material.uniformsList.push( [ material.
__webglShader.
uniforms[ u ], u ] );
}
};
function setMaterialShaders( material, shaders ) {
material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
material.vertexShader = shaders.vertexShader;
material.fragmentShader = shaders.fragmentShader;
};
function setProgram( camera, lights, fog, material, object ) {
_usedTextureUnits = 0;
...
...
@@ -22963,7 +22969,7 @@ THREE.WebGLRenderer = function ( parameters ) {
var program = material.program,
p_uniforms = program.uniforms,
m_uniforms = material.uniforms;
m_uniforms = material.
__webglShader.
uniforms;
if ( program.id !== _currentProgram ) {
...
...
@@ -25043,11 +25049,13 @@ THREE.WebGLProgram = ( function () {
var _this = renderer;
var _gl = _this.context;
var fragmentShader = material.fragmentShader;
var vertexShader = material.vertexShader;
var uniforms = material.uniforms;
var attributes = material.attributes;
var defines = material.defines;
var uniforms = material.__webglShader.uniforms;
var attributes = material.attributes;
var vertexShader = material.__webglShader.vertexShader;
var fragmentShader = material.__webglShader.fragmentShader;
var index0AttributeName = material.index0AttributeName;
if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
...
...
build/three.min.js
浏览文件 @
2445531a
此差异已折叠。
点击以展开。
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录