提交 2445531a 编写于 作者: M Mr.doob

Updated builds.

上级 523f7b96
......@@ -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 ) {
......
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