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
244d91aa
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
244d91aa
编写于
7月 18, 2019
作者:
A
arobertson0
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
(Mostly) Working independent scale
Scale is fine as long as cc scale <= normal scale
上级
1da6ad43
变更
6
展开全部
隐藏空白更改
内联
并排
Showing
6 changed file
with
47 addition
and
23 deletion
+47
-23
build/three.js
build/three.js
+16
-8
build/three.module.js
build/three.module.js
+15
-7
examples/_.html
examples/_.html
+1
-1
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+12
-4
src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_maps.glsl.js
...haders/ShaderChunk/clearcoat_normal_fragment_maps.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/clearcoat_normalmap_pars_fragment.glsl.js
...ers/ShaderChunk/clearcoat_normalmap_pars_fragment.glsl.js
+2
-2
未找到文件。
build/three.js
浏览文件 @
244d91aa
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
244d91aa
...
...
@@ -15468,7 +15468,7 @@ var clearcoat_normal_fragment_maps = /* glsl */ `
mat3 vTBN = mat3( tangent, bitangent, clearCoatNormal );
vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
mapN.xy =
n
ormalScale * mapN.xy;
mapN.xy =
clearCoatN
ormalScale * mapN.xy;
clearCoatNormal = normalize( vTBN * mapN );
#else
...
...
@@ -15545,7 +15545,7 @@ var clearcoat_normalmap_pars_fragment = /* glsl */ `
#ifdef USE_NORMALMAP
//uniform sampler2D normalMap;
//uniform vec2 n
ormalScale;
uniform vec2 clearCoatN
ormalScale;
// Per-Pixel Tangent Space Normal Mapping
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
...
...
@@ -15568,7 +15568,7 @@ var clearcoat_normalmap_pars_fragment = /* glsl */ `
vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
mapN.xy *=
n
ormalScale;
mapN.xy *=
clearCoatN
ormalScale;
mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
return normalize( tsn * mapN );
...
...
@@ -26672,11 +26672,19 @@ function WebGLRenderer( parameters ) {
uniforms.clearCoat.value = material.clearCoat;
uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
uniforms.clearCoatGeometryNormals.value = material.clearCoatGeometryNormals;
uniforms.clearCoatNormalMap.value = material.clearCoatNormalMap;
uniforms.clearCoatNormalScale.value = material.clearCoatNormalScale;
uniforms.clearCoatGeometryNormals.value = material.clearCoatGeometryNormals;
if ( material.normalMap || material.clearCoatNormalMap) {
if(material.clearCoatNormalMap){
uniforms.clearCoatNormalMap.value = material.clearCoatNormalMap;
}
uniforms.clearCoatNormalScale.value.copy( material.clearCoatNormalScale );
if ( material.side === BackSide ) uniforms.clearCoatNormalScale.value.negate();
}
uniforms.clearCoatGeometryNormals.value = material.clearCoatGeometryNormals;
}
function refreshUniformsMatcap( uniforms, material ) {
examples/_.html
浏览文件 @
244d91aa
...
...
@@ -73,7 +73,7 @@
const
sphereSpacing
=
1.25
*
sphereSize
*
2
;
const
variationsX
=
[
(
mat
,
scale
,
map
)
=>
{
},
(
mat
,
scale
,
map
)
=>
{
mat
.
clearCoatNormalScale
.
copy
(
mat
.
normalScale
);
},
(
mat
,
scale
,
map
)
=>
{
mat
.
clearCoatNormalScale
=
new
THREE
.
Vector2
(
scale
,
scale
);
},
(
mat
,
scale
,
map
)
=>
{
mat
.
clearCoatNormalScale
=
new
THREE
.
Vector2
(
scale
,
scale
);
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
244d91aa
...
...
@@ -2275,11 +2275,19 @@ function WebGLRenderer( parameters ) {
uniforms
.
clearCoat
.
value
=
material
.
clearCoat
;
uniforms
.
clearCoatRoughness
.
value
=
material
.
clearCoatRoughness
;
uniforms
.
clearCoatGeometryNormals
.
value
=
material
.
clearCoatGeometryNormals
;
uniforms
.
clearCoatNormalMap
.
value
=
material
.
clearCoatNormalMap
;
uniforms
.
clearCoatNormalScale
.
value
=
material
.
clearCoatNormalScale
;
uniforms
.
clearCoatGeometryNormals
.
value
=
material
.
clearCoatGeometryNormals
;
if
(
material
.
normalMap
||
material
.
clearCoatNormalMap
)
{
if
(
material
.
clearCoatNormalMap
){
uniforms
.
clearCoatNormalMap
.
value
=
material
.
clearCoatNormalMap
;
}
uniforms
.
clearCoatNormalScale
.
value
.
copy
(
material
.
clearCoatNormalScale
);
if
(
material
.
side
===
BackSide
)
uniforms
.
clearCoatNormalScale
.
value
.
negate
();
}
uniforms
.
clearCoatGeometryNormals
.
value
=
material
.
clearCoatGeometryNormals
;
}
function
refreshUniformsMatcap
(
uniforms
,
material
)
{
...
...
src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_maps.glsl.js
浏览文件 @
244d91aa
...
...
@@ -5,7 +5,7 @@ export default /* glsl */ `
mat3 vTBN = mat3( tangent, bitangent, clearCoatNormal );
vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
mapN.xy =
n
ormalScale * mapN.xy;
mapN.xy =
clearCoatN
ormalScale * mapN.xy;
clearCoatNormal = normalize( vTBN * mapN );
#else
...
...
src/renderers/shaders/ShaderChunk/clearcoat_normalmap_pars_fragment.glsl.js
浏览文件 @
244d91aa
...
...
@@ -2,7 +2,7 @@ export default /* glsl */ `
#ifdef USE_NORMALMAP
//uniform sampler2D normalMap;
//
uniform vec2 clearCoatNormalScale;
uniform vec2 clearCoatNormalScale;
// Per-Pixel Tangent Space Normal Mapping
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
...
...
@@ -25,7 +25,7 @@ export default /* glsl */ `
vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
mapN.xy *=
n
ormalScale;
mapN.xy *=
clearCoatN
ormalScale;
mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
return normalize( tsn * mapN );
...
...
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