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4361a31b
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three.js
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4361a31b
编写于
2月 29, 2020
作者:
M
Mr.doob
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电子邮件补丁
差异文件
Revert "WebGLRenderer: Ignore map alpha in opaque materials."
This reverts commit
84c16ed8
.
上级
d2c57142
变更
13
显示空白变更内容
内联
并排
Showing
13 changed file
with
3 addition
and
21 deletion
+3
-21
src/renderers/shaders/ShaderChunk.js
src/renderers/shaders/ShaderChunk.js
+0
-2
src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js
src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js
+1
-0
src/renderers/shaders/ShaderChunk/transparent_fragment.glsl.js
...enderers/shaders/ShaderChunk/transparent_fragment.glsl.js
+0
-7
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js
+1
-2
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js
+0
-1
src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl.js
src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl.js
+0
-1
src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js
src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js
+0
-1
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
+0
-1
src/renderers/shaders/ShaderLib/meshtoon_frag.glsl.js
src/renderers/shaders/ShaderLib/meshtoon_frag.glsl.js
+0
-1
src/renderers/shaders/ShaderLib/points_frag.glsl.js
src/renderers/shaders/ShaderLib/points_frag.glsl.js
+0
-1
src/renderers/shaders/ShaderLib/sprite_frag.glsl.js
src/renderers/shaders/ShaderLib/sprite_frag.glsl.js
+0
-1
src/renderers/webgl/WebGLProgram.js
src/renderers/webgl/WebGLProgram.js
+0
-1
src/renderers/webgl/WebGLPrograms.js
src/renderers/webgl/WebGLPrograms.js
+1
-2
未找到文件。
src/renderers/shaders/ShaderChunk.js
浏览文件 @
4361a31b
...
...
@@ -84,7 +84,6 @@ import skinning_vertex from './ShaderChunk/skinning_vertex.glsl.js';
import
skinnormal_vertex
from
'
./ShaderChunk/skinnormal_vertex.glsl.js
'
;
import
specularmap_fragment
from
'
./ShaderChunk/specularmap_fragment.glsl.js
'
;
import
specularmap_pars_fragment
from
'
./ShaderChunk/specularmap_pars_fragment.glsl.js
'
;
import
transparent_fragment
from
'
./ShaderChunk/transparent_fragment.glsl.js
'
;
import
tonemapping_fragment
from
'
./ShaderChunk/tonemapping_fragment.glsl.js
'
;
import
tonemapping_pars_fragment
from
'
./ShaderChunk/tonemapping_pars_fragment.glsl.js
'
;
import
uv_pars_fragment
from
'
./ShaderChunk/uv_pars_fragment.glsl.js
'
;
...
...
@@ -215,7 +214,6 @@ export var ShaderChunk = {
skinnormal_vertex
:
skinnormal_vertex
,
specularmap_fragment
:
specularmap_fragment
,
specularmap_pars_fragment
:
specularmap_pars_fragment
,
transparent_fragment
:
transparent_fragment
,
tonemapping_fragment
:
tonemapping_fragment
,
tonemapping_pars_fragment
:
tonemapping_pars_fragment
,
uv_pars_fragment
:
uv_pars_fragment
,
...
...
src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js
浏览文件 @
4361a31b
...
...
@@ -2,6 +2,7 @@ export default /* glsl */`
#ifdef ALPHATEST
if ( diffuseColor.a < ALPHATEST ) discard;
diffuseColor.a = 1.0;
#endif
`
;
src/renderers/shaders/ShaderChunk/transparent_fragment.glsl.js
已删除
100644 → 0
浏览文件 @
d2c57142
export
default
/* glsl */
`
#ifndef TRANSPARENT
diffuseColor.a = 1.0;
#endif
`
;
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js
浏览文件 @
4361a31b
...
...
@@ -35,7 +35,6 @@ void main() {
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <transparent_fragment>
#include <specularmap_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
...
...
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js
浏览文件 @
4361a31b
...
...
@@ -48,7 +48,6 @@ void main() {
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <transparent_fragment>
#include <specularmap_fragment>
#include <emissivemap_fragment>
...
...
src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl.js
浏览文件 @
4361a31b
...
...
@@ -34,7 +34,6 @@ void main() {
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <transparent_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
...
...
src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js
浏览文件 @
4361a31b
...
...
@@ -45,7 +45,6 @@ void main() {
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <transparent_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
...
...
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
浏览文件 @
4361a31b
...
...
@@ -85,7 +85,6 @@ void main() {
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <transparent_fragment>
#include <roughnessmap_fragment>
#include <metalnessmap_fragment>
#include <normal_fragment_begin>
...
...
src/renderers/shaders/ShaderLib/meshtoon_frag.glsl.js
浏览文件 @
4361a31b
...
...
@@ -43,7 +43,6 @@ void main() {
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <transparent_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
...
...
src/renderers/shaders/ShaderLib/points_frag.glsl.js
浏览文件 @
4361a31b
...
...
@@ -20,7 +20,6 @@ void main() {
#include <map_particle_fragment>
#include <color_fragment>
#include <alphatest_fragment>
#include <transparent_fragment>
outgoingLight = diffuseColor.rgb;
...
...
src/renderers/shaders/ShaderLib/sprite_frag.glsl.js
浏览文件 @
4361a31b
...
...
@@ -21,7 +21,6 @@ void main() {
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <transparent_fragment>
outgoingLight = diffuseColor.rgb;
...
...
src/renderers/webgl/WebGLProgram.js
浏览文件 @
4361a31b
...
...
@@ -623,7 +623,6 @@ function WebGLProgram( renderer, cacheKey, parameters ) {
(
parameters
.
toneMapping
!==
NoToneMapping
)
?
getToneMappingFunction
(
'
toneMapping
'
,
parameters
.
toneMapping
)
:
''
,
parameters
.
dithering
?
'
#define DITHERING
'
:
''
,
parameters
.
transparent
?
'
#define TRANSPARENT
'
:
''
,
(
parameters
.
outputEncoding
||
parameters
.
mapEncoding
||
parameters
.
matcapEncoding
||
parameters
.
envMapEncoding
||
parameters
.
emissiveMapEncoding
||
parameters
.
lightMapEncoding
)
?
ShaderChunk
[
'
encodings_pars_fragment
'
]
:
''
,
// this code is required here because it is used by the various encoding/decoding function defined below
...
...
src/renderers/webgl/WebGLPrograms.js
浏览文件 @
4361a31b
...
...
@@ -49,7 +49,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
"
numDirLightShadows
"
,
"
numPointLightShadows
"
,
"
numSpotLightShadows
"
,
"
shadowMapEnabled
"
,
"
shadowMapType
"
,
"
toneMapping
"
,
'
physicallyCorrectLights
'
,
"
alphaTest
"
,
"
doubleSided
"
,
"
flipSided
"
,
"
numClippingPlanes
"
,
"
numClipIntersection
"
,
"
depthPacking
"
,
"
dithering
"
,
"
sheen
"
,
"
transparent
"
"
sheen
"
];
function
getShaderObject
(
material
,
shaderID
)
{
...
...
@@ -260,7 +260,6 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
numClipIntersection
:
nClipIntersection
,
dithering
:
material
.
dithering
,
transparent
:
material
.
transparent
,
shadowMapEnabled
:
renderer
.
shadowMap
.
enabled
&&
shadows
.
length
>
0
,
shadowMapType
:
renderer
.
shadowMap
.
type
,
...
...
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