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three.js
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578feace
T
three.js
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578feace
编写于
9月 16, 2011
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Small shadowmap shader optimization.
上级
0d8f3572
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
5 addition
and
4 deletion
+5
-4
build/Three.js
build/Three.js
+1
-1
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+1
-1
src/renderers/WebGLShaders.js
src/renderers/WebGLShaders.js
+3
-2
未找到文件。
build/Three.js
浏览文件 @
578feace
...
@@ -199,7 +199,7 @@ lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirec
...
@@ -199,7 +199,7 @@ lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirec
color_pars_fragment
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_fragment
:
"
#ifdef USE_COLOR
\n
gl_FragColor = gl_FragColor * vec4( vColor, opacity );
\n
#endif
"
,
color_pars_vertex
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_vertex
:
"
#ifdef USE_COLOR
\n
vColor = color;
\n
#endif
"
,
skinning_pars_vertex
:
"
#ifdef USE_SKINNING
\n
uniform mat4 boneGlobalMatrices[ MAX_BONES ];
\n
#endif
"
,
skinning_vertex
:
"
#ifdef USE_SKINNING
\n
gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;
\n
gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;
\n
gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;
\n
#endif
"
,
color_pars_fragment
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_fragment
:
"
#ifdef USE_COLOR
\n
gl_FragColor = gl_FragColor * vec4( vColor, opacity );
\n
#endif
"
,
color_pars_vertex
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_vertex
:
"
#ifdef USE_COLOR
\n
vColor = color;
\n
#endif
"
,
skinning_pars_vertex
:
"
#ifdef USE_SKINNING
\n
uniform mat4 boneGlobalMatrices[ MAX_BONES ];
\n
#endif
"
,
skinning_vertex
:
"
#ifdef USE_SKINNING
\n
gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;
\n
gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;
\n
gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;
\n
#endif
"
,
morphtarget_pars_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
uniform float morphTargetInfluences[ 8 ];
\n
#endif
"
,
morphtarget_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
vec3 morphed = vec3( 0.0, 0.0, 0.0 );
\n
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
\n
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
\n
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
\n
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
\n
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
\n
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
\n
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
\n
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
\n
morphed += position;
\n
gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );
\n
#endif
"
,
morphtarget_pars_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
uniform float morphTargetInfluences[ 8 ];
\n
#endif
"
,
morphtarget_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
vec3 morphed = vec3( 0.0, 0.0, 0.0 );
\n
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
\n
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
\n
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
\n
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
\n
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
\n
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
\n
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
\n
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
\n
morphed += position;
\n
gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );
\n
#endif
"
,
default_vertex
:
"
#ifndef USE_MORPHTARGETS
\n
#ifndef USE_SKINNING
\n
gl_Position = projectionMatrix * mvPosition;
\n
#endif
\n
#endif
"
,
shadowmap_pars_fragment
:
"
#ifdef USE_SHADOWMAP
\n
uniform sampler2D shadowMap[ MAX_SHADOWS ];
\n
uniform float shadowDarkness;
\n
uniform float shadowBias;
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
float unpackDepth( const in vec4 rgba_depth ) {
\n
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
\n
float depth = dot( rgba_depth, bit_shift );
\n
return depth;
\n
}
\n
#endif
"
,
default_vertex
:
"
#ifndef USE_MORPHTARGETS
\n
#ifndef USE_SKINNING
\n
gl_Position = projectionMatrix * mvPosition;
\n
#endif
\n
#endif
"
,
shadowmap_pars_fragment
:
"
#ifdef USE_SHADOWMAP
\n
uniform sampler2D shadowMap[ MAX_SHADOWS ];
\n
uniform float shadowDarkness;
\n
uniform float shadowBias;
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
float unpackDepth( const in vec4 rgba_depth ) {
\n
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
\n
float depth = dot( rgba_depth, bit_shift );
\n
return depth;
\n
}
\n
#endif
"
,
shadowmap_fragment
:
"
#ifdef USE_SHADOWMAP
\n
#ifdef SHADOWMAP_SOFT
\n
const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;
\n
const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;
\n
#endif
\n
vec4 shadowColor = vec4( 1.0 );
\n
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
\n
vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
\n
if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {
\n
#ifdef SHADOWMAP_SOFT
\n
float shadow = 0.0;
\n
for ( float y = -1.25; y <= 1.25; y += 1.25 )
\n
for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
\n
vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
\n
float fDepth = unpackDepth( rgbaDepth );
\n
if ( fDepth < ( shadowCoord.z + shadowBias ) )
\n
shadow += 1.0;
\n
}
\n
shadow /= 9.0;
\n
shadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );
\n
#else
\n
vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
\n
float fDepth = unpackDepth( rgbaDepth );
\n
if ( fDepth < ( shadowCoord.z + shadowBias )
)
\n
shadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );
\n
#endif
\n
}
\n
}
\n
gl_FragColor = gl_FragColor * shadowColor;
\n
#endif
"
,
shadowmap_fragment
:
"
#ifdef USE_SHADOWMAP
\n
#ifdef SHADOWMAP_SOFT
\n
const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;
\n
const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;
\n
#endif
\n
vec4 shadowColor = vec4( 1.0 );
\n
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
\n
vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
\n
shadowCoord.z += shadowBias;
\n
if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {
\n
#ifdef SHADOWMAP_SOFT
\n
float shadow = 0.0;
\n
for ( float y = -1.25; y <= 1.25; y += 1.25 )
\n
for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
\n
vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
\n
float fDepth = unpackDepth( rgbaDepth );
\n
if ( fDepth < shadowCoord.z )
\n
shadow += 1.0;
\n
}
\n
shadow /= 9.0;
\n
shadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );
\n
#else
\n
vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
\n
float fDepth = unpackDepth( rgbaDepth );
\n
if ( fDepth < shadowCoord.z
)
\n
shadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );
\n
#endif
\n
}
\n
}
\n
gl_FragColor = gl_FragColor * shadowColor;
\n
#endif
"
,
shadowmap_pars_vertex
:
"
#ifdef USE_SHADOWMAP
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
uniform mat4 shadowMatrix[ MAX_SHADOWS ];
\n
#endif
"
,
shadowmap_vertex
:
"
#ifdef USE_SHADOWMAP
\n
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
\n
vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );
\n
}
\n
#endif
"
,
alphatest_fragment
:
"
#ifdef ALPHATEST
\n
if ( gl_FragColor.a < ALPHATEST ) discard;
\n
#endif
"
};
shadowmap_pars_vertex
:
"
#ifdef USE_SHADOWMAP
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
uniform mat4 shadowMatrix[ MAX_SHADOWS ];
\n
#endif
"
,
shadowmap_vertex
:
"
#ifdef USE_SHADOWMAP
\n
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
\n
vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );
\n
}
\n
#endif
"
,
alphatest_fragment
:
"
#ifdef ALPHATEST
\n
if ( gl_FragColor.a < ALPHATEST ) discard;
\n
#endif
"
};
THREE
.
UniformsUtils
=
{
merge
:
function
(
b
){
var
c
,
e
,
f
,
h
=
{};
for
(
c
=
0
;
c
<
b
.
length
;
c
++
)
for
(
e
in
f
=
this
.
clone
(
b
[
c
]),
f
)
h
[
e
]
=
f
[
e
];
return
h
},
clone
:
function
(
b
){
var
c
,
e
,
f
,
h
=
{};
for
(
c
in
b
)
for
(
e
in
h
[
c
]
=
{},
b
[
c
])
f
=
b
[
c
][
e
],
h
[
c
][
e
]
=
f
instanceof
THREE
.
Color
||
f
instanceof
THREE
.
Vector2
||
f
instanceof
THREE
.
Vector3
||
f
instanceof
THREE
.
Vector4
||
f
instanceof
THREE
.
Matrix4
||
f
instanceof
THREE
.
Texture
?
f
.
clone
():
f
instanceof
Array
?
f
.
slice
():
f
;
return
h
}};
THREE
.
UniformsUtils
=
{
merge
:
function
(
b
){
var
c
,
e
,
f
,
h
=
{};
for
(
c
=
0
;
c
<
b
.
length
;
c
++
)
for
(
e
in
f
=
this
.
clone
(
b
[
c
]),
f
)
h
[
e
]
=
f
[
e
];
return
h
},
clone
:
function
(
b
){
var
c
,
e
,
f
,
h
=
{};
for
(
c
in
b
)
for
(
e
in
h
[
c
]
=
{},
b
[
c
])
f
=
b
[
c
][
e
],
h
[
c
][
e
]
=
f
instanceof
THREE
.
Color
||
f
instanceof
THREE
.
Vector2
||
f
instanceof
THREE
.
Vector3
||
f
instanceof
THREE
.
Vector4
||
f
instanceof
THREE
.
Matrix4
||
f
instanceof
THREE
.
Texture
?
f
.
clone
():
f
instanceof
Array
?
f
.
slice
():
f
;
return
h
}};
THREE
.
UniformsLib
=
{
common
:{
diffuse
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
15658734
)},
opacity
:{
type
:
"
f
"
,
value
:
1
},
map
:{
type
:
"
t
"
,
value
:
0
,
texture
:
null
},
offsetRepeat
:{
type
:
"
v4
"
,
value
:
new
THREE
.
Vector4
(
0
,
0
,
1
,
1
)},
lightMap
:{
type
:
"
t
"
,
value
:
2
,
texture
:
null
},
envMap
:{
type
:
"
t
"
,
value
:
1
,
texture
:
null
},
useRefract
:{
type
:
"
i
"
,
value
:
0
},
reflectivity
:{
type
:
"
f
"
,
value
:
1
},
refractionRatio
:{
type
:
"
f
"
,
value
:
0.98
},
combine
:{
type
:
"
i
"
,
value
:
0
},
morphTargetInfluences
:{
type
:
"
f
"
,
value
:
0
}},
fog
:{
fogDensity
:{
type
:
"
f
"
,
value
:
2.5
E
-
4
},
fogNear
:{
type
:
"
f
"
,
THREE
.
UniformsLib
=
{
common
:{
diffuse
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
15658734
)},
opacity
:{
type
:
"
f
"
,
value
:
1
},
map
:{
type
:
"
t
"
,
value
:
0
,
texture
:
null
},
offsetRepeat
:{
type
:
"
v4
"
,
value
:
new
THREE
.
Vector4
(
0
,
0
,
1
,
1
)},
lightMap
:{
type
:
"
t
"
,
value
:
2
,
texture
:
null
},
envMap
:{
type
:
"
t
"
,
value
:
1
,
texture
:
null
},
useRefract
:{
type
:
"
i
"
,
value
:
0
},
reflectivity
:{
type
:
"
f
"
,
value
:
1
},
refractionRatio
:{
type
:
"
f
"
,
value
:
0.98
},
combine
:{
type
:
"
i
"
,
value
:
0
},
morphTargetInfluences
:{
type
:
"
f
"
,
value
:
0
}},
fog
:{
fogDensity
:{
type
:
"
f
"
,
value
:
2.5
E
-
4
},
fogNear
:{
type
:
"
f
"
,
...
...
build/custom/ThreeWebGL.js
浏览文件 @
578feace
...
@@ -156,7 +156,7 @@ lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirec
...
@@ -156,7 +156,7 @@ lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirec
color_pars_fragment
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_fragment
:
"
#ifdef USE_COLOR
\n
gl_FragColor = gl_FragColor * vec4( vColor, opacity );
\n
#endif
"
,
color_pars_vertex
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_vertex
:
"
#ifdef USE_COLOR
\n
vColor = color;
\n
#endif
"
,
skinning_pars_vertex
:
"
#ifdef USE_SKINNING
\n
uniform mat4 boneGlobalMatrices[ MAX_BONES ];
\n
#endif
"
,
skinning_vertex
:
"
#ifdef USE_SKINNING
\n
gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;
\n
gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;
\n
gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;
\n
#endif
"
,
color_pars_fragment
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_fragment
:
"
#ifdef USE_COLOR
\n
gl_FragColor = gl_FragColor * vec4( vColor, opacity );
\n
#endif
"
,
color_pars_vertex
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_vertex
:
"
#ifdef USE_COLOR
\n
vColor = color;
\n
#endif
"
,
skinning_pars_vertex
:
"
#ifdef USE_SKINNING
\n
uniform mat4 boneGlobalMatrices[ MAX_BONES ];
\n
#endif
"
,
skinning_vertex
:
"
#ifdef USE_SKINNING
\n
gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;
\n
gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;
\n
gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;
\n
#endif
"
,
morphtarget_pars_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
uniform float morphTargetInfluences[ 8 ];
\n
#endif
"
,
morphtarget_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
vec3 morphed = vec3( 0.0, 0.0, 0.0 );
\n
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
\n
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
\n
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
\n
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
\n
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
\n
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
\n
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
\n
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
\n
morphed += position;
\n
gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );
\n
#endif
"
,
morphtarget_pars_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
uniform float morphTargetInfluences[ 8 ];
\n
#endif
"
,
morphtarget_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
vec3 morphed = vec3( 0.0, 0.0, 0.0 );
\n
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
\n
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
\n
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
\n
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
\n
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
\n
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
\n
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
\n
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
\n
morphed += position;
\n
gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );
\n
#endif
"
,
default_vertex
:
"
#ifndef USE_MORPHTARGETS
\n
#ifndef USE_SKINNING
\n
gl_Position = projectionMatrix * mvPosition;
\n
#endif
\n
#endif
"
,
shadowmap_pars_fragment
:
"
#ifdef USE_SHADOWMAP
\n
uniform sampler2D shadowMap[ MAX_SHADOWS ];
\n
uniform float shadowDarkness;
\n
uniform float shadowBias;
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
float unpackDepth( const in vec4 rgba_depth ) {
\n
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
\n
float depth = dot( rgba_depth, bit_shift );
\n
return depth;
\n
}
\n
#endif
"
,
default_vertex
:
"
#ifndef USE_MORPHTARGETS
\n
#ifndef USE_SKINNING
\n
gl_Position = projectionMatrix * mvPosition;
\n
#endif
\n
#endif
"
,
shadowmap_pars_fragment
:
"
#ifdef USE_SHADOWMAP
\n
uniform sampler2D shadowMap[ MAX_SHADOWS ];
\n
uniform float shadowDarkness;
\n
uniform float shadowBias;
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
float unpackDepth( const in vec4 rgba_depth ) {
\n
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
\n
float depth = dot( rgba_depth, bit_shift );
\n
return depth;
\n
}
\n
#endif
"
,
shadowmap_fragment
:
"
#ifdef USE_SHADOWMAP
\n
#ifdef SHADOWMAP_SOFT
\n
const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;
\n
const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;
\n
#endif
\n
vec4 shadowColor = vec4( 1.0 );
\n
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
\n
vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
\n
if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {
\n
#ifdef SHADOWMAP_SOFT
\n
float shadow = 0.0;
\n
for ( float y = -1.25; y <= 1.25; y += 1.25 )
\n
for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
\n
vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
\n
float fDepth = unpackDepth( rgbaDepth );
\n
if ( fDepth < ( shadowCoord.z + shadowBias ) )
\n
shadow += 1.0;
\n
}
\n
shadow /= 9.0;
\n
shadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );
\n
#else
\n
vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
\n
float fDepth = unpackDepth( rgbaDepth );
\n
if ( fDepth < ( shadowCoord.z + shadowBias )
)
\n
shadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );
\n
#endif
\n
}
\n
}
\n
gl_FragColor = gl_FragColor * shadowColor;
\n
#endif
"
,
shadowmap_fragment
:
"
#ifdef USE_SHADOWMAP
\n
#ifdef SHADOWMAP_SOFT
\n
const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;
\n
const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;
\n
#endif
\n
vec4 shadowColor = vec4( 1.0 );
\n
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
\n
vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
\n
shadowCoord.z += shadowBias;
\n
if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {
\n
#ifdef SHADOWMAP_SOFT
\n
float shadow = 0.0;
\n
for ( float y = -1.25; y <= 1.25; y += 1.25 )
\n
for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
\n
vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
\n
float fDepth = unpackDepth( rgbaDepth );
\n
if ( fDepth < shadowCoord.z )
\n
shadow += 1.0;
\n
}
\n
shadow /= 9.0;
\n
shadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );
\n
#else
\n
vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
\n
float fDepth = unpackDepth( rgbaDepth );
\n
if ( fDepth < shadowCoord.z
)
\n
shadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );
\n
#endif
\n
}
\n
}
\n
gl_FragColor = gl_FragColor * shadowColor;
\n
#endif
"
,
shadowmap_pars_vertex
:
"
#ifdef USE_SHADOWMAP
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
uniform mat4 shadowMatrix[ MAX_SHADOWS ];
\n
#endif
"
,
shadowmap_vertex
:
"
#ifdef USE_SHADOWMAP
\n
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
\n
vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );
\n
}
\n
#endif
"
,
alphatest_fragment
:
"
#ifdef ALPHATEST
\n
if ( gl_FragColor.a < ALPHATEST ) discard;
\n
#endif
"
};
shadowmap_pars_vertex
:
"
#ifdef USE_SHADOWMAP
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
uniform mat4 shadowMatrix[ MAX_SHADOWS ];
\n
#endif
"
,
shadowmap_vertex
:
"
#ifdef USE_SHADOWMAP
\n
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
\n
vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );
\n
}
\n
#endif
"
,
alphatest_fragment
:
"
#ifdef ALPHATEST
\n
if ( gl_FragColor.a < ALPHATEST ) discard;
\n
#endif
"
};
THREE
.
UniformsUtils
=
{
merge
:
function
(
b
){
var
c
,
d
,
f
,
j
=
{};
for
(
c
=
0
;
c
<
b
.
length
;
c
++
)
for
(
d
in
f
=
this
.
clone
(
b
[
c
]),
f
)
j
[
d
]
=
f
[
d
];
return
j
},
clone
:
function
(
b
){
var
c
,
d
,
f
,
j
=
{};
for
(
c
in
b
)
for
(
d
in
j
[
c
]
=
{},
b
[
c
])
f
=
b
[
c
][
d
],
j
[
c
][
d
]
=
f
instanceof
THREE
.
Color
||
f
instanceof
THREE
.
Vector2
||
f
instanceof
THREE
.
Vector3
||
f
instanceof
THREE
.
Vector4
||
f
instanceof
THREE
.
Matrix4
||
f
instanceof
THREE
.
Texture
?
f
.
clone
():
f
instanceof
Array
?
f
.
slice
():
f
;
return
j
}};
THREE
.
UniformsUtils
=
{
merge
:
function
(
b
){
var
c
,
d
,
f
,
j
=
{};
for
(
c
=
0
;
c
<
b
.
length
;
c
++
)
for
(
d
in
f
=
this
.
clone
(
b
[
c
]),
f
)
j
[
d
]
=
f
[
d
];
return
j
},
clone
:
function
(
b
){
var
c
,
d
,
f
,
j
=
{};
for
(
c
in
b
)
for
(
d
in
j
[
c
]
=
{},
b
[
c
])
f
=
b
[
c
][
d
],
j
[
c
][
d
]
=
f
instanceof
THREE
.
Color
||
f
instanceof
THREE
.
Vector2
||
f
instanceof
THREE
.
Vector3
||
f
instanceof
THREE
.
Vector4
||
f
instanceof
THREE
.
Matrix4
||
f
instanceof
THREE
.
Texture
?
f
.
clone
():
f
instanceof
Array
?
f
.
slice
():
f
;
return
j
}};
THREE
.
UniformsLib
=
{
common
:{
diffuse
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
15658734
)},
opacity
:{
type
:
"
f
"
,
value
:
1
},
map
:{
type
:
"
t
"
,
value
:
0
,
texture
:
null
},
offsetRepeat
:{
type
:
"
v4
"
,
value
:
new
THREE
.
Vector4
(
0
,
0
,
1
,
1
)},
lightMap
:{
type
:
"
t
"
,
value
:
2
,
texture
:
null
},
envMap
:{
type
:
"
t
"
,
value
:
1
,
texture
:
null
},
useRefract
:{
type
:
"
i
"
,
value
:
0
},
reflectivity
:{
type
:
"
f
"
,
value
:
1
},
refractionRatio
:{
type
:
"
f
"
,
value
:
0.98
},
combine
:{
type
:
"
i
"
,
value
:
0
},
morphTargetInfluences
:{
type
:
"
f
"
,
value
:
0
}},
fog
:{
fogDensity
:{
type
:
"
f
"
,
value
:
2.5
E
-
4
},
fogNear
:{
type
:
"
f
"
,
THREE
.
UniformsLib
=
{
common
:{
diffuse
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
15658734
)},
opacity
:{
type
:
"
f
"
,
value
:
1
},
map
:{
type
:
"
t
"
,
value
:
0
,
texture
:
null
},
offsetRepeat
:{
type
:
"
v4
"
,
value
:
new
THREE
.
Vector4
(
0
,
0
,
1
,
1
)},
lightMap
:{
type
:
"
t
"
,
value
:
2
,
texture
:
null
},
envMap
:{
type
:
"
t
"
,
value
:
1
,
texture
:
null
},
useRefract
:{
type
:
"
i
"
,
value
:
0
},
reflectivity
:{
type
:
"
f
"
,
value
:
1
},
refractionRatio
:{
type
:
"
f
"
,
value
:
0.98
},
combine
:{
type
:
"
i
"
,
value
:
0
},
morphTargetInfluences
:{
type
:
"
f
"
,
value
:
0
}},
fog
:{
fogDensity
:{
type
:
"
f
"
,
value
:
2.5
E
-
4
},
fogNear
:{
type
:
"
f
"
,
...
...
src/renderers/WebGLShaders.js
浏览文件 @
578feace
...
@@ -571,6 +571,7 @@ THREE.ShaderChunk = {
...
@@ -571,6 +571,7 @@ THREE.ShaderChunk = {
"
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
"
,
"
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
"
,
"
vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
"
,
"
vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
"
,
"
shadowCoord.z += shadowBias;
"
,
"
if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {
"
,
"
if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {
"
,
...
@@ -592,7 +593,7 @@ THREE.ShaderChunk = {
...
@@ -592,7 +593,7 @@ THREE.ShaderChunk = {
"
float fDepth = unpackDepth( rgbaDepth );
"
,
"
float fDepth = unpackDepth( rgbaDepth );
"
,
"
if ( fDepth <
( shadowCoord.z + shadowBias )
)
"
,
"
if ( fDepth <
shadowCoord.z
)
"
,
"
shadow += 1.0;
"
,
"
shadow += 1.0;
"
,
"
}
"
,
"
}
"
,
...
@@ -606,7 +607,7 @@ THREE.ShaderChunk = {
...
@@ -606,7 +607,7 @@ THREE.ShaderChunk = {
"
vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
"
,
"
vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
"
,
"
float fDepth = unpackDepth( rgbaDepth );
"
,
"
float fDepth = unpackDepth( rgbaDepth );
"
,
"
if ( fDepth <
( shadowCoord.z + shadowBias )
)
"
,
"
if ( fDepth <
shadowCoord.z
)
"
,
// spot with multiple shadows is darker
// spot with multiple shadows is darker
...
...
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