提交 5f4c46b8 编写于 作者: M Mr.doob

Updated builds.

上级 e62a722e
......@@ -6869,6 +6869,7 @@
fogNear: gl.getUniformLocation( program, 'fogNear' ),
fogFar: gl.getUniformLocation( program, 'fogFar' ),
fogColor: gl.getUniformLocation( program, 'fogColor' ),
fogDepth: gl.getUniformLocation( program, 'fogDepth' ),
alphaTest: gl.getUniformLocation( program, 'alphaTest' )
};
......@@ -7065,6 +7066,7 @@
'attribute vec2 uv;',
'varying vec2 vUV;',
'varying float fogDepth;',
'void main() {',
......@@ -7076,13 +7078,14 @@
'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
'vec4 finalPosition;',
'vec4 mvPosition;',
'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
'finalPosition.xy += rotatedPosition;',
'finalPosition = projectionMatrix * finalPosition;',
'mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
'mvPosition.xy += rotatedPosition;',
'gl_Position = finalPosition;',
'gl_Position = projectionMatrix * mvPosition;',
'fogDepth = - mvPosition.z;',
'}'
......@@ -7106,33 +7109,33 @@
'uniform float alphaTest;',
'varying vec2 vUV;',
'varying float fogDepth;',
'void main() {',
'vec4 texture = texture2D( map, vUV );',
'if ( texture.a < alphaTest ) discard;',
'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
'if ( gl_FragColor.a < alphaTest ) discard;',
'if ( fogType > 0 ) {',
'float depth = gl_FragCoord.z / gl_FragCoord.w;',
'float fogFactor = 0.0;',
'if ( fogType == 1 ) {',
'fogFactor = smoothstep( fogNear, fogFar, depth );',
'fogFactor = smoothstep( fogNear, fogFar, fogDepth );',
'} else {',
'const float LOG2 = 1.442695;',
'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
'fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
'}',
'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
'gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',
'}',
......@@ -40890,21 +40893,19 @@
this.matrix = object.matrixWorld;
this.matrixAutoUpdate = false;
this.onBeforeRender();
}
SkeletonHelper.prototype = Object.create( LineSegments.prototype );
SkeletonHelper.prototype.constructor = SkeletonHelper;
SkeletonHelper.prototype.onBeforeRender = function () {
SkeletonHelper.prototype.updateMatrixWorld = function () {
var vector = new Vector3();
var boneMatrix = new Matrix4();
var matrixWorldInv = new Matrix4();
return function onBeforeRender() {
return function updateMatrixWorld( force ) {
var bones = this.bones;
......@@ -40935,6 +40936,8 @@
geometry.getAttribute( 'position' ).needsUpdate = true;
Object3D.prototype.updateMatrixWorld.call( this, force );
};
}();
......@@ -41835,14 +41838,12 @@
this.geometry.computeBoundingSphere();
this.onBeforeRender();
}
Box3Helper.prototype = Object.create( LineSegments.prototype );
Box3Helper.prototype.constructor = Box3Helper;
Box3Helper.prototype.onBeforeRender = function () {
Box3Helper.prototype.updateMatrixWorld = function ( force ) {
var box = this.box;
......@@ -41854,6 +41855,8 @@
this.scale.multiplyScalar( 0.5 );
Object3D.prototype.updateMatrixWorld.call( this, force );
};
/**
......@@ -41888,16 +41891,12 @@
this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
//
this.onBeforeRender();
}
PlaneHelper.prototype = Object.create( Line.prototype );
PlaneHelper.prototype.constructor = PlaneHelper;
PlaneHelper.prototype.onBeforeRender = function () {
PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
var scale = - this.plane.constant;
......@@ -41907,7 +41906,7 @@
this.lookAt( this.plane.normal );
this.updateMatrixWorld();
Object3D.prototype.updateMatrixWorld.call( this, force );
};
......
此差异已折叠。
......@@ -6863,6 +6863,7 @@ function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
fogNear: gl.getUniformLocation( program, 'fogNear' ),
fogFar: gl.getUniformLocation( program, 'fogFar' ),
fogColor: gl.getUniformLocation( program, 'fogColor' ),
fogDepth: gl.getUniformLocation( program, 'fogDepth' ),
alphaTest: gl.getUniformLocation( program, 'alphaTest' )
};
......@@ -7059,6 +7060,7 @@ function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
'attribute vec2 uv;',
'varying vec2 vUV;',
'varying float fogDepth;',
'void main() {',
......@@ -7070,13 +7072,14 @@ function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
'vec4 finalPosition;',
'vec4 mvPosition;',
'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
'finalPosition.xy += rotatedPosition;',
'finalPosition = projectionMatrix * finalPosition;',
'mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
'mvPosition.xy += rotatedPosition;',
'gl_Position = finalPosition;',
'gl_Position = projectionMatrix * mvPosition;',
'fogDepth = - mvPosition.z;',
'}'
......@@ -7100,33 +7103,33 @@ function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
'uniform float alphaTest;',
'varying vec2 vUV;',
'varying float fogDepth;',
'void main() {',
'vec4 texture = texture2D( map, vUV );',
'if ( texture.a < alphaTest ) discard;',
'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
'if ( gl_FragColor.a < alphaTest ) discard;',
'if ( fogType > 0 ) {',
'float depth = gl_FragCoord.z / gl_FragCoord.w;',
'float fogFactor = 0.0;',
'if ( fogType == 1 ) {',
'fogFactor = smoothstep( fogNear, fogFar, depth );',
'fogFactor = smoothstep( fogNear, fogFar, fogDepth );',
'} else {',
'const float LOG2 = 1.442695;',
'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
'fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
'}',
'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
'gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',
'}',
......@@ -40884,21 +40887,19 @@ function SkeletonHelper( object ) {
this.matrix = object.matrixWorld;
this.matrixAutoUpdate = false;
this.onBeforeRender();
}
SkeletonHelper.prototype = Object.create( LineSegments.prototype );
SkeletonHelper.prototype.constructor = SkeletonHelper;
SkeletonHelper.prototype.onBeforeRender = function () {
SkeletonHelper.prototype.updateMatrixWorld = function () {
var vector = new Vector3();
var boneMatrix = new Matrix4();
var matrixWorldInv = new Matrix4();
return function onBeforeRender() {
return function updateMatrixWorld( force ) {
var bones = this.bones;
......@@ -40929,6 +40930,8 @@ SkeletonHelper.prototype.onBeforeRender = function () {
geometry.getAttribute( 'position' ).needsUpdate = true;
Object3D.prototype.updateMatrixWorld.call( this, force );
};
}();
......@@ -41829,14 +41832,12 @@ function Box3Helper( box, hex ) {
this.geometry.computeBoundingSphere();
this.onBeforeRender();
}
Box3Helper.prototype = Object.create( LineSegments.prototype );
Box3Helper.prototype.constructor = Box3Helper;
Box3Helper.prototype.onBeforeRender = function () {
Box3Helper.prototype.updateMatrixWorld = function ( force ) {
var box = this.box;
......@@ -41848,6 +41849,8 @@ Box3Helper.prototype.onBeforeRender = function () {
this.scale.multiplyScalar( 0.5 );
Object3D.prototype.updateMatrixWorld.call( this, force );
};
/**
......@@ -41882,16 +41885,12 @@ function PlaneHelper( plane, size, hex ) {
this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
//
this.onBeforeRender();
}
PlaneHelper.prototype = Object.create( Line.prototype );
PlaneHelper.prototype.constructor = PlaneHelper;
PlaneHelper.prototype.onBeforeRender = function () {
PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
var scale = - this.plane.constant;
......@@ -41901,7 +41900,7 @@ PlaneHelper.prototype.onBeforeRender = function () {
this.lookAt( this.plane.normal );
this.updateMatrixWorld();
Object3D.prototype.updateMatrixWorld.call( this, force );
};
......
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