提交 623df505 编写于 作者: M Mr.doob

Updated builds.

上级 4e9fa04b
......@@ -16771,6 +16771,8 @@ THREE.LightShadow.prototype = {
this.mapSize.copy( source.mapSize );
return this;
},
clone: function () {
......@@ -22915,11 +22917,11 @@ THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vec3 diffuse = vec3( 1.0 );\nGeom
// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
THREE.ShaderChunk[ 'lights_phong_fragment'] = "BlinnPhongMaterial material;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.diffuseColor = diffuseColor.rgb;\n#ifdef METAL\n material.diffuseColor = vec3( 0.0 );\n#endif";
THREE.ShaderChunk[ 'lights_phong_fragment'] = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n#ifdef METAL\n material.diffuseColor = vec3( 0.0 );\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n float specularShininess;\n vec3 specularColor;\n};\nvoid BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight directReflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n directReflectedLight.diffuse += dotNL * directLight.color * BRDF_Diffuse_Lambert( material.diffuseColor );\n directReflectedLight.specular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess );\n \n}\n#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight\nvoid BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 indirectDiffuseColor, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight indirectReflectedLight ) {\n indirectReflectedLight.diffuse += indirectDiffuseColor * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectDiffuseLight\n#define Material_LightProbeLOD( material ) (0)\n";
THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight directReflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n directReflectedLight.diffuse += dotNL * directLight.color * BRDF_Diffuse_Lambert( material.diffuseColor );\n directReflectedLight.specular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\n#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight\nvoid BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 indirectDiffuseColor, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight indirectReflectedLight ) {\n indirectReflectedLight.diffuse += indirectDiffuseColor * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectDiffuseLight\n#define Material_LightProbeLOD( material ) (0)\n";
// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
......@@ -23422,7 +23424,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "aomap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
"indirectReflectedLight.diffuse *= shadowMask;",
"vec3 outgoingLight = indirectReflectedLight.diffuse;",
THREE.ShaderChunk[ "envmap_fragment" ],
......@@ -23560,7 +23562,7 @@ THREE.ShaderLib = {
" #endif",
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
......@@ -23666,7 +23668,7 @@ THREE.ShaderLib = {
"uniform float shininess;",
"uniform float opacity;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "uv_pars_fragment" ],
THREE.ShaderChunk[ "uv2_pars_fragment" ],
......@@ -23692,7 +23694,8 @@ THREE.ShaderLib = {
" ReflectedLight directReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );",
" ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );",
" vec3 totalEmissiveLight = emissive;",
" vec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
......@@ -23709,9 +23712,8 @@ THREE.ShaderLib = {
// modulation
THREE.ShaderChunk[ "aomap_fragment" ],
"vec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk[ "shadowmap_fragment" ],
"directReflectedLight.diffuse *= shadowMask;",
"directReflectedLight.specular *= shadowMask;",
......@@ -23889,7 +23891,7 @@ THREE.ShaderLib = {
// accumulation
THREE.ShaderChunk[ "lights_physical_fragment" ],
THREE.ShaderChunk[ "lights_template" ],
THREE.ShaderChunk[ "lights_template" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "envmap_physical_fragment" ],
......
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