提交 7424dd20 编写于 作者: M Mr.doob

Updated builds.

上级 eb3c3248
......@@ -14314,9 +14314,9 @@
var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
......@@ -14528,6 +14528,7 @@
map: { value: null },
uvTransform: { value: new Matrix3() },
uv2Transform: { value: new Matrix3() },
alphaMap: { value: null },
......@@ -25758,6 +25759,41 @@
}
// uv repeat and offset setting priorities for uv2
// 1. ao map
// 2. light map
var uv2ScaleMap;
if ( material.aoMap ) {
uv2ScaleMap = material.aoMap;
} else if ( material.lightMap ) {
uv2ScaleMap = material.lightMap;
}
if ( uvScaleMap !== undefined ) {
// backwards compatibility
if ( uv2ScaleMap.isWebGLRenderTarget ) {
uv2ScaleMap = uv2ScaleMap.texture;
}
if ( uv2ScaleMap.matrixAutoUpdate === true ) {
uv2ScaleMap.updateMatrix();
}
uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
}
}
function refreshUniformsLine( uniforms, material ) {
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -14300,9 +14300,9 @@ var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#en
var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
......@@ -14514,6 +14514,7 @@ var UniformsLib = {
map: { value: null },
uvTransform: { value: new Matrix3() },
uv2Transform: { value: new Matrix3() },
alphaMap: { value: null },
......@@ -25750,6 +25751,41 @@ function WebGLRenderer( parameters ) {
}
// uv repeat and offset setting priorities for uv2
// 1. ao map
// 2. light map
var uv2ScaleMap;
if ( material.aoMap ) {
uv2ScaleMap = material.aoMap;
} else if ( material.lightMap ) {
uv2ScaleMap = material.lightMap;
}
if ( uvScaleMap !== undefined ) {
// backwards compatibility
if ( uv2ScaleMap.isWebGLRenderTarget ) {
uv2ScaleMap = uv2ScaleMap.texture;
}
if ( uv2ScaleMap.matrixAutoUpdate === true ) {
uv2ScaleMap.updateMatrix();
}
uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
}
}
function refreshUniformsLine( uniforms, material ) {
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