提交 7b7947d8 编写于 作者: A alteredq

Fixed handling of doubleSided / flipSided in DepthPassPlugin.

上级 9644ce52
此差异已折叠。
......@@ -77,15 +77,14 @@ THREE.Projector=function(){function a(a,c){g=0;A.objects.length=0;A.sprites.leng
THREE.Light&&A.lights.push(a);for(var c=0,d=a.children.length;c<d;c++)f(a.children[c])}};f(a);c===true&&A.objects.sort(d);return A}function b(){var a;if(g===j.length){a=new THREE.RenderableObject;j.push(a)}else a=j[g];g++;return a}function c(){var a;if(k===h.length){a=new THREE.RenderableVertex;h.push(a)}else a=h[k];k++;return a}function d(a,b){return b.z-a.z}function f(a,b){var c=0,d=1,e=a.z+a.w,g=b.z+b.w,f=-a.z+a.w,h=-b.z+b.w;if(e>=0&&g>=0&&f>=0&&h>=0)return true;if(e<0&&g<0||f<0&&h<0)return false;
e<0?c=Math.max(c,e/(e-g)):g<0&&(d=Math.min(d,e/(e-g)));f<0?c=Math.max(c,f/(f-h)):h<0&&(d=Math.min(d,f/(f-h)));if(d<c)return false;a.lerpSelf(b,c);b.lerpSelf(a,1-d);return true}var e,g,j=[],m,k,h=[],n,i,o=[],q,l=[],p,r,u=[],v,B,x=[],A={objects:[],sprites:[],lights:[],elements:[]},y=new THREE.Vector3,F=new THREE.Vector4,s=new THREE.Matrix4,w=new THREE.Matrix4,D=new THREE.Frustum,J=new THREE.Vector4,L=new THREE.Vector4;this.projectVector=function(a,b){b.matrixWorldInverse.getInverse(b.matrixWorld);s.multiply(b.projectionMatrix,
b.matrixWorldInverse);s.multiplyVector3(a);return a};this.unprojectVector=function(a,b){b.projectionMatrixInverse.getInverse(b.projectionMatrix);s.multiply(b.matrixWorld,b.projectionMatrixInverse);s.multiplyVector3(a);return a};this.pickingRay=function(a,b){var c;a.z=-1;c=new THREE.Vector3(a.x,a.y,1);this.unprojectVector(a,b);this.unprojectVector(c,b);c.subSelf(a).normalize();return new THREE.Ray(a,c)};this.projectScene=function(b,e,g){var j=e.near,y=e.far,Q=false,S,z,P,$,O,U,T,E,C,H,K,R,ja,ka,Y;
B=r=q=i=0;A.elements.length=0;if(e.parent===void 0){console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it...");b.add(e)}b.updateMatrixWorld();e.matrixWorldInverse.getInverse(e.matrixWorld);s.multiply(e.projectionMatrix,e.matrixWorldInverse);D.setFromMatrix(s);A=a(b,false);b=0;for(S=A.objects.length;b<S;b++){C=A.objects[b].object;H=C.matrixWorld;k=0;if(C instanceof THREE.Mesh){K=C.geometry;R=C.geometry.materials;$=K.vertices;ja=K.faces;ka=K.faceVertexUvs;K=C.matrixRotationWorld.extractRotation(H);
z=0;for(P=$.length;z<P;z++){m=c();m.positionWorld.copy($[z]);H.multiplyVector3(m.positionWorld);m.positionScreen.copy(m.positionWorld);s.multiplyVector4(m.positionScreen);m.positionScreen.x=m.positionScreen.x/m.positionScreen.w;m.positionScreen.y=m.positionScreen.y/m.positionScreen.w;m.visible=m.positionScreen.z>j&&m.positionScreen.z<y}$=0;for(z=ja.length;$<z;$++){P=ja[$];if(P instanceof THREE.Face3){O=h[P.a];U=h[P.b];T=h[P.c];if(O.visible===true&&U.visible===true&&T.visible===true){Q=(T.positionScreen.x-
O.positionScreen.x)*(U.positionScreen.y-O.positionScreen.y)-(T.positionScreen.y-O.positionScreen.y)*(U.positionScreen.x-O.positionScreen.x)<0;if(C.doubleSided===true||Q!==C.flipSided){E=void 0;if(i===o.length){E=new THREE.RenderableFace3;o.push(E)}else E=o[i];i++;n=E;n.v1.copy(O);n.v2.copy(U);n.v3.copy(T)}else continue}else continue}else if(P instanceof THREE.Face4){O=h[P.a];U=h[P.b];T=h[P.c];E=h[P.d];if(O.visible===true&&U.visible===true&&T.visible===true&&E.visible===true){Q=(E.positionScreen.x-
O.positionScreen.x)*(U.positionScreen.y-O.positionScreen.y)-(E.positionScreen.y-O.positionScreen.y)*(U.positionScreen.x-O.positionScreen.x)<0||(U.positionScreen.x-T.positionScreen.x)*(E.positionScreen.y-T.positionScreen.y)-(U.positionScreen.y-T.positionScreen.y)*(E.positionScreen.x-T.positionScreen.x)<0;if(C.doubleSided===true||Q!==C.flipSided){Y=void 0;if(q===l.length){Y=new THREE.RenderableFace4;l.push(Y)}else Y=l[q];q++;n=Y;n.v1.copy(O);n.v2.copy(U);n.v3.copy(T);n.v4.copy(E)}else continue}else continue}n.normalWorld.copy(P.normal);
Q===false&&(C.flipSided===true||C.doubleSided===true)&&n.normalWorld.negate();K.multiplyVector3(n.normalWorld);n.centroidWorld.copy(P.centroid);H.multiplyVector3(n.centroidWorld);n.centroidScreen.copy(n.centroidWorld);s.multiplyVector3(n.centroidScreen);T=P.vertexNormals;O=0;for(U=T.length;O<U;O++){E=n.vertexNormalsWorld[O];E.copy(T[O]);Q===false&&(C.flipSided===true||C.doubleSided===true)&&E.negate();K.multiplyVector3(E)}O=0;for(U=ka.length;O<U;O++){Y=ka[O][$];if(Y!==void 0){T=0;for(E=Y.length;T<
E;T++)n.uvs[O][T]=Y[T]}}n.material=C.material;n.faceMaterial=P.materialIndex!==null?R[P.materialIndex]:null;n.z=n.centroidScreen.z;A.elements.push(n)}}else if(C instanceof THREE.Line){w.multiply(s,H);$=C.geometry.vertices;O=c();O.positionScreen.copy($[0]);w.multiplyVector4(O.positionScreen);H=C.type===THREE.LinePieces?2:1;z=1;for(P=$.length;z<P;z++){O=c();O.positionScreen.copy($[z]);w.multiplyVector4(O.positionScreen);if(!((z+1)%H>0)){U=h[k-2];J.copy(O.positionScreen);L.copy(U.positionScreen);if(f(J,
L)===true){J.multiplyScalar(1/J.w);L.multiplyScalar(1/L.w);R=void 0;if(r===u.length){R=new THREE.RenderableLine;u.push(R)}else R=u[r];r++;p=R;p.v1.positionScreen.copy(J);p.v2.positionScreen.copy(L);p.z=Math.max(J.z,L.z);p.material=C.material;A.elements.push(p)}}}}}b=0;for(S=A.sprites.length;b<S;b++){C=A.sprites[b].object;H=C.matrixWorld;if(C instanceof THREE.Particle){F.set(H.elements[12],H.elements[13],H.elements[14],1);s.multiplyVector4(F);F.z=F.z/F.w;if(F.z>0&&F.z<1){j=void 0;if(B===x.length){j=
new THREE.RenderableParticle;x.push(j)}else j=x[B];B++;v=j;v.object=C;v.x=F.x/F.w;v.y=F.y/F.w;v.z=F.z;v.rotation=C.rotation.z;v.scale.x=C.scale.x*Math.abs(v.x-(F.x+e.projectionMatrix.elements[0])/(F.w+e.projectionMatrix.elements[12]));v.scale.y=C.scale.y*Math.abs(v.y-(F.y+e.projectionMatrix.elements[5])/(F.w+e.projectionMatrix.elements[13]));v.material=C.material;A.elements.push(v)}}}g&&A.elements.sort(d);return A}};
THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1};
B=r=q=i=0;A.elements.length=0;b.updateMatrixWorld();e.parent===void 0&&e.updateMatrixWorld();e.matrixWorldInverse.getInverse(e.matrixWorld);s.multiply(e.projectionMatrix,e.matrixWorldInverse);D.setFromMatrix(s);A=a(b,false);b=0;for(S=A.objects.length;b<S;b++){C=A.objects[b].object;H=C.matrixWorld;k=0;if(C instanceof THREE.Mesh){K=C.geometry;R=C.geometry.materials;$=K.vertices;ja=K.faces;ka=K.faceVertexUvs;K=C.matrixRotationWorld.extractRotation(H);z=0;for(P=$.length;z<P;z++){m=c();m.positionWorld.copy($[z]);
H.multiplyVector3(m.positionWorld);m.positionScreen.copy(m.positionWorld);s.multiplyVector4(m.positionScreen);m.positionScreen.x=m.positionScreen.x/m.positionScreen.w;m.positionScreen.y=m.positionScreen.y/m.positionScreen.w;m.visible=m.positionScreen.z>j&&m.positionScreen.z<y}$=0;for(z=ja.length;$<z;$++){P=ja[$];if(P instanceof THREE.Face3){O=h[P.a];U=h[P.b];T=h[P.c];if(O.visible===true&&U.visible===true&&T.visible===true){Q=(T.positionScreen.x-O.positionScreen.x)*(U.positionScreen.y-O.positionScreen.y)-
(T.positionScreen.y-O.positionScreen.y)*(U.positionScreen.x-O.positionScreen.x)<0;if(C.doubleSided===true||Q!==C.flipSided){E=void 0;if(i===o.length){E=new THREE.RenderableFace3;o.push(E)}else E=o[i];i++;n=E;n.v1.copy(O);n.v2.copy(U);n.v3.copy(T)}else continue}else continue}else if(P instanceof THREE.Face4){O=h[P.a];U=h[P.b];T=h[P.c];E=h[P.d];if(O.visible===true&&U.visible===true&&T.visible===true&&E.visible===true){Q=(E.positionScreen.x-O.positionScreen.x)*(U.positionScreen.y-O.positionScreen.y)-
(E.positionScreen.y-O.positionScreen.y)*(U.positionScreen.x-O.positionScreen.x)<0||(U.positionScreen.x-T.positionScreen.x)*(E.positionScreen.y-T.positionScreen.y)-(U.positionScreen.y-T.positionScreen.y)*(E.positionScreen.x-T.positionScreen.x)<0;if(C.doubleSided===true||Q!==C.flipSided){Y=void 0;if(q===l.length){Y=new THREE.RenderableFace4;l.push(Y)}else Y=l[q];q++;n=Y;n.v1.copy(O);n.v2.copy(U);n.v3.copy(T);n.v4.copy(E)}else continue}else continue}n.normalWorld.copy(P.normal);Q===false&&(C.flipSided===
true||C.doubleSided===true)&&n.normalWorld.negate();K.multiplyVector3(n.normalWorld);n.centroidWorld.copy(P.centroid);H.multiplyVector3(n.centroidWorld);n.centroidScreen.copy(n.centroidWorld);s.multiplyVector3(n.centroidScreen);T=P.vertexNormals;O=0;for(U=T.length;O<U;O++){E=n.vertexNormalsWorld[O];E.copy(T[O]);Q===false&&(C.flipSided===true||C.doubleSided===true)&&E.negate();K.multiplyVector3(E)}O=0;for(U=ka.length;O<U;O++){Y=ka[O][$];if(Y!==void 0){T=0;for(E=Y.length;T<E;T++)n.uvs[O][T]=Y[T]}}n.material=
C.material;n.faceMaterial=P.materialIndex!==null?R[P.materialIndex]:null;n.z=n.centroidScreen.z;A.elements.push(n)}}else if(C instanceof THREE.Line){w.multiply(s,H);$=C.geometry.vertices;O=c();O.positionScreen.copy($[0]);w.multiplyVector4(O.positionScreen);H=C.type===THREE.LinePieces?2:1;z=1;for(P=$.length;z<P;z++){O=c();O.positionScreen.copy($[z]);w.multiplyVector4(O.positionScreen);if(!((z+1)%H>0)){U=h[k-2];J.copy(O.positionScreen);L.copy(U.positionScreen);if(f(J,L)===true){J.multiplyScalar(1/J.w);
L.multiplyScalar(1/L.w);R=void 0;if(r===u.length){R=new THREE.RenderableLine;u.push(R)}else R=u[r];r++;p=R;p.v1.positionScreen.copy(J);p.v2.positionScreen.copy(L);p.z=Math.max(J.z,L.z);p.material=C.material;A.elements.push(p)}}}}}b=0;for(S=A.sprites.length;b<S;b++){C=A.sprites[b].object;H=C.matrixWorld;if(C instanceof THREE.Particle){F.set(H.elements[12],H.elements[13],H.elements[14],1);s.multiplyVector4(F);F.z=F.z/F.w;if(F.z>0&&F.z<1){j=void 0;if(B===x.length){j=new THREE.RenderableParticle;x.push(j)}else j=
x[B];B++;v=j;v.object=C;v.x=F.x/F.w;v.y=F.y/F.w;v.z=F.z;v.rotation=C.rotation.z;v.scale.x=C.scale.x*Math.abs(v.x-(F.x+e.projectionMatrix.elements[0])/(F.w+e.projectionMatrix.elements[12]));v.scale.y=C.scale.y*Math.abs(v.y-(F.y+e.projectionMatrix.elements[5])/(F.w+e.projectionMatrix.elements[13]));v.material=C.material;A.elements.push(v)}}}g&&A.elements.sort(d);return A}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1};
THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a,b){var c=Math.cos(a.x/2),d=Math.cos(a.y/2),f=Math.cos(a.z/2),e=Math.sin(a.x/2),g=Math.sin(a.y/2),j=Math.sin(a.z/2);if(b===void 0||b==="XYZ"){this.x=e*d*f+c*g*j;this.y=c*g*f-e*d*j;this.z=c*d*j+e*g*f;this.w=c*d*f-e*g*j}else if(b==="YXZ"){this.x=e*d*f+c*g*j;this.y=c*g*f-e*d*j;this.z=
c*d*j-e*g*f;this.w=c*d*f+e*g*j}else if(b==="ZXY"){this.x=e*d*f-c*g*j;this.y=c*g*f+e*d*j;this.z=c*d*j+e*g*f;this.w=c*d*f-e*g*j}else if(b==="ZYX"){this.x=e*d*f-c*g*j;this.y=c*g*f+e*d*j;this.z=c*d*j-e*g*f;this.w=c*d*f+e*g*j}else if(b==="YZX"){this.x=e*d*f+c*g*j;this.y=c*g*f+e*d*j;this.z=c*d*j-e*g*f;this.w=c*d*f-e*g*j}else if(b==="XZY"){this.x=e*d*f-c*g*j;this.y=c*g*f-e*d*j;this.z=c*d*j+e*g*f;this.w=c*d*f+e*g*j}return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this.x=a.x*d;this.y=a.y*
d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0],a=b[4],d=b[8],f=b[1],e=b[5],g=b[9],j=b[2],m=b[6],b=b[10],k=c+e+b;if(k>0){c=0.5/Math.sqrt(k+1);this.w=0.25/c;this.x=(m-g)*c;this.y=(d-j)*c;this.z=(f-a)*c}else if(c>e&&c>b){c=2*Math.sqrt(1+c-e-b);this.w=(m-g)/c;this.x=0.25*c;this.y=(a+f)/c;this.z=(d+j)/c}else if(e>b){c=2*Math.sqrt(1+e-c-b);this.w=(d-j)/c;this.x=(a+f)/c;this.y=0.25*c;this.z=(g+m)/c}else{c=2*Math.sqrt(1+b-c-e);this.w=(f-a)/c;this.x=
......
......@@ -296,8 +296,8 @@ a.uniform3f(s.screenPosition,(v.position.x-k)/k,(t-v.position.y)/t,Math.max(0,Ma
a.uniform1f(s.opacity,v.opacity);a.uniform3f(s.color,v.color.r,v.color.g,v.color.b);a.uniform1f(s.rotation,v.rotation);a.uniform2fv(s.scale,z);if(v.mergeWith3D&&!r){a.enable(a.DEPTH_TEST);r=true}else if(!v.mergeWith3D&&r){a.disable(a.DEPTH_TEST);r=false}c.setBlending(v.blending,v.blendEquation,v.blendSrc,v.blendDst);c.setTexture(v.map,0);a.drawElements(a.TRIANGLES,6,a.UNSIGNED_SHORT,0)}}a.enable(a.CULL_FACE);a.enable(a.DEPTH_TEST);a.depthMask(true)}}};
THREE.DepthPassPlugin=function(){this.enabled=false;this.renderTarget=null;var b,a,c,d,e=new THREE.Frustum,f=new THREE.Matrix4;this.init=function(e){b=e.context;a=e;var e=THREE.ShaderLib.depthRGBA,f=THREE.UniformsUtils.clone(e.uniforms);c=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f});d=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f,morphTargets:true});c._shadowPass=true;d._shadowPass=true};this.render=
function(a,b){this.enabled&&this.update(a,b)};this.update=function(g,h){var i,j,l,m,n,k;b.clearColor(1,1,1,1);b.disable(b.BLEND);a.setDepthTest(true);a.autoUpdateScene&&g.updateMatrixWorld();if(!h._viewMatrixArray)h._viewMatrixArray=new Float32Array(16);if(!h._projectionMatrixArray)h._projectionMatrixArray=new Float32Array(16);h.matrixWorldInverse.getInverse(h.matrixWorld);h.matrixWorldInverse.flattenToArray(h._viewMatrixArray);h.projectionMatrix.flattenToArray(h._projectionMatrixArray);f.multiply(h.projectionMatrix,
h.matrixWorldInverse);e.setFromMatrix(f);a.setRenderTarget(this.renderTarget);a.clear();k=g.__webglObjects;i=0;for(j=k.length;i<j;i++){l=k[i];n=l.object;l.render=false;if(n.visible&&(!(n instanceof THREE.Mesh)||!n.frustumCulled||e.contains(n))){n._modelViewMatrix.multiply(h.matrixWorldInverse,n.matrixWorld);l.render=true}}i=0;for(j=k.length;i<j;i++){l=k[i];if(l.render){n=l.object;l=l.buffer;a.setObjectFaces(n);m=n.customDepthMaterial?n.customDepthMaterial:n.geometry.morphTargets.length?d:c;l instanceof
THREE.BufferGeometry?a.renderBufferDirect(h,g.__lights,null,m,l,n):a.renderBuffer(h,g.__lights,null,m,l,n)}}k=g.__webglObjectsImmediate;i=0;for(j=k.length;i<j;i++){l=k[i];n=l.object;if(n.visible&&n.castShadow){n._modelViewMatrix.multiply(h.matrixWorldInverse,n.matrixWorld);a.renderImmediateObject(h,g.__lights,null,c,n)}}i=a.getClearColor();j=a.getClearAlpha();b.clearColor(i.r,i.g,i.b,j);b.enable(b.BLEND)}};
h.matrixWorldInverse);e.setFromMatrix(f);a.setRenderTarget(this.renderTarget);a.clear();k=g.__webglObjects;i=0;for(j=k.length;i<j;i++){l=k[i];n=l.object;l.render=false;if(n.visible&&(!(n instanceof THREE.Mesh)||!n.frustumCulled||e.contains(n))){n._modelViewMatrix.multiply(h.matrixWorldInverse,n.matrixWorld);l.render=true}}i=0;for(j=k.length;i<j;i++){l=k[i];if(l.render){n=l.object;l=l.buffer;n.material&&a.setMaterialFaces(n.material);m=n.customDepthMaterial?n.customDepthMaterial:n.geometry.morphTargets.length?
d:c;l instanceof THREE.BufferGeometry?a.renderBufferDirect(h,g.__lights,null,m,l,n):a.renderBuffer(h,g.__lights,null,m,l,n)}}k=g.__webglObjectsImmediate;i=0;for(j=k.length;i<j;i++){l=k[i];n=l.object;if(n.visible&&n.castShadow){n._modelViewMatrix.multiply(h.matrixWorldInverse,n.matrixWorld);a.renderImmediateObject(h,g.__lights,null,c,n)}}i=a.getClearColor();j=a.getClearAlpha();b.clearColor(i.r,i.g,i.b,j);b.enable(b.BLEND)}};
THREE.ShaderFlares={lensFlareVertexTexture:{vertexShader:"uniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform int renderType;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = ( visibility.r / 9.0 ) *\n( 1.0 - visibility.g / 9.0 ) *\n( visibility.b / 9.0 ) *\n( 1.0 - visibility.a / 9.0 );\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"precision mediump float;\nuniform sampler2D map;\nuniform float opacity;\nuniform int renderType;\nuniform vec3 color;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * vVisibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"},
lensFlare:{vertexShader:"uniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform int renderType;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif( renderType == 2 ) {\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"precision mediump float;\nuniform sampler2D map;\nuniform sampler2D occlusionMap;\nuniform float opacity;\nuniform int renderType;\nuniform vec3 color;\nvarying vec2 vUV;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 texture = texture2D( map, vUV );\ntexture.a *= opacity * visibility;\ngl_FragColor = texture;\ngl_FragColor.rgb *= color;\n}\n}"}};
THREE.ShaderSprite={sprite:{vertexShader:"uniform int useScreenCoordinates;\nuniform int affectedByDistance;\nuniform vec3 screenPosition;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position + alignment;\nvec2 rotatedPosition;\nrotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;\nrotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;\nvec4 finalPosition;\nif( useScreenCoordinates != 0 ) {\nfinalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );\n} else {\nfinalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );\n}\ngl_Position = finalPosition;\n}",
......
此差异已折叠。
......@@ -114,7 +114,7 @@ THREE.DepthPassPlugin = function ( ) {
object = webglObject.object;
buffer = webglObject.buffer;
_renderer.setObjectFaces( object );
if ( object.material ) _renderer.setMaterialFaces( object.material );
if ( object.customDepthMaterial ) {
......
......@@ -259,8 +259,6 @@ THREE.ShadowMapPlugin = function ( ) {
// culling is overriden globally for all objects
// while rendering depth map
//_renderer.setObjectFaces( object );
if ( object.customDepthMaterial ) {
material = object.customDepthMaterial;
......
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