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three.js
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886ba4de
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three.js
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886ba4de
编写于
11月 10, 2012
作者:
A
alteredq
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电子邮件补丁
差异文件
Renamed mPosition => worldPosition in shaders.
上级
80dd93a8
变更
9
展开全部
隐藏空白更改
内联
并排
Showing
9 changed file
with
56 addition
and
55 deletion
+56
-55
build/three.js
build/three.js
+15
-15
build/three.min.js
build/three.min.js
+8
-8
examples/js/ShaderSkin.js
examples/js/ShaderSkin.js
+3
-3
examples/js/ShaderTerrain.js
examples/js/ShaderTerrain.js
+2
-2
examples/js/ShaderToon.js
examples/js/ShaderToon.js
+2
-2
examples/webgl_lights_hemisphere.html
examples/webgl_lights_hemisphere.html
+6
-5
examples/webgl_materials_lightmap.html
examples/webgl_materials_lightmap.html
+5
-5
src/extras/ShaderUtils.js
src/extras/ShaderUtils.js
+7
-7
src/renderers/WebGLShaders.js
src/renderers/WebGLShaders.js
+8
-8
未找到文件。
build/three.js
浏览文件 @
886ba4de
...
...
@@ -13830,19 +13830,19 @@ THREE.ShaderChunk = {
"#ifdef USE_SKINNING",
"vec4
m
Position = modelMatrix * skinned;",
"vec4
world
Position = modelMatrix * skinned;",
"#endif",
"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
"vec4
m
Position = modelMatrix * vec4( morphed, 1.0 );",
"vec4
world
Position = modelMatrix * vec4( morphed, 1.0 );",
"#endif",
"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
"vec4
m
Position = modelMatrix * vec4( position, 1.0 );",
"vec4
world
Position = modelMatrix * vec4( position, 1.0 );",
"#endif",
...
...
@@ -13858,11 +13858,11 @@ THREE.ShaderChunk = {
"if ( useRefract ) {",
"vReflect = refract( normalize(
m
Position.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
"vReflect = refract( normalize(
world
Position.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
"} else {",
"vReflect = reflect( normalize(
m
Position.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
"vReflect = reflect( normalize(
world
Position.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
"}",
...
...
@@ -14277,7 +14277,7 @@ THREE.ShaderChunk = {
"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] -
m
Position.xyz ) );",
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] -
world
Position.xyz ) );",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
...
...
@@ -14442,7 +14442,7 @@ THREE.ShaderChunk = {
"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
"vWorldPosition =
m
Position.xyz;",
"vWorldPosition =
world
Position.xyz;",
"#endif"
...
...
@@ -15353,7 +15353,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
"vShadowCoord[ i ] = shadowMatrix[ i ] *
m
Position;",
"vShadowCoord[ i ] = shadowMatrix[ i ] *
world
Position;",
"}",
...
...
@@ -25153,11 +25153,11 @@ THREE.ShaderUtils = {
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec4
m
Position = modelMatrix * vec4( position, 1.0 );",
"vec4
world
Position = modelMatrix * vec4( position, 1.0 );",
"vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
"vec3 I =
m
Position.xyz - cameraPosition;",
"vec3 I =
world
Position.xyz - cameraPosition;",
"vReflect = reflect( I, nWorld );",
"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
...
...
@@ -25789,13 +25789,13 @@ THREE.ShaderUtils = {
//
"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
"vec4
m
Position = modelMatrix * vec4( displacedPosition, 1.0 );",
"vec4
world
Position = modelMatrix * vec4( displacedPosition, 1.0 );",
"gl_Position = projectionMatrix * mvPosition;",
//
"vWorldPosition =
m
Position.xyz;",
"vWorldPosition =
world
Position.xyz;",
"vViewPosition = -mvPosition.xyz;",
// shadows
...
...
@@ -25804,7 +25804,7 @@ THREE.ShaderUtils = {
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
"vShadowCoord[ i ] = shadowMatrix[ i ] *
m
Position;",
"vShadowCoord[ i ] = shadowMatrix[ i ] *
world
Position;",
"}",
...
...
@@ -25831,8 +25831,8 @@ THREE.ShaderUtils = {
"void main() {",
"vec4
m
Position = modelMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition -
m
Position.xyz;",
"vec4
world
Position = modelMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition -
world
Position.xyz;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
...
...
build/three.min.js
浏览文件 @
886ba4de
此差异已折叠。
点击以展开。
examples/js/ShaderSkin.js
浏览文件 @
886ba4de
...
...
@@ -319,7 +319,7 @@ THREE.ShaderSkin = {
"
void main() {
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
"
vec4
m
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vViewPosition = -mvPosition.xyz;
"
,
...
...
@@ -641,7 +641,7 @@ THREE.ShaderSkin = {
"
void main() {
"
,
"
vec4
m
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
...
...
@@ -730,7 +730,7 @@ THREE.ShaderSkin = {
"
void main() {
"
,
"
vec4
m
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
...
...
examples/js/ShaderTerrain.js
浏览文件 @
886ba4de
...
...
@@ -349,12 +349,12 @@ THREE.ShaderTerrain = {
"
float df = uDisplacementScale * dv.x + uDisplacementBias;
"
,
"
vec3 displacedPosition = normal * df + position;
"
,
"
vec4
m
Position = modelMatrix * vec4( displacedPosition, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( displacedPosition, 1.0 );
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );
"
,
"
#else
"
,
"
vec4
m
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
"
#endif
"
,
...
...
examples/js/ShaderToon.js
浏览文件 @
886ba4de
...
...
@@ -32,13 +32,13 @@ THREE.ShaderToon = {
"
void main() {
"
,
"
vec4
m
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
"
vec3 nWorld = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
"
,
"
vNormal = normalize( normalMatrix * normal );
"
,
"
vec3 I =
m
Position.xyz - cameraPosition;
"
,
"
vec3 I =
world
Position.xyz - cameraPosition;
"
,
"
vRefract = refract( normalize( I ), nWorld, 1.02 );
"
,
"
gl_Position = projectionMatrix * mvPosition;
"
,
...
...
examples/webgl_lights_hemisphere.html
浏览文件 @
886ba4de
...
...
@@ -59,14 +59,14 @@
<script
type=
"x-shader/x-vertex"
id=
"vertexShader"
>
varying
vec3
w
orldPosition
;
varying
vec3
vW
orldPosition
;
void
main
()
{
vec4
mPosition
=
modelMatrix
*
vec4
(
position
,
1.0
);
vec4
worldPosition
=
modelMatrix
*
vec4
(
position
,
1.0
);
vWorldPosition
=
worldPosition
.
xyz
;
gl_Position
=
projectionMatrix
*
modelViewMatrix
*
vec4
(
position
,
1.0
);
worldPosition
=
mPosition
.
xyz
;
}
...
...
@@ -79,16 +79,17 @@
uniform
float
offset
;
uniform
float
exponent
;
varying
vec3
w
orldPosition
;
varying
vec3
vW
orldPosition
;
void
main
()
{
float
h
=
normalize
(
w
orldPosition
+
offset
).
y
;
float
h
=
normalize
(
vW
orldPosition
+
offset
).
y
;
gl_FragColor
=
vec4
(
mix
(
bottomColor
,
topColor
,
max
(
pow
(
h
,
exponent
),
0.0
)
),
1.0
);
}
</script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
...
...
examples/webgl_materials_lightmap.html
浏览文件 @
886ba4de
...
...
@@ -33,14 +33,14 @@
<script
type=
"x-shader/x-vertex"
id=
"vertexShader"
>
varying
vec3
w
orldPosition
;
varying
vec3
vW
orldPosition
;
void
main
()
{
vec4
mPosition
=
modelMatrix
*
vec4
(
position
,
1.0
);
vec4
worldPosition
=
modelMatrix
*
vec4
(
position
,
1.0
);
vWorldPosition
=
worldPosition
.
xyz
;
gl_Position
=
projectionMatrix
*
modelViewMatrix
*
vec4
(
position
,
1.0
);
worldPosition
=
mPosition
.
xyz
;
}
...
...
@@ -53,11 +53,11 @@
uniform
float
offset
;
uniform
float
exponent
;
varying
vec3
w
orldPosition
;
varying
vec3
vW
orldPosition
;
void
main
()
{
float
h
=
normalize
(
w
orldPosition
+
offset
).
y
;
float
h
=
normalize
(
vW
orldPosition
+
offset
).
y
;
gl_FragColor
=
vec4
(
mix
(
bottomColor
,
topColor
,
max
(
pow
(
h
,
exponent
),
0.0
)
),
1.0
);
}
...
...
src/extras/ShaderUtils.js
浏览文件 @
886ba4de
...
...
@@ -71,11 +71,11 @@ THREE.ShaderUtils = {
"
void main() {
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
"
vec4
m
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
"
,
"
vec3 I =
m
Position.xyz - cameraPosition;
"
,
"
vec3 I =
world
Position.xyz - cameraPosition;
"
,
"
vReflect = reflect( I, nWorld );
"
,
"
vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );
"
,
...
...
@@ -707,13 +707,13 @@ THREE.ShaderUtils = {
//
"
vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );
"
,
"
vec4
m
Position = modelMatrix * vec4( displacedPosition, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( displacedPosition, 1.0 );
"
,
"
gl_Position = projectionMatrix * mvPosition;
"
,
//
"
vWorldPosition =
m
Position.xyz;
"
,
"
vWorldPosition =
world
Position.xyz;
"
,
"
vViewPosition = -mvPosition.xyz;
"
,
// shadows
...
...
@@ -722,7 +722,7 @@ THREE.ShaderUtils = {
"
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
"
,
"
vShadowCoord[ i ] = shadowMatrix[ i ] *
m
Position;
"
,
"
vShadowCoord[ i ] = shadowMatrix[ i ] *
world
Position;
"
,
"
}
"
,
...
...
@@ -749,8 +749,8 @@ THREE.ShaderUtils = {
"
void main() {
"
,
"
vec4
m
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vViewPosition = cameraPosition -
m
Position.xyz;
"
,
"
vec4
world
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vViewPosition = cameraPosition -
world
Position.xyz;
"
,
"
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
"
,
...
...
src/renderers/WebGLShaders.js
浏览文件 @
886ba4de
...
...
@@ -159,19 +159,19 @@ THREE.ShaderChunk = {
"
#ifdef USE_SKINNING
"
,
"
vec4
m
Position = modelMatrix * skinned;
"
,
"
vec4
world
Position = modelMatrix * skinned;
"
,
"
#endif
"
,
"
#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )
"
,
"
vec4
m
Position = modelMatrix * vec4( morphed, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( morphed, 1.0 );
"
,
"
#endif
"
,
"
#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )
"
,
"
vec4
m
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
vec4
world
Position = modelMatrix * vec4( position, 1.0 );
"
,
"
#endif
"
,
...
...
@@ -187,11 +187,11 @@ THREE.ShaderChunk = {
"
if ( useRefract ) {
"
,
"
vReflect = refract( normalize(
m
Position.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );
"
,
"
vReflect = refract( normalize(
world
Position.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );
"
,
"
} else {
"
,
"
vReflect = reflect( normalize(
m
Position.xyz - cameraPosition ), normalize( nWorld.xyz ) );
"
,
"
vReflect = reflect( normalize(
world
Position.xyz - cameraPosition ), normalize( nWorld.xyz ) );
"
,
"
}
"
,
...
...
@@ -606,7 +606,7 @@ THREE.ShaderChunk = {
"
vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
"
,
"
vec3 lVector = lPosition.xyz - mvPosition.xyz;
"
,
"
float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] -
m
Position.xyz ) );
"
,
"
float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] -
world
Position.xyz ) );
"
,
"
if ( spotEffect > spotLightAngleCos[ i ] ) {
"
,
...
...
@@ -771,7 +771,7 @@ THREE.ShaderChunk = {
"
#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )
"
,
"
vWorldPosition =
m
Position.xyz;
"
,
"
vWorldPosition =
world
Position.xyz;
"
,
"
#endif
"
...
...
@@ -1682,7 +1682,7 @@ THREE.ShaderChunk = {
"
for( int i = 0; i < MAX_SHADOWS; i ++ ) {
"
,
"
vShadowCoord[ i ] = shadowMatrix[ i ] *
m
Position;
"
,
"
vShadowCoord[ i ] = shadowMatrix[ i ] *
world
Position;
"
,
"
}
"
,
...
...
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