Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
c2bbd46f
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
c2bbd46f
编写于
10月 12, 2015
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Updated builds.
上级
8313642a
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
2 addition
and
2 deletion
+2
-2
build/three.js
build/three.js
+1
-1
build/three.min.js
build/three.min.js
+1
-1
未找到文件。
build/three.js
浏览文件 @
c2bbd46f
...
...
@@ -20609,7 +20609,7 @@ THREE.ShaderLib = {
" vec3 outgoingLight = vec3( 0.0 );",
" vec4 diffuseColor = vec4( diffuse, opacity );",
" vec3 totalAmbientLight = vec3( 1.0 )", // hardwired
" vec3 totalAmbientLight = vec3( 1.0 )
;
", // hardwired
" vec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
...
...
build/three.min.js
浏览文件 @
c2bbd46f
...
...
@@ -500,7 +500,7 @@ fogColor:{type:"c",value:new THREE.Color(16777215)}},shadowmap:{shadowMap:{type:
THREE
.
ShaderLib
=
{
basic
:{
uniforms
:
THREE
.
UniformsUtils
.
merge
([
THREE
.
UniformsLib
.
common
,
THREE
.
UniformsLib
.
aomap
,
THREE
.
UniformsLib
.
fog
,
THREE
.
UniformsLib
.
shadowmap
]),
vertexShader
:[
THREE
.
ShaderChunk
.
common
,
THREE
.
ShaderChunk
.
uv_pars_vertex
,
THREE
.
ShaderChunk
.
uv2_pars_vertex
,
THREE
.
ShaderChunk
.
envmap_pars_vertex
,
THREE
.
ShaderChunk
.
color_pars_vertex
,
THREE
.
ShaderChunk
.
morphtarget_pars_vertex
,
THREE
.
ShaderChunk
.
skinning_pars_vertex
,
THREE
.
ShaderChunk
.
shadowmap_pars_vertex
,
THREE
.
ShaderChunk
.
logdepthbuf_pars_vertex
,
"
void main() {
"
,
THREE
.
ShaderChunk
.
uv_vertex
,
THREE
.
ShaderChunk
.
uv2_vertex
,
THREE
.
ShaderChunk
.
color_vertex
,
THREE
.
ShaderChunk
.
skinbase_vertex
,
"
\t
#ifdef USE_ENVMAP
"
,
THREE
.
ShaderChunk
.
beginnormal_vertex
,
THREE
.
ShaderChunk
.
morphnormal_vertex
,
THREE
.
ShaderChunk
.
skinnormal_vertex
,
THREE
.
ShaderChunk
.
defaultnormal_vertex
,
"
\t
#endif
"
,
THREE
.
ShaderChunk
.
begin_vertex
,
THREE
.
ShaderChunk
.
morphtarget_vertex
,
THREE
.
ShaderChunk
.
skinning_vertex
,
THREE
.
ShaderChunk
.
project_vertex
,
THREE
.
ShaderChunk
.
logdepthbuf_vertex
,
THREE
.
ShaderChunk
.
worldpos_vertex
,
THREE
.
ShaderChunk
.
envmap_vertex
,
THREE
.
ShaderChunk
.
shadowmap_vertex
,
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:[
"
uniform vec3 diffuse;
\n
uniform float opacity;
"
,
THREE
.
ShaderChunk
.
common
,
THREE
.
ShaderChunk
.
color_pars_fragment
,
THREE
.
ShaderChunk
.
uv_pars_fragment
,
THREE
.
ShaderChunk
.
uv2_pars_fragment
,
THREE
.
ShaderChunk
.
map_pars_fragment
,
THREE
.
ShaderChunk
.
alphamap_pars_fragment
,
THREE
.
ShaderChunk
.
aomap_pars_fragment
,
THREE
.
ShaderChunk
.
envmap_pars_fragment
,
THREE
.
ShaderChunk
.
fog_pars_fragment
,
THREE
.
ShaderChunk
.
shadowmap_pars_fragment
,
THREE
.
ShaderChunk
.
specularmap_pars_fragment
,
THREE
.
ShaderChunk
.
logdepthbuf_pars_fragment
,
"
void main() {
\n\t
vec3 outgoingLight = vec3( 0.0 );
\n\t
vec4 diffuseColor = vec4( diffuse, opacity );
\n\t
vec3 totalAmbientLight = vec3( 1.0 )
\n\t
vec3 shadowMask = vec3( 1.0 );
"
,
THREE
.
ShaderChunk
.
logdepthbuf_fragment
,
THREE
.
ShaderChunk
.
map_fragment
,
THREE
.
ShaderChunk
.
color_fragment
,
THREE
.
ShaderChunk
.
alphamap_fragment
,
THREE
.
ShaderChunk
.
alphatest_fragment
,
THREE
.
ShaderChunk
.
specularmap_fragment
,
THREE
.
ShaderChunk
.
aomap_fragment
,
THREE
.
ShaderChunk
.
specularmap_pars_fragment
,
THREE
.
ShaderChunk
.
logdepthbuf_pars_fragment
,
"
void main() {
\n\t
vec3 outgoingLight = vec3( 0.0 );
\n\t
vec4 diffuseColor = vec4( diffuse, opacity );
\n\t
vec3 totalAmbientLight = vec3( 1.0 )
;
\n\t
vec3 shadowMask = vec3( 1.0 );
"
,
THREE
.
ShaderChunk
.
logdepthbuf_fragment
,
THREE
.
ShaderChunk
.
map_fragment
,
THREE
.
ShaderChunk
.
color_fragment
,
THREE
.
ShaderChunk
.
alphamap_fragment
,
THREE
.
ShaderChunk
.
alphatest_fragment
,
THREE
.
ShaderChunk
.
specularmap_fragment
,
THREE
.
ShaderChunk
.
aomap_fragment
,
THREE
.
ShaderChunk
.
shadowmap_fragment
,
"
\t
outgoingLight = diffuseColor.rgb * totalAmbientLight * shadowMask;
"
,
THREE
.
ShaderChunk
.
envmap_fragment
,
THREE
.
ShaderChunk
.
linear_to_gamma_fragment
,
THREE
.
ShaderChunk
.
fog_fragment
,
"
\t
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
\n
}
"
].
join
(
"
\n
"
)},
lambert
:{
uniforms
:
THREE
.
UniformsUtils
.
merge
([
THREE
.
UniformsLib
.
common
,
THREE
.
UniformsLib
.
fog
,
THREE
.
UniformsLib
.
lights
,
THREE
.
UniformsLib
.
shadowmap
,{
emissive
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
0
)}}]),
vertexShader
:[
"
#define LAMBERT
\n
varying vec3 vLightFront;
\n
#ifdef DOUBLE_SIDED
\n\t
varying vec3 vLightBack;
\n
#endif
"
,
THREE
.
ShaderChunk
.
common
,
THREE
.
ShaderChunk
.
uv_pars_vertex
,
THREE
.
ShaderChunk
.
uv2_pars_vertex
,
THREE
.
ShaderChunk
.
envmap_pars_vertex
,
THREE
.
ShaderChunk
.
lights_lambert_pars_vertex
,
THREE
.
ShaderChunk
.
color_pars_vertex
,
THREE
.
ShaderChunk
.
morphtarget_pars_vertex
,
THREE
.
ShaderChunk
.
skinning_pars_vertex
,
THREE
.
ShaderChunk
.
shadowmap_pars_vertex
,
THREE
.
ShaderChunk
.
logdepthbuf_pars_vertex
,
"
void main() {
"
,
THREE
.
ShaderChunk
.
uv_vertex
,
THREE
.
ShaderChunk
.
uv2_vertex
,
THREE
.
ShaderChunk
.
color_vertex
,
THREE
.
ShaderChunk
.
beginnormal_vertex
,
THREE
.
ShaderChunk
.
morphnormal_vertex
,
THREE
.
ShaderChunk
.
skinbase_vertex
,
THREE
.
ShaderChunk
.
skinnormal_vertex
,
THREE
.
ShaderChunk
.
defaultnormal_vertex
,
THREE
.
ShaderChunk
.
begin_vertex
,
THREE
.
ShaderChunk
.
morphtarget_vertex
,
THREE
.
ShaderChunk
.
skinning_vertex
,
THREE
.
ShaderChunk
.
project_vertex
,
THREE
.
ShaderChunk
.
logdepthbuf_vertex
,
THREE
.
ShaderChunk
.
worldpos_vertex
,
THREE
.
ShaderChunk
.
envmap_vertex
,
THREE
.
ShaderChunk
.
lights_lambert_vertex
,
THREE
.
ShaderChunk
.
shadowmap_vertex
,
"
}
"
].
join
(
"
\n
"
),
fragmentShader
:[
"
uniform vec3 diffuse;
\n
uniform vec3 emissive;
\n
uniform float opacity;
\n
uniform vec3 ambientLightColor;
\n
varying vec3 vLightFront;
\n
#ifdef DOUBLE_SIDED
\n\t
varying vec3 vLightBack;
\n
#endif
"
,
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录