提交 eb3aa6e2 编写于 作者: M Mr.doob

Updated builds.

上级 103f83d9
......@@ -6242,9 +6242,9 @@
var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n}\n";
var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n";
var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
var ShaderChunk = {
alphamap_fragment: alphamap_fragment,
......@@ -6566,6 +6566,7 @@
uniforms: UniformsUtils.merge( [
UniformsLib.lights,
UniformsLib.fog,
{
color: { value: new Color( 0x00000 ) },
opacity: { value: 1.0 }
......@@ -20986,7 +20987,6 @@
}
// import { Sphere } from '../math/Sphere';
/**
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author mrdoob / http://mrdoob.com/
......@@ -36407,6 +36407,7 @@
var scope = this;
var loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.load( url, function ( text ) {
var json;
......@@ -36434,6 +36435,13 @@
return new Font( json );
},
setPath: function ( value ) {
this.path = value;
return this;
}
} );
......@@ -43502,6 +43510,13 @@
},
resetGLState: function () {
console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
return this.state.reset();
},
supportsFloatTextures: function () {
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -6236,9 +6236,9 @@ var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <comm
var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n}\n";
var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n";
var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
var ShaderChunk = {
alphamap_fragment: alphamap_fragment,
......@@ -6560,6 +6560,7 @@ var ShaderLib = {
uniforms: UniformsUtils.merge( [
UniformsLib.lights,
UniformsLib.fog,
{
color: { value: new Color( 0x00000 ) },
opacity: { value: 1.0 }
......@@ -20980,7 +20981,6 @@ function WebGLUtils ( gl, extensions ) {
}
// import { Sphere } from '../math/Sphere';
/**
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author mrdoob / http://mrdoob.com/
......@@ -36401,6 +36401,7 @@ Object.assign( FontLoader.prototype, {
var scope = this;
var loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.load( url, function ( text ) {
var json;
......@@ -36428,6 +36429,13 @@ Object.assign( FontLoader.prototype, {
return new Font( json );
},
setPath: function ( value ) {
this.path = value;
return this;
}
} );
......@@ -43496,6 +43504,13 @@ Object.assign( WebGLRenderer.prototype, {
},
resetGLState: function () {
console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
return this.state.reset();
},
supportsFloatTextures: function () {
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
......
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