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Mr.doob 9 gadi atpakaļ
vecāks
revīzija
11ab540bbc
2 mainītis faili ar 18 papildinājumiem un 2 dzēšanām
  1. 18 2
      build/three.js
  2. 0 0
      build/three.min.js

+ 18 - 2
build/three.js

@@ -23587,6 +23587,10 @@ THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n	#if NUM_D
 
 THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHTS > 0\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n	}\n	#endif\n	#if NUM_SPOT_LIGHTS > 0\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n	}\n	#endif\n	#if NUM_POINT_LIGHTS > 0\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n	}\n	#endif\n#endif\n";
 
+// File:src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmask_pars_fragment' ] = "float getShadowMask() {\n	float shadow = 1.0;\n	#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHTS > 0\n	DirectionalLight directionalLight;\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		directionalLight = directionalLights[ i ];\n		shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n	}\n	#endif\n	#if NUM_SPOT_LIGHTS > 0\n	SpotLight spotLight;\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		spotLight = spotLights[ i ];\n		shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n	}\n	#endif\n	#if NUM_POINT_LIGHTS > 0\n	PointLight pointLight;\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		pointLight = pointLights[ i ];\n		shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n	}\n	#endif\n	#endif\n	return shadow;\n}\n";
+
 // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
 
 THREE.ShaderChunk[ 'skinbase_vertex' ] = "#ifdef USE_SKINNING\n	mat4 boneMatX = getBoneMatrix( skinIndex.x );\n	mat4 boneMatY = getBoneMatrix( skinIndex.y );\n	mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n	mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
@@ -23981,7 +23985,7 @@ THREE.ShaderLib = {
 
 				THREE.ShaderChunk[ "aomap_fragment" ],
 
-				"vec3 outgoingLight = reflectedLight.indirectDiffuse;",
+			"	vec3 outgoingLight = reflectedLight.indirectDiffuse;",
 
 				THREE.ShaderChunk[ "envmap_fragment" ],
 				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
@@ -24090,8 +24094,10 @@ THREE.ShaderLib = {
 			THREE.ShaderChunk[ "envmap_pars_fragment" ],
 			THREE.ShaderChunk[ "bsdfs" ],
 			THREE.ShaderChunk[ "ambient_pars" ],
+			THREE.ShaderChunk[ "lights_pars" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
 			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmask_pars_fragment" ],
 			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
 			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
@@ -24126,7 +24132,7 @@ THREE.ShaderLib = {
 
 			"	#endif",
 
-			"	reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );",
+			"	reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();",
 
 				// modulation
 				THREE.ShaderChunk[ "aomap_fragment" ],
@@ -32588,36 +32594,43 @@ Object.defineProperties( THREE.Light.prototype, {
 	},
 	shadowCameraFov: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
 			this.shadow.camera.fov = value;
 		}
 	},
 	shadowCameraLeft: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
 			this.shadow.camera.left = value;
 		}
 	},
 	shadowCameraRight: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
 			this.shadow.camera.right = value;
 		}
 	},
 	shadowCameraTop: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
 			this.shadow.camera.top = value;
 		}
 	},
 	shadowCameraBottom: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
 			this.shadow.camera.bottom = value;
 		}
 	},
 	shadowCameraNear: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
 			this.shadow.camera.near = value;
 		}
 	},
 	shadowCameraFar: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
 			this.shadow.camera.far = value;
 		}
 	},
@@ -32628,6 +32641,7 @@ Object.defineProperties( THREE.Light.prototype, {
 	},
 	shadowBias: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
 			this.shadow.bias = value;
 		}
 	},
@@ -32638,11 +32652,13 @@ Object.defineProperties( THREE.Light.prototype, {
 	},
 	shadowMapWidth: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
 			this.shadow.mapSize.width = value;
 		}
 	},
 	shadowMapHeight: {
 		set: function ( value ) {
+			console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
 			this.shadow.mapSize.height = value;
 		}
 	}

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 0
build/three.min.js


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