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Updated builds.

Mr.doob há 9 anos atrás
pai
commit
14f07edd10
2 ficheiros alterados com 1 adições e 1 exclusões
  1. 1 1
      build/three.js
  2. 0 0
      build/three.min.js

+ 1 - 1
build/three.js

@@ -23585,7 +23585,7 @@ THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n	#if NUM_D
 
 // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
 
-THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		vDirectionalShadowCoord[ i ] = directionalLights[ i ].shadowMatrix * worldPosition;\n	}\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		vSpotShadowCoord[ i ] = spotLights[ i ].shadowMatrix * worldPosition;\n	}\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		vPointShadowCoord[ i ] = pointLights[ i ].shadowMatrix * worldPosition;\n	}\n#endif\n";
+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 ] = directionalLights[ i ].shadowMatrix * worldPosition;\n		}\n	#endif\n	#if NUM_SPOT_LIGHTS > 0\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		vSpotShadowCoord[ i ] = spotLights[ i ].shadowMatrix * worldPosition;\n	}\n	#endif\n	#if NUM_POINT_LIGHTS > 0\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		vPointShadowCoord[ i ] = pointLights[ i ].shadowMatrix * worldPosition;\n	}\n	#endif\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
 

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+ 0 - 0
build/three.min.js


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