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Updated builds.

Mugen87 1 year ago
parent
commit
1aab9e8859
3 changed files with 10 additions and 20 deletions
  1. 5 10
      build/three.cjs
  2. 5 10
      build/three.module.js
  3. 0 0
      build/three.module.min.js

+ 5 - 10
build/three.cjs

@@ -13824,7 +13824,7 @@ var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGH
 
 
 var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
 var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
 
 
-var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
+var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
 
 
 var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
 var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
 
 
@@ -19891,14 +19891,12 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 
 		prefixVertex = [
 		prefixVertex = [
 			customVertexExtensions,
 			customVertexExtensions,
-			'precision mediump sampler2DArray;',
 			'#define attribute in',
 			'#define attribute in',
 			'#define varying out',
 			'#define varying out',
 			'#define texture2D texture'
 			'#define texture2D texture'
 		].join( '\n' ) + '\n' + prefixVertex;
 		].join( '\n' ) + '\n' + prefixVertex;
 
 
 		prefixFragment = [
 		prefixFragment = [
-			'precision mediump sampler2DArray;',
 			'#define varying in',
 			'#define varying in',
 			( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
 			( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
 			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
 			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
@@ -26234,11 +26232,11 @@ void main() {
 
 
 	if ( coord.x >= 1.0 ) {
 	if ( coord.x >= 1.0 ) {
 
 
-		gl_FragDepthEXT = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
+		gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
 
 
 	} else {
 	} else {
 
 
-		gl_FragDepthEXT = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
+		gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
 
 
 	}
 	}
 
 
@@ -26286,7 +26284,6 @@ class WebXRDepthSensing {
 
 
 				const viewport = cameraXR.cameras[ 0 ].viewport;
 				const viewport = cameraXR.cameras[ 0 ].viewport;
 				const material = new ShaderMaterial( {
 				const material = new ShaderMaterial( {
-					extensions: { fragDepth: true },
 					vertexShader: _occlusion_vertex,
 					vertexShader: _occlusion_vertex,
 					fragmentShader: _occlusion_fragment,
 					fragmentShader: _occlusion_fragment,
 					uniforms: {
 					uniforms: {
@@ -50724,11 +50721,9 @@ function intersect( object, raycaster, intersects, recursive ) {
 /**
 /**
  * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  *
  *
- * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
- * The azimuthal angle (theta) is measured from the positive z-axis.
+ * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.
+ * theta (the azimuthal angle) is measured from the positive z-axis.
  */
  */
-
-
 class Spherical {
 class Spherical {
 
 
 	constructor( radius = 1, phi = 0, theta = 0 ) {
 	constructor( radius = 1, phi = 0, theta = 0 ) {

+ 5 - 10
build/three.module.js

@@ -13822,7 +13822,7 @@ var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGH
 
 
 var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
 var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
 
 
-var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
+var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
 
 
 var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
 var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
 
 
@@ -19889,14 +19889,12 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 
 		prefixVertex = [
 		prefixVertex = [
 			customVertexExtensions,
 			customVertexExtensions,
-			'precision mediump sampler2DArray;',
 			'#define attribute in',
 			'#define attribute in',
 			'#define varying out',
 			'#define varying out',
 			'#define texture2D texture'
 			'#define texture2D texture'
 		].join( '\n' ) + '\n' + prefixVertex;
 		].join( '\n' ) + '\n' + prefixVertex;
 
 
 		prefixFragment = [
 		prefixFragment = [
-			'precision mediump sampler2DArray;',
 			'#define varying in',
 			'#define varying in',
 			( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
 			( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
 			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
 			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
@@ -26232,11 +26230,11 @@ void main() {
 
 
 	if ( coord.x >= 1.0 ) {
 	if ( coord.x >= 1.0 ) {
 
 
-		gl_FragDepthEXT = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
+		gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
 
 
 	} else {
 	} else {
 
 
-		gl_FragDepthEXT = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
+		gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
 
 
 	}
 	}
 
 
@@ -26284,7 +26282,6 @@ class WebXRDepthSensing {
 
 
 				const viewport = cameraXR.cameras[ 0 ].viewport;
 				const viewport = cameraXR.cameras[ 0 ].viewport;
 				const material = new ShaderMaterial( {
 				const material = new ShaderMaterial( {
-					extensions: { fragDepth: true },
 					vertexShader: _occlusion_vertex,
 					vertexShader: _occlusion_vertex,
 					fragmentShader: _occlusion_fragment,
 					fragmentShader: _occlusion_fragment,
 					uniforms: {
 					uniforms: {
@@ -50722,11 +50719,9 @@ function intersect( object, raycaster, intersects, recursive ) {
 /**
 /**
  * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  *
  *
- * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
- * The azimuthal angle (theta) is measured from the positive z-axis.
+ * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.
+ * theta (the azimuthal angle) is measured from the positive z-axis.
  */
  */
-
-
 class Spherical {
 class Spherical {
 
 
 	constructor( radius = 1, phi = 0, theta = 0 ) {
 	constructor( radius = 1, phi = 0, theta = 0 ) {

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+ 0 - 0
build/three.module.min.js


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