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Updated builds.

Mr.doob 8 tahun lalu
induk
melakukan
1b772bab05
5 mengubah file dengan 49 tambahan dan 259 penghapusan
  1. 18 22
      build/three.js
  2. 0 0
      build/three.js.map
  3. 13 215
      build/three.min.js
  4. 18 22
      build/three.modules.js
  5. 0 0
      build/three.modules.js.map

+ 18 - 22
build/three.js

@@ -5106,7 +5106,7 @@
 
 	var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
 
-	var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
+	var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
 
 	var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n}\n";
 
@@ -5935,6 +5935,7 @@
 			uniforms: Object.assign( {},
 				UniformsLib.common,
 				UniformsLib.aomap,
+				UniformsLib.lightmap,
 				UniformsLib.fog
 			),
 
@@ -11593,6 +11594,9 @@
 	 *  opacity: <float>,
 	 *  map: new THREE.Texture( <Image> ),
 	 *
+	 *  lightMap: new THREE.Texture( <Image> ),
+	 *  lightMapIntensity: <float>
+	 *
 	 *  aoMap: new THREE.Texture( <Image> ),
 	 *  aoMapIntensity: <float>
 	 *
@@ -11627,6 +11631,9 @@
 
 		this.map = null;
 
+		this.lightMap = null;
+		this.lightMapIntensity = 1.0;
+
 		this.aoMap = null;
 		this.aoMapIntensity = 1.0;
 
@@ -11666,6 +11673,9 @@
 
 		this.map = source.map;
 
+		this.lightMap = source.lightMap;
+		this.lightMapIntensity = source.lightMapIntensity;
+
 		this.aoMap = source.aoMap;
 		this.aoMapIntensity = source.aoMapIntensity;
 
@@ -21355,6 +21365,13 @@
 			uniforms.specularMap.value = material.specularMap;
 			uniforms.alphaMap.value = material.alphaMap;
 
+			if ( material.lightMap ) {
+
+				uniforms.lightMap.value = material.lightMap;
+				uniforms.lightMapIntensity.value = material.lightMapIntensity;
+
+			}
+
 			if ( material.aoMap ) {
 
 				uniforms.aoMap.value = material.aoMap;
@@ -21493,13 +21510,6 @@
 
 		function refreshUniformsLambert( uniforms, material ) {
 
-			if ( material.lightMap ) {
-
-				uniforms.lightMap.value = material.lightMap;
-				uniforms.lightMapIntensity.value = material.lightMapIntensity;
-
-			}
-
 			if ( material.emissiveMap ) {
 
 				uniforms.emissiveMap.value = material.emissiveMap;
@@ -21513,13 +21523,6 @@
 			uniforms.specular.value = material.specular;
 			uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
 
-			if ( material.lightMap ) {
-
-				uniforms.lightMap.value = material.lightMap;
-				uniforms.lightMapIntensity.value = material.lightMapIntensity;
-
-			}
-
 			if ( material.emissiveMap ) {
 
 				uniforms.emissiveMap.value = material.emissiveMap;
@@ -21567,13 +21570,6 @@
 
 			}
 
-			if ( material.lightMap ) {
-
-				uniforms.lightMap.value = material.lightMap;
-				uniforms.lightMapIntensity.value = material.lightMapIntensity;
-
-			}
-
 			if ( material.emissiveMap ) {
 
 				uniforms.emissiveMap.value = material.emissiveMap;

File diff ditekan karena terlalu besar
+ 0 - 0
build/three.js.map


File diff ditekan karena terlalu besar
+ 13 - 215
build/three.min.js


+ 18 - 22
build/three.modules.js

@@ -5100,7 +5100,7 @@ var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform fl
 
 var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
 
-var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
+var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
 
 var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n}\n";
 
@@ -5929,6 +5929,7 @@ var ShaderLib = {
 		uniforms: Object.assign( {},
 			UniformsLib.common,
 			UniformsLib.aomap,
+			UniformsLib.lightmap,
 			UniformsLib.fog
 		),
 
@@ -11587,6 +11588,9 @@ Face3.prototype = {
  *  opacity: <float>,
  *  map: new THREE.Texture( <Image> ),
  *
+ *  lightMap: new THREE.Texture( <Image> ),
+ *  lightMapIntensity: <float>
+ *
  *  aoMap: new THREE.Texture( <Image> ),
  *  aoMapIntensity: <float>
  *
@@ -11621,6 +11625,9 @@ function MeshBasicMaterial( parameters ) {
 
 	this.map = null;
 
+	this.lightMap = null;
+	this.lightMapIntensity = 1.0;
+
 	this.aoMap = null;
 	this.aoMapIntensity = 1.0;
 
@@ -11660,6 +11667,9 @@ MeshBasicMaterial.prototype.copy = function ( source ) {
 
 	this.map = source.map;
 
+	this.lightMap = source.lightMap;
+	this.lightMapIntensity = source.lightMapIntensity;
+
 	this.aoMap = source.aoMap;
 	this.aoMapIntensity = source.aoMapIntensity;
 
@@ -21349,6 +21359,13 @@ function WebGLRenderer( parameters ) {
 		uniforms.specularMap.value = material.specularMap;
 		uniforms.alphaMap.value = material.alphaMap;
 
+		if ( material.lightMap ) {
+
+			uniforms.lightMap.value = material.lightMap;
+			uniforms.lightMapIntensity.value = material.lightMapIntensity;
+
+		}
+
 		if ( material.aoMap ) {
 
 			uniforms.aoMap.value = material.aoMap;
@@ -21487,13 +21504,6 @@ function WebGLRenderer( parameters ) {
 
 	function refreshUniformsLambert( uniforms, material ) {
 
-		if ( material.lightMap ) {
-
-			uniforms.lightMap.value = material.lightMap;
-			uniforms.lightMapIntensity.value = material.lightMapIntensity;
-
-		}
-
 		if ( material.emissiveMap ) {
 
 			uniforms.emissiveMap.value = material.emissiveMap;
@@ -21507,13 +21517,6 @@ function WebGLRenderer( parameters ) {
 		uniforms.specular.value = material.specular;
 		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
 
-		if ( material.lightMap ) {
-
-			uniforms.lightMap.value = material.lightMap;
-			uniforms.lightMapIntensity.value = material.lightMapIntensity;
-
-		}
-
 		if ( material.emissiveMap ) {
 
 			uniforms.emissiveMap.value = material.emissiveMap;
@@ -21561,13 +21564,6 @@ function WebGLRenderer( parameters ) {
 
 		}
 
-		if ( material.lightMap ) {
-
-			uniforms.lightMap.value = material.lightMap;
-			uniforms.lightMapIntensity.value = material.lightMapIntensity;
-
-		}
-
 		if ( material.emissiveMap ) {
 
 			uniforms.emissiveMap.value = material.emissiveMap;

File diff ditekan karena terlalu besar
+ 0 - 0
build/three.modules.js.map


Beberapa file tidak ditampilkan karena terlalu banyak file yang berubah dalam diff ini