Browse Source

r74 (bis)

Mr.doob 9 years ago
parent
commit
2231d8c739

File diff suppressed because it is too large
+ 13 - 11
build/three.js


File diff suppressed because it is too large
+ 97 - 97
build/three.min.js


+ 0 - 6
docs/api/lights/DirectionalLight.html

@@ -63,12 +63,6 @@ scene.add( directionalLight );</code>
 			Default — *1.0*.
 			Default — *1.0*.
 		</div>
 		</div>
 
 
-		<h3>[property:Boolean onlyShadow]</h3>
-		<div>
-			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
-			Default — *false*.
-		</div>
-
 		<h3>[property:Boolean castShadow]</h3>
 		<h3>[property:Boolean castShadow]</h3>
 		<div>
 		<div>
 			If set to true light will cast dynamic shadows. Warning: This is expensive and requires tweaking to get shadows looking right.<br />
 			If set to true light will cast dynamic shadows. Warning: This is expensive and requires tweaking to get shadows looking right.<br />

+ 18 - 24
docs/api/lights/SpotLight.html

@@ -13,7 +13,7 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<div class="desc">A point light that can cast shadow in one direction.</div>
 		<div class="desc">A point light that can cast shadow in one direction.</div>
-		
+
 		<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
 		<div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div>
 
 
 
 
@@ -24,7 +24,7 @@
 		<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
 		<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
 		<div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
 		<div>[example:webgl_morphtargets_md2 morphtargets / md2 ]</div>
 		<div>[example:webgl_shading_physical shading / physical ]</div>
 		<div>[example:webgl_shading_physical shading / physical ]</div>
-		
+
 		<code>
 		<code>
 		// white spotlight shining from the side, casting shadow
 		// white spotlight shining from the side, casting shadow
 
 
@@ -73,50 +73,44 @@
 			Default position — *(0,0,0)*.<br />
 			Default position — *(0,0,0)*.<br />
 			*Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
 			*Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
 		</div>
 		</div>
-	
+
 		<h3>[property:Float intensity]</h3>
 		<h3>[property:Float intensity]</h3>
 		<div>
 		<div>
 			Light's intensity.<br />
 			Light's intensity.<br />
 			Default — *1.0*.
 			Default — *1.0*.
 		</div>
 		</div>
-	
+
 		<h3>[property:Float distance]</h3>
 		<h3>[property:Float distance]</h3>
 		<div>
 		<div>
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			Default — *0.0*.
 			Default — *0.0*.
 		</div>
 		</div>
-	
+
 		<h3>[property:Float angle]</h3>
 		<h3>[property:Float angle]</h3>
 		<div>
 		<div>
 			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
 			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
 			Default — *Math.PI/3*.
 			Default — *Math.PI/3*.
 		</div>
 		</div>
-	
+
 		<h3>[property:Float exponent]</h3>
 		<h3>[property:Float exponent]</h3>
 		<div>
 		<div>
 			Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
 			Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
 			focuses it towards the center.<br />
 			focuses it towards the center.<br />
 			Default — *10.0*.
 			Default — *10.0*.
 		</div>
 		</div>
-		
+
 		<h3>[property:Float decay]</h3>
 		<h3>[property:Float decay]</h3>
 		<div>
 		<div>
 			The amount the light dims along the distance of the light<br />
 			The amount the light dims along the distance of the light<br />
 			Default — *1*.
 			Default — *1*.
 		</div>
 		</div>
-	
+
 		<h3>[property:Boolean castShadow]</h3>
 		<h3>[property:Boolean castShadow]</h3>
 		<div>
 		<div>
 			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
 			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
 			Default — *false*.
 			Default — *false*.
 		</div>
 		</div>
-		
-		<h3>[property:Boolean onlyShadow]</h3>
-		<div>
-			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
-			Default — *false*.
-		</div>
-		
+
 		<h3>[property:Float shadowCameraNear]</h3>
 		<h3>[property:Float shadowCameraNear]</h3>
 		<div>
 		<div>
 			Perspective shadow camera frustum <em>near</em> parameter.<br />
 			Perspective shadow camera frustum <em>near</em> parameter.<br />
@@ -134,13 +128,13 @@
 			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
 			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
 			Default — *50*.
 			Default — *50*.
 		</div>
 		</div>
-		
+
 		<h3>[property:Boolean shadowCameraVisible]</h3>
 		<h3>[property:Boolean shadowCameraVisible]</h3>
 		<div>
 		<div>
 			Show debug shadow camera frustum.<br />
 			Show debug shadow camera frustum.<br />
 			Default — *false*.
 			Default — *false*.
 		</div>
 		</div>
-		
+
 		<h3>[property:Float shadowBias]</h3>
 		<h3>[property:Float shadowBias]</h3>
 		<div>
 		<div>
 			Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
 			Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
@@ -158,34 +152,34 @@
 			Shadow map texture height in pixels.<br />
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 			Default — *512*.
 		</div>
 		</div>
-		
+
 		<h3>[property:Vector2 shadowMapSize]</h3>
 		<h3>[property:Vector2 shadowMapSize]</h3>
 		<div>
 		<div>
 			The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
 			The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
-		</div> 
+		</div>
 
 
 		<h3>[property:PerspectiveCamera shadowCamera]</h3>
 		<h3>[property:PerspectiveCamera shadowCamera]</h3>
 		<div>
 		<div>
 			The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
 			The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
-		</div> 
+		</div>
 
 
 		<h3>[property:Matrix4 shadowMatrix]</h3>
 		<h3>[property:Matrix4 shadowMatrix]</h3>
 		<div>
 		<div>
 			Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
 			Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
-		</div> 
+		</div>
 
 
 		<h3>[property:WebGLRenderTarget shadowMap]</h3>
 		<h3>[property:WebGLRenderTarget shadowMap]</h3>
 		<div>
 		<div>
 		    The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
 		    The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
-		</div> 
+		</div>
 
 
-		<h2>Methods</h2>		
+		<h2>Methods</h2>
 		<h3>[method:SpotLight clone]()</h3>
 		<h3>[method:SpotLight clone]()</h3>
 		<div>
 		<div>
 		<br />
 		<br />
 		It returns a clone of SpotLight.
 		It returns a clone of SpotLight.
 		</div>
 		</div>
-		
+
 		<h3>[method:JSON toJSON]()</h3>
 		<h3>[method:JSON toJSON]()</h3>
 		<div>
 		<div>
 		Return SpotLight data in JSON format.
 		Return SpotLight data in JSON format.

+ 2 - 2
editor/js/Menubar.Add.js

@@ -324,9 +324,9 @@ Menubar.Add = function ( editor ) {
 		var intensity = 1;
 		var intensity = 1;
 		var distance = 0;
 		var distance = 0;
 		var angle = Math.PI * 0.1;
 		var angle = Math.PI * 0.1;
-		var exponent = 10;
+		var penumbra = 0;
 
 
-		var light = new THREE.SpotLight( color, intensity, distance, angle, exponent );
+		var light = new THREE.SpotLight( color, intensity, distance, angle, penumbra );
 		light.name = 'SpotLight ' + ( ++ lightCount );
 		light.name = 'SpotLight ' + ( ++ lightCount );
 		light.target.name = 'SpotLight ' + ( lightCount ) + ' Target';
 		light.target.name = 'SpotLight ' + ( lightCount ) + ' Target';
 
 

+ 11 - 11
editor/js/Sidebar.Object.js

@@ -224,15 +224,15 @@ Sidebar.Object = function ( editor ) {
 
 
 	container.add( objectAngleRow );
 	container.add( objectAngleRow );
 
 
-	// exponent
+	// penumrba
 
 
-	var objectExponentRow = new UI.Row();
-	var objectExponent = new UI.Number().setRange( 0, Infinity ).onChange( update );
+	var objectPenumbraRow = new UI.Row();
+	var objectPenumbra = new UI.Number().setRange( 0, 1 ).onChange( update );
 
 
-	objectExponentRow.add( new UI.Text( 'Exponent' ).setWidth( '90px' ) );
-	objectExponentRow.add( objectExponent );
+	objectPenumbraRow.add( new UI.Text( 'Penumbra' ).setWidth( '90px' ) );
+	objectPenumbraRow.add( objectPenumbra );
 
 
-	container.add( objectExponentRow );
+	container.add( objectPenumbraRow );
 
 
 	// decay
 	// decay
 
 
@@ -444,9 +444,9 @@ Sidebar.Object = function ( editor ) {
 
 
 			}
 			}
 
 
-			if ( object.exponent !== undefined && Math.abs( object.exponent - objectExponent.getValue() ) >= 0.01 ) {
+			if ( object.penumbra !== undefined && Math.abs( object.penumbra - objectPenumbra.getValue() ) >= 0.01 ) {
 
 
-				editor.execute( new SetValueCommand( object, 'exponent', objectExponent.getValue() ) );
+				editor.execute( new SetValueCommand( object, 'penumbra', objectPenumbra.getValue() ) );
 
 
 			}
 			}
 
 
@@ -520,7 +520,7 @@ Sidebar.Object = function ( editor ) {
 			'groundColor': objectGroundColorRow,
 			'groundColor': objectGroundColorRow,
 			'distance' : objectDistanceRow,
 			'distance' : objectDistanceRow,
 			'angle' : objectAngleRow,
 			'angle' : objectAngleRow,
-			'exponent' : objectExponentRow,
+			'penumbra' : objectPenumbraRow,
 			'decay' : objectDecayRow,
 			'decay' : objectDecayRow,
 			'castShadow' : objectShadowRow,
 			'castShadow' : objectShadowRow,
 			'receiveShadow' : objectReceiveShadow,
 			'receiveShadow' : objectReceiveShadow,
@@ -679,9 +679,9 @@ Sidebar.Object = function ( editor ) {
 
 
 		}
 		}
 
 
-		if ( object.exponent !== undefined ) {
+		if ( object.penumbra !== undefined ) {
 
 
-			objectExponent.setValue( object.exponent );
+			objectPenumbra.setValue( object.penumbra );
 
 
 		}
 		}
 
 

+ 3 - 1
editor/js/Storage.js

@@ -7,8 +7,10 @@ var Storage = function () {
 	var indexedDB = window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB;
 	var indexedDB = window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB;
 
 
 	if ( indexedDB === undefined  ) {
 	if ( indexedDB === undefined  ) {
+
 		console.warn( 'Storage: IndexedDB not available.' );
 		console.warn( 'Storage: IndexedDB not available.' );
 		return { init: function () {}, get: function () {}, set: function () {}, clear: function () {} };
 		return { init: function () {}, get: function () {}, set: function () {}, clear: function () {} };
+
 	}
 	}
 
 
 	var name = 'threejs-editor';
 	var name = 'threejs-editor';
@@ -89,6 +91,6 @@ var Storage = function () {
 
 
 		}
 		}
 
 
-	}
+	};
 
 
 };
 };

+ 3 - 1
examples/files.js

@@ -178,6 +178,7 @@ var files = {
 		"webgl_postprocessing_godrays",
 		"webgl_postprocessing_godrays",
 		"webgl_postprocessing_masking",
 		"webgl_postprocessing_masking",
 		"webgl_postprocessing_nodes",
 		"webgl_postprocessing_nodes",
+		"webgl_postprocessing_smaa",
 		"webgl_postprocessing_ssao",
 		"webgl_postprocessing_ssao",
 		"webgl_raycast_texture",
 		"webgl_raycast_texture",
 		"webgl_read_float_buffer",
 		"webgl_read_float_buffer",
@@ -229,7 +230,8 @@ var files = {
 	],
 	],
 	"webvr": [
 	"webvr": [
 		"webvr_cubes",
 		"webvr_cubes",
-		"webvr_video"
+		"webvr_video",
+		"webvr_stereo_pano"
 	],
 	],
 	"css3d": [
 	"css3d": [
 		"css3d_molecules",
 		"css3d_molecules",

+ 201 - 40
examples/index.html

@@ -59,24 +59,24 @@
 				background: #fafafa;
 				background: #fafafa;
 			}
 			}
 
 
-				#panel #content {
-					padding: 0px 20px 20px 20px;
-				}
+			#panel #content {
+				padding: 0px 20px 20px 20px;
+			}
 
 
-				#panel #content .link {
-					color: #2194CE;
-					text-decoration: none;
-					cursor: pointer;
-					display: block;
-				}
+			#panel #content .link {
+				color: #2194CE;
+				text-decoration: none;
+				cursor: pointer;
+				display: block;
+			}
 
 
-				#panel #content .selected {
-					color: #ff0000;
-				}
+			#panel #content .selected {
+				color: #ff0000;
+			}
 
 
-					#panel #content .link:hover {
-						text-decoration: underline;
-					}
+			#panel #content .link:hover {
+				text-decoration: underline;
+			}
 
 
 			#viewer {
 			#viewer {
 				position: absolute;
 				position: absolute;
@@ -97,10 +97,59 @@
 				opacity: 0.7;
 				opacity: 0.7;
 			}
 			}
 
 
-				#button:hover {
-					cursor: pointer;
-					opacity: 1;
-				}
+			#button:hover {
+				cursor: pointer;
+				opacity: 1;
+			}
+
+			.filterBlock{
+				margin: 20px;
+				position: relative;
+			}
+
+			.filterBlock p {
+				margin: 0;
+			}
+
+			#filterInput {
+				width: 100%;
+				padding: 5px;
+				font-family: inherit;
+				font-size: 15px;
+				outline: none;
+				border: 1px solid #dedede;
+			}
+
+			#filterInput:focus{
+				border: 1px solid #2194CE;
+			}
+
+			#clearFilterButton {
+				position: absolute;
+				right: 6px;
+				top: 50%;
+				margin-top: -8px;
+				width: 16px;
+				height: 16px;
+				font-size: 14px;
+				color: grey;
+				text-align: center;
+				line-height: 0;
+				padding-top: 7px;
+				opacity: .5;
+			}
+
+			#clearFilterButton:hover {
+				opacity: 1;
+			}
+
+			.filtered {
+				display: none !important;
+			}
+
+			#panel li b {
+				font-weight: bold;
+			}
 
 
 			/* mobile */
 			/* mobile */
 
 
@@ -113,22 +162,22 @@
 				height: 32px;
 				height: 32px;
 			}
 			}
 
 
-				#expandButton span {
-					height: 2px;
-					background-color: #2194CE;
-					width: 16px;
-					position: absolute;
-					left: 8px;
-					top: 10px;
-				}
+			#expandButton span {
+				height: 2px;
+				background-color: #2194CE;
+				width: 16px;
+				position: absolute;
+				left: 8px;
+				top: 10px;
+			}
 
 
-				#expandButton span:nth-child(1) {
-					top: 16px;
-				}
+			#expandButton span:nth-child(1) {
+				top: 16px;
+			}
 
 
-				#expandButton span:nth-child(2) {
-					top: 22px;
-				}
+			#expandButton span:nth-child(2) {
+				top: 22px;
+			}
 
 
 			@media all and ( max-width: 640px ) {
 			@media all and ( max-width: 640px ) {
 				h1{
 				h1{
@@ -149,7 +198,7 @@
 				#content{
 				#content{
 					position: absolute;
 					position: absolute;
 					left: 0;
 					left: 0;
-					top: 60px;
+					top: 90px;
 					right: 0;
 					right: 0;
 					bottom: 0;
 					bottom: 0;
 					font-size: 17px;
 					font-size: 17px;
@@ -195,6 +244,10 @@
 				<span></span>
 				<span></span>
 				<span></span>
 				<span></span>
 			</a>
 			</a>
+			<div class="filterBlock" >
+				<input type="text" id="filterInput" placeholder="Type to filter"/>
+				<a href="#" id="clearFilterButton" >x</a>
+			</div>
 			<div id="content"></div>
 			<div id="content"></div>
 		</div>
 		</div>
 		<iframe id="viewer" allowfullscreen onmousewheel=""></iframe>
 		<iframe id="viewer" allowfullscreen onmousewheel=""></iframe>
@@ -206,6 +259,9 @@
 		var content = document.getElementById( 'content' );
 		var content = document.getElementById( 'content' );
 		var viewer = document.getElementById( 'viewer' );
 		var viewer = document.getElementById( 'viewer' );
 
 
+		var filterInput = document.getElementById( 'filterInput' );
+		var clearFilterButton = document.getElementById( 'clearFilterButton' );
+
 		var expandButton = document.getElementById( 'expandButton' );
 		var expandButton = document.getElementById( 'expandButton' );
 		expandButton.addEventListener( 'click', function ( event ) {
 		expandButton.addEventListener( 'click', function ( event ) {
 			panel.classList.toggle( 'collapsed' );
 			panel.classList.toggle( 'collapsed' );
@@ -249,17 +305,16 @@
 
 
 			var section = files[ key ];
 			var section = files[ key ];
 
 
-			var div = document.createElement( 'h2' );
-			div.textContent = key;
-			container.appendChild( div );
+			var header = document.createElement( 'h2' );
+			header.textContent = key;
+			header.setAttribute( 'data-category', key );
+			container.appendChild( header );
 
 
 			for ( var i = 0; i < section.length; i ++ ) {
 			for ( var i = 0; i < section.length; i ++ ) {
 
 
 				( function ( file ) {
 				( function ( file ) {
 
 
-					var name = file.split( '_' );
-					name.shift();
-					name = name.join( ' / ' );
+					var name = getName( file );
 
 
 					var link = document.createElement( 'a' );
 					var link = document.createElement( 'a' );
 					link.className = 'link';
 					link.className = 'link';
@@ -309,6 +364,112 @@
 
 
 		}
 		}
 
 
+		// filter
+
+		filterInput.addEventListener( 'input', function( e ) {
+
+			updateFilter();
+
+		} );
+
+		clearFilterButton.addEventListener( 'click', function( e ) {
+
+			filterInput.value = '';
+			updateFilter();
+			e.preventDefault();
+
+		} );
+
+		function updateFilter() {
+
+			var exp = new RegExp( filterInput.value, 'gi' );
+
+			for ( var key in files ) {
+
+				var section = files[ key ];
+
+				for ( var i = 0; i < section.length; i ++ ) {
+
+					filterExample( section[ i ], exp );
+
+				}
+
+			}
+
+			layoutList();
+
+		}
+
+		function filterExample( file, exp ){
+
+			var link = links[ file ];
+			var name = getName( file );
+			var res = file.match( exp );
+			var text;
+
+			if ( res && res.length > 0 ) {
+
+				link.classList.remove( 'filtered' );
+
+				for( var i = 0; i < res.length; i++ ) {
+					text = name.replace( res[ i ], '<b>' + res[ i ] + '</b>' );
+				}
+
+				link.innerHTML = text;
+
+			} else {
+
+				link.classList.add( 'filtered' );
+				link.innerHTML = name;
+
+			}
+		}
+
+		function getName( file ) {
+
+			var name = file.split( '_' );
+			name.shift();
+			return name.join( ' / ' );
+
+		}
+
+		function layoutList() {
+
+			for ( var key in files ) {
+
+				var collapsed = true;
+
+				var section = files[ key ];
+
+				for ( var i = 0; i < section.length; i ++ ) {
+
+					var file = section[ i ];
+
+					if( !links[ file ].classList.contains( 'filtered' ) ){
+
+						collapsed = false;
+						break;
+
+					}
+
+				}
+
+				var element = document.querySelector( 'h2[data-category="' + key + '"]' );
+
+				if( collapsed ){
+
+					element.classList.add( 'filtered' );
+
+				} else {
+
+					element.classList.remove( 'filtered' );
+
+				}
+
+			}
+
+		}
+
 		</script>
 		</script>
 
 
 	</body>
 	</body>

+ 19 - 6
examples/js/effects/VREffect.js

@@ -12,8 +12,8 @@
 THREE.VREffect = function ( renderer, onError ) {
 THREE.VREffect = function ( renderer, onError ) {
 
 
 	var vrHMD;
 	var vrHMD;
-	var eyeTranslationL, eyeFOVL;
-	var eyeTranslationR, eyeFOVR;
+	var eyeTranslationL, eyeFOVL, renderRectL;
+	var eyeTranslationR, eyeFOVR, renderRectR;
 
 
 	function gotVRDevices( devices ) {
 	function gotVRDevices( devices ) {
 
 
@@ -102,6 +102,8 @@ THREE.VREffect = function ( renderer, onError ) {
 			eyeTranslationR = eyeParamsR.eyeTranslation;
 			eyeTranslationR = eyeParamsR.eyeTranslation;
 			eyeFOVL = eyeParamsL.recommendedFieldOfView;
 			eyeFOVL = eyeParamsL.recommendedFieldOfView;
 			eyeFOVR = eyeParamsR.recommendedFieldOfView;
 			eyeFOVR = eyeParamsR.recommendedFieldOfView;
+			renderRectL = eyeParamsL.renderRect;
+			renderRectR = eyeParamsR.renderRect;
 
 
 			if ( Array.isArray( scene ) ) {
 			if ( Array.isArray( scene ) ) {
 
 
@@ -127,13 +129,24 @@ THREE.VREffect = function ( renderer, onError ) {
 			cameraR.translateX( eyeTranslationR.x * this.scale );
 			cameraR.translateX( eyeTranslationR.x * this.scale );
 
 
 			// render left eye
 			// render left eye
-			renderer.setViewport( 0, 0, size.width / 2, size.height );
-			renderer.setScissor( 0, 0, size.width / 2, size.height );
+			if ( renderRectL === undefined ) {
+
+				renderRectL = { x: 0, y: 0, width: size.width / 2, height: size.height };
+
+			}
+			renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
+			renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
 			renderer.render( scene, cameraL );
 			renderer.render( scene, cameraL );
 
 
 			// render right eye
 			// render right eye
-			renderer.setViewport( size.width / 2, 0, size.width / 2, size.height );
-			renderer.setScissor( size.width / 2, 0, size.width / 2, size.height );
+			if ( renderRectR === undefined ) {
+
+				renderRectR = { x: size.width / 2, y: 0, width: size.width / 2, height: size.height };
+
+			}
+
+			renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
+			renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
 			renderer.render( scene, cameraR );
 			renderer.render( scene, cameraR );
 
 
 			renderer.setScissorTest( false );
 			renderer.setScissorTest( false );

+ 1 - 2
examples/js/loaders/ColladaLoader.js

@@ -1258,7 +1258,6 @@ THREE.ColladaLoader = function () {
 				var intensity = lparams.intensity;
 				var intensity = lparams.intensity;
 				var distance = lparams.distance;
 				var distance = lparams.distance;
 				var angle = lparams.falloff_angle;
 				var angle = lparams.falloff_angle;
-				var exponent; // Intentionally undefined, don't know what this is yet
 
 
 				switch ( lparams.technique ) {
 				switch ( lparams.technique ) {
 
 
@@ -1275,7 +1274,7 @@ THREE.ColladaLoader = function () {
 
 
 					case 'spot':
 					case 'spot':
 
 
-						light = new THREE.SpotLight( color, intensity, distance, angle, exponent );
+						light = new THREE.SpotLight( color, intensity, distance, angle );
 						light.position.set(0, 0, 1);
 						light.position.set(0, 0, 1);
 						break;
 						break;
 
 

+ 1 - 3
examples/js/loaders/MTLLoader.js

@@ -303,9 +303,7 @@ THREE.MTLLoader.MaterialCreator.prototype = {
 
 
 			var value = mat[ prop ];
 			var value = mat[ prop ];
 
 
-			if ( value === '' ) {
-				continue;
-			}
+			if ( value === '' ) continue;
 
 
 			switch ( prop.toLowerCase() ) {
 			switch ( prop.toLowerCase() ) {
 
 

+ 1 - 1
examples/js/loaders/OBJLoader.js

@@ -217,7 +217,7 @@ THREE.OBJLoader.prototype = {
 
 
 		var object_pattern = /^[og]\s+(.+)/;
 		var object_pattern = /^[og]\s+(.+)/;
 
 
-		var smoothing_pattern = /^s\s+([01]|on|off)/;
+		var smoothing_pattern = /^s\s+(\d+|on|off)/;
 
 
 		//
 		//
 
 

+ 1 - 1
examples/js/loaders/deprecated/SceneLoader.js

@@ -345,7 +345,7 @@ THREE.SceneLoader.prototype = {
 								break;
 								break;
 
 
 							case 'SpotLight':
 							case 'SpotLight':
-								light = new THREE.SpotLight( color, intensity, distance, 1 );
+								light = new THREE.SpotLight( color, intensity, distance );
 								light.angle = objJSON.angle;
 								light.angle = objJSON.angle;
 								light.position.fromArray( position );
 								light.position.fromArray( position );
 								light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
 								light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );

+ 1 - 1
examples/js/postprocessing/BloomPass.js

@@ -11,7 +11,7 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
 
 
 	// render targets
 	// render targets
 
 
-	var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
+	var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
 
 
 	this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
 	this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
 	this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
 	this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );

+ 1 - 1
examples/js/postprocessing/EffectComposer.js

@@ -12,7 +12,7 @@ THREE.EffectComposer = function ( renderer, renderTarget ) {
 
 
 		var width  = Math.floor( renderer.context.canvas.width  / pixelRatio ) || 1;
 		var width  = Math.floor( renderer.context.canvas.width  / pixelRatio ) || 1;
 		var height = Math.floor( renderer.context.canvas.height / pixelRatio ) || 1;
 		var height = Math.floor( renderer.context.canvas.height / pixelRatio ) || 1;
-		var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
+		var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
 
 
 		renderTarget = new THREE.WebGLRenderTarget( width, height, parameters );
 		renderTarget = new THREE.WebGLRenderTarget( width, height, parameters );
 
 

File diff suppressed because it is too large
+ 158 - 0
examples/js/postprocessing/SMAAPass.js


+ 180 - 110
examples/js/renderers/SoftwareRenderer.js

@@ -52,13 +52,20 @@ THREE.SoftwareRenderer = function ( parameters ) {
 
 
 	var projector = new THREE.Projector();
 	var projector = new THREE.Projector();
 
 
-	var vector1 = new THREE.Vector3();
-	var vector2 = new THREE.Vector3();
-	var vector3 = new THREE.Vector3();
+	var spriteV1 = new THREE.Vector4();
+	var spriteV2 = new THREE.Vector4();
+	var spriteV3 = new THREE.Vector4();
 
 
-	var texCoord1 = new THREE.Vector2();
-	var texCoord2 = new THREE.Vector2();
-	var texCoord3 = new THREE.Vector2();
+	var spriteUV1 = new THREE.Vector2();
+	var spriteUV2 = new THREE.Vector2();
+	var spriteUV3 = new THREE.Vector2();
+
+	var mpVPool = [];
+	var mpVPoolCount = 0;
+	var mpNPool = [];
+	var mpNPoolCount = 0;
+	var mpUVPool = [];
+	var mpUVPoolCount = 0;
 
 
 	this.domElement = canvas;
 	this.domElement = canvas;
 
 
@@ -134,6 +141,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
 		recty1 = Infinity;
 		recty1 = Infinity;
 		rectx2 = 0;
 		rectx2 = 0;
 		recty2 = 0;
 		recty2 = 0;
+		mpVPoolCount = 0;
+		mpNPoolCount = 0;
+		mpUVPoolCount = 0;
 
 
 		for ( var i = 0; i < numBlocks; i ++ ) {
 		for ( var i = 0; i < numBlocks; i ++ ) {
 
 
@@ -190,68 +200,68 @@ THREE.SoftwareRenderer = function ( parameters ) {
 				var scaleX = element.scale.x * 0.5;
 				var scaleX = element.scale.x * 0.5;
 				var scaleY = element.scale.y * 0.5;
 				var scaleY = element.scale.y * 0.5;
 
 
-				vector1.copy( element );
-				vector1.x -= scaleX;
-				vector1.y += scaleY;
+				spriteV1.copy( element );
+				spriteV1.x -= scaleX;
+				spriteV1.y += scaleY;
 
 
-				vector2.copy( element );
-				vector2.x -= scaleX;
-				vector2.y -= scaleY;
+				spriteV2.copy( element );
+				spriteV2.x -= scaleX;
+				spriteV2.y -= scaleY;
 
 
-				vector3.copy( element );
-				vector3.x += scaleX;
-				vector3.y += scaleY;
+				spriteV3.copy( element );
+				spriteV3.x += scaleX;
+				spriteV3.y += scaleY;
 
 
 				if ( material.map ) {
 				if ( material.map ) {
 
 
-					texCoord1.set( 0, 1 );
-					texCoord2.set( 0, 0 );
-					texCoord3.set( 1, 1 );
+					spriteUV1.set( 0, 1 );
+					spriteUV2.set( 0, 0 );
+					spriteUV3.set( 1, 1 );
 
 
 					drawTriangle(
 					drawTriangle(
-						vector1, vector2, vector3,
-						texCoord1, texCoord2, texCoord3,
+						spriteV1, spriteV2, spriteV3,
+						spriteUV1, spriteUV2, spriteUV3,
 						shader, element, material
 						shader, element, material
 					);
 					);
 
 
 				} else {
 				} else {
 
 
 					drawTriangle(
 					drawTriangle(
-						vector1, vector2, vector3,
+						spriteV1, spriteV2, spriteV3,
 						null, null, null,
 						null, null, null,
 						shader, element, material
 						shader, element, material
 					);
 					);
 
 
 				}
 				}
 
 
-				vector1.copy( element );
-				vector1.x += scaleX;
-				vector1.y += scaleY;
+				spriteV1.copy( element );
+				spriteV1.x += scaleX;
+				spriteV1.y += scaleY;
 
 
-				vector2.copy( element );
-				vector2.x -= scaleX;
-				vector2.y -= scaleY;
+				spriteV2.copy( element );
+				spriteV2.x -= scaleX;
+				spriteV2.y -= scaleY;
 
 
-				vector3.copy( element );
-				vector3.x += scaleX;
-				vector3.y -= scaleY;
+				spriteV3.copy( element );
+				spriteV3.x += scaleX;
+				spriteV3.y -= scaleY;
 
 
 				if ( material.map ) {
 				if ( material.map ) {
 
 
-					texCoord1.set( 1, 1 );
-					texCoord2.set( 0, 0 );
-					texCoord3.set( 1, 0 );
+					spriteUV1.set( 1, 1 );
+					spriteUV2.set( 0, 0 );
+					spriteUV3.set( 1, 0 );
 
 
 					drawTriangle(
 					drawTriangle(
-						vector1, vector2, vector3,
-						texCoord1, texCoord2, texCoord3,
+						spriteV1, spriteV2, spriteV3,
+						spriteUV1, spriteUV2, spriteUV3,
 						shader, element, material
 						shader, element, material
 					);
 					);
 
 
 				} else {
 				} else {
 
 
 					drawTriangle(
 					drawTriangle(
-						vector1, vector2, vector3,
+						spriteV1, spriteV2, spriteV3,
 						null, null, null,
 						null, null, null,
 						shader, element, material
 						shader, element, material
 					);
 					);
@@ -437,25 +447,26 @@ THREE.SoftwareRenderer = function ( parameters ) {
 			buffer[ colorOffset ] = tdata[ tIndex ];
 			buffer[ colorOffset ] = tdata[ tIndex ];
 			buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
 			buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
 			buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
 			buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
-			buffer[ colorOffset + 3 ] = material.opacity * 255;
+			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
 			depthBuf[ offset ] = depth;
 			depthBuf[ offset ] = depth;
 
 
 		} else {
 		} else {
 
 
-			var opaci = tdata[ tIndex + 3 ] * material.opacity;
-			var texel = ( tdata[ tIndex ] << 16 ) + ( tdata[ tIndex + 1 ] << 8 ) + tdata[ tIndex + 2 ];
-			if ( opaci < 250 ) {
-
-				var backColor = ( buffer[ colorOffset ] << 16 ) + ( buffer[ colorOffset + 1 ] << 8 ) + buffer[ colorOffset + 2 ];
-				texel = texel * opaci + backColor * ( 1 - opaci );
-
-			}
-
-			buffer[ colorOffset ] = ( texel & 0xff0000 ) >> 16;
-			buffer[ colorOffset + 1 ] = ( texel & 0xff00 ) >> 8;
-			buffer[ colorOffset + 2 ] = texel & 0xff;
-			buffer[ colorOffset + 3 ] = material.opacity * 255;
-
+			var srcR = tdata[ tIndex ];
+			var srcG = tdata[ tIndex + 1 ];
+			var srcB = tdata[ tIndex + 2 ];
+			var opaci = tdata[ tIndex + 3 ] * material.opacity / 255;
+			var destR = buffer[ colorOffset ];
+			var destG = buffer[ colorOffset + 1 ];
+			var destB = buffer[ colorOffset + 2 ];
+	
+			buffer[ colorOffset ] = ( srcR * opaci + destR * ( 1 - opaci ) );
+			buffer[ colorOffset + 1 ] = ( srcG * opaci + destG * ( 1 - opaci ) );
+			buffer[ colorOffset + 2 ] = ( srcB * opaci + destB * ( 1 - opaci ) );
+			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
+
+			if ( buffer[ colorOffset + 3 ] == 255 )	// Only opaue pixls write to the depth buffer
+				depthBuf[ offset ] = depth;
 		}
 		}
 
 
 	}
 	}
@@ -481,28 +492,26 @@ THREE.SoftwareRenderer = function ( parameters ) {
 			buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
 			buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
 			buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
 			buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
 			buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
 			buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
-			buffer[ colorOffset + 3 ] = material.opacity * 255;
+			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
 			depthBuf[ offset ] = depth;
 			depthBuf[ offset ] = depth;
 
 
 		} else {
 		} else {
 
 
-			var opaci = tdata[ tIndex + 3 ] * material.opacity;
-			var foreColor = ( ( material.palette[ cIndex ] * tdata[ tIndex ] ) << 16 )
-							+ ( ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) << 8 )
-							+ ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] );
-
-			if ( opaci < 250 ) {
-
-				var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
-				foreColor = foreColor * opaci + backColor * ( 1 - opaci );
-
-			}
-
-			buffer[ colorOffset ] = ( foreColor & 0xff0000 ) >> 16;
-			buffer[ colorOffset + 1 ] = ( foreColor & 0xff00 ) >> 8;
-			buffer[ colorOffset + 2 ] = ( foreColor & 0xff );
-			buffer[ colorOffset + 3 ] = material.opacity * 255;
-
+			var foreColorR = material.palette[ cIndex ] * tdata[ tIndex ];
+			var foreColorG = material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ];
+			var foreColorB = material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ];
+			var opaci = tdata[ tIndex + 3 ] * material.opacity / 256;
+			var destR = buffer[ colorOffset ];
+			var destG = buffer[ colorOffset + 1 ];
+			var destB = buffer[ colorOffset + 2 ];
+
+			buffer[ colorOffset ] = foreColorR * opaci + destR * ( 1 - opaci );
+			buffer[ colorOffset + 1 ] = foreColorG * opaci + destG * ( 1 - opaci );
+			buffer[ colorOffset + 2 ] = foreColorB * opaci + destB * ( 1 - opaci );
+			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
+
+			if ( buffer[ colorOffset + 3 ] == 255 )	// Only opaue pixls write to the depth buffer
+				depthBuf[ offset ] = depth;
 		}
 		}
 
 
 	}
 	}
@@ -688,13 +697,16 @@ THREE.SoftwareRenderer = function ( parameters ) {
 		var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
 		var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
 
 
 		var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
 		var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
+		var bHasUV = uv1 && uv2 && uv3;
 
 
 		var longestSide = Math.max(
 		var longestSide = Math.max(
 			Math.sqrt( (x1 - x2)*(x1 - x2) + (y1 - y2)*(y1 - y2) ),
 			Math.sqrt( (x1 - x2)*(x1 - x2) + (y1 - y2)*(y1 - y2) ),
 			Math.sqrt( (x2 - x3)*(x2 - x3) + (y2 - y3)*(y2 - y3) ),
 			Math.sqrt( (x2 - x3)*(x2 - x3) + (y2 - y3)*(y2 - y3) ),
 			Math.sqrt( (x3 - x1)*(x3 - x1) + (y3 - y1)*(y3 - y1) )
 			Math.sqrt( (x3 - x1)*(x3 - x1) + (y3 - y1)*(y3 - y1) )
 		);
 		);
-		if( longestSide > 100 * fixscale ) {
+
+		if( !(face instanceof THREE.RenderableSprite) 
+			&& (longestSide > 100 * fixscale) ) {
 
 
 			// 1
 			// 1
 			// |\
 			// |\
@@ -704,32 +716,90 @@ THREE.SoftwareRenderer = function ( parameters ) {
 			// |b\|d\
 			// |b\|d\
 			// |__\__\
 			// |__\__\
 			// 2      3
 			// 2      3
-			var	mpV12 = new THREE.Vector4(),
-				mpV23 = new THREE.Vector4(),
-				mpV31 = new THREE.Vector4(),
-				mpN12 = new THREE.Vector3(),
-				mpN23 = new THREE.Vector3(),
-				mpN31 = new THREE.Vector3(),
-				mpUV12 = new THREE.Vector2(),
-				mpUV23 = new THREE.Vector2(),
-				mpUV31 = new THREE.Vector2(),
-				tempFace = { vertexNormalsModel : []
-							, color : { r: face.color.r, g: face.color.b, b: face.color.b } };
-
-			var weight;
-
-			weight = (1 + v2.z) * (v2.w / v1.w) / (1 + v1.z);
-			mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / (weight + 1) );
-			weight = (1 + v3.z) * (v3.w / v2.w) / (1 + v2.z);
-			mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / (weight + 1) );
-			weight = (1 + v1.z) * (v1.w / v3.w) / (1 + v3.z);
-			mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / (weight + 1) );
+			var tempFace = { vertexNormalsModel : [], 
+						color : face.color };
+			var mpUV12, mpUV23, mpUV31;
+			if ( bHasUV ) {
+				if ( mpUVPoolCount === mpUVPool.length ) {
+					mpUV12 = new THREE.Vector2();
+					mpUVPool.push( mpUV12 );
+					++mpUVPoolCount;
+
+					mpUV23 = new THREE.Vector2();
+					mpUVPool.push( mpUV23 );
+					++mpUVPoolCount;
+
+					mpUV31 = new THREE.Vector2();
+					mpUVPool.push( mpUV31 );
+					++mpUVPoolCount;
+				} else {
+					mpUV12 = mpUVPool[ mpUVPoolCount ];
+					++mpUVPoolCount;				
+					mpUV23 = mpUVPool[ mpUVPoolCount ];
+					++mpUVPoolCount;
+					mpUV31 = mpUVPool[ mpUVPoolCount ];
+					++mpUVPoolCount;
+				}
+
+				var weight;
+
+				weight = (1 + v2.z) * (v2.w / v1.w) / (1 + v1.z);
+				mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / (weight + 1) );
+				weight = (1 + v3.z) * (v3.w / v2.w) / (1 + v2.z);
+				mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / (weight + 1) );
+				weight = (1 + v1.z) * (v1.w / v3.w) / (1 + v3.z);
+				mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / (weight + 1) );
+			}
+			
+			var mpV12, mpV23, mpV31;
+			if ( mpVPoolCount === mpVPool.length ) {
+				mpV12 = new THREE.Vector4();
+				mpVPool.push( mpV12 );
+				++mpVPoolCount;
+
+				mpV23 = new THREE.Vector4();
+				mpVPool.push( mpV23 );
+				++mpVPoolCount;
+
+				mpV31 = new THREE.Vector4();
+				mpVPool.push( mpV31 );
+				++mpVPoolCount;
+			} else {
+				mpV12 = mpVPool[ mpVPoolCount ];
+				++mpVPoolCount;				
+				mpV23 = mpVPool[ mpVPoolCount ];
+				++mpVPoolCount;
+				mpV31 = mpVPool[ mpVPoolCount ];
+				++mpVPoolCount;
+			}
 
 
 			mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
 			mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
 			mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
 			mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
 			mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
 			mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
 
 
+			var mpN12, mpN23, mpN31;
 			if( bHasNormal ) {
 			if( bHasNormal ) {
+				if ( mpNPoolCount === mpNPool.length ) {
+					mpN12 = new THREE.Vector3();
+					mpNPool.push( mpN12 );
+					++mpNPoolCount;
+
+					mpN23 = new THREE.Vector3();
+					mpNPool.push( mpN23 );
+					++mpNPoolCount;
+
+					mpN31 = new THREE.Vector3();
+					mpNPool.push( mpN31 );
+					++mpNPoolCount;
+				} else {
+					mpN12 = mpNPool[ mpNPoolCount ];
+					++mpNPoolCount;				
+					mpN23 = mpNPool[ mpNPoolCount ];
+					++mpNPoolCount;
+					mpN31 = mpNPool[ mpNPoolCount ];
+					++mpNPoolCount;
+				}
+
 				mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
 				mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
 				mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
 				mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
 				mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
 				mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
@@ -1298,20 +1368,20 @@ THREE.SoftwareRenderer = function ( parameters ) {
 		// TODO: Implement per-pixel z-clipping
 		// TODO: Implement per-pixel z-clipping
 		if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
 		if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
 
 
-		var halfLineWidth = Math.floor( (material.linewidth-1) * 0.5 );
+		var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 );
 
 
 		// https://gist.github.com/2486101
 		// https://gist.github.com/2486101
 		// explanation: http://pouet.net/topic.php?which=8760&page=1
 		// explanation: http://pouet.net/topic.php?which=8760&page=1
 
 
 		// 28.4 fixed-point coordinates
 		// 28.4 fixed-point coordinates
-		var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
-		var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
+		var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
+		var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
 
 
-		var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
-		var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
+		var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
+		var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
 
 
-		var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
-		var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
+		var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
+		var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
 
 
 		// Deltas
 		// Deltas
 		var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
 		var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
@@ -1322,7 +1392,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
 		var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
 		var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
 		var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
 		var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
 		var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
 		var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxz = Math.min( ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
+		var maxz = ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits;
 
 
 		rectx1 = Math.min( minx, rectx1 );
 		rectx1 = Math.min( minx, rectx1 );
 		rectx2 = Math.max( maxx, rectx2 );
 		rectx2 = Math.max( maxx, rectx2 );
@@ -1330,10 +1400,10 @@ THREE.SoftwareRenderer = function ( parameters ) {
 		recty2 = Math.max( maxy, recty2 );
 		recty2 = Math.max( maxy, recty2 );
 
 
 		// Get the line's unit vector and cross vector
 		// Get the line's unit vector and cross vector
-		var length = Math.sqrt((dy12 * dy12) + (dx12 * dx12));
-		var unitX = (dx12 / length);
-		var unitY = (dy12 / length);
-		var unitZ = (dz12 / length);
+		var length = Math.sqrt( ( dy12 * dy12 ) + ( dx12 * dx12 ) );
+		var unitX = ( dx12 / length );
+		var unitY = ( dy12 / length );
+		var unitZ = ( dz12 / length );
 		var pixelX, pixelY, pixelZ;
 		var pixelX, pixelY, pixelZ;
 		var pX, pY, pZ;
 		var pX, pY, pZ;
 		crossVector.set( unitX, unitY, unitZ );
 		crossVector.set( unitX, unitY, unitZ );
@@ -1343,21 +1413,21 @@ THREE.SoftwareRenderer = function ( parameters ) {
 		while (length > 0) {
 		while (length > 0) {
 
 
 			// Get this pixel.
 			// Get this pixel.
-			pixelX = (x2 + length * unitX);
-			pixelY = (y2 + length * unitY);
-			pixelZ = (z2 + length * unitZ);
+			pixelX = x2 + length * unitX;
+			pixelY = y2 + length * unitY;
+			pixelZ = z2 + length * unitZ;
 
 
-			pixelX = (pixelX + subpixelBias) >> subpixelBits;
-			pixelY = (pixelY + subpixelBias) >> subpixelBits;
-			pZ = (pixelZ + subpixelBias) >> subpixelBits;
+			pixelX = ( pixelX + subpixelBias ) >> subpixelBits;
+			pixelY = ( pixelY + subpixelBias ) >> subpixelBits;
+			pZ = ( pixelZ + subpixelBias ) >> subpixelBits;
 
 
 			// Draw line with line width
 			// Draw line with line width
 			for ( var i = -halfLineWidth; i <= halfLineWidth; ++i ) {
 			for ( var i = -halfLineWidth; i <= halfLineWidth; ++i ) {
 
 
 				// Compute the line pixels.
 				// Compute the line pixels.
 				// Get the pixels on the vector that crosses to the line vector
 				// Get the pixels on the vector that crosses to the line vector
-				pX = Math.floor((pixelX + crossVector.x * i));
-				pY = Math.floor((pixelY + crossVector.y * i));
+				pX = Math.floor( ( pixelX + crossVector.x * i ) );
+				pY = Math.floor( ( pixelY + crossVector.y * i ) );
 
 
 				// if pixel is over the rect. Continue
 				// if pixel is over the rect. Continue
 				if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY
 				if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY

+ 462 - 0
examples/js/shaders/SMAAShader.js

@@ -0,0 +1,462 @@
+/**
+ * @author mpk / http://polko.me/
+ *
+ * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
+ * Preset: SMAA 1x Medium (with color edge detection)
+ * https://github.com/iryoku/smaa/releases/tag/v2.8
+ */
+
+THREE.SMAAShader = [ {
+
+	defines: {
+
+		"SMAA_THRESHOLD": "0.1"
+
+	},
+
+	uniforms: {
+
+		"tDiffuse":		{ type: "t", value: null },
+		"resolution":	{ type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
+
+	},
+
+	vertexShader: [
+
+		"uniform vec2 resolution;",
+
+		"varying vec2 vUv;",
+		"varying vec4 vOffset[ 3 ];",
+
+		"void SMAAEdgeDetectionVS( vec2 texcoord ) {",
+			"vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0,  1.0 );", // WebGL port note: Changed sign in W component
+			"vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4(  1.0, 0.0, 0.0, -1.0 );", // WebGL port note: Changed sign in W component
+			"vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0,  2.0 );", // WebGL port note: Changed sign in W component
+		"}",
+
+		"void main() {",
+
+			"vUv = uv;",
+
+			"SMAAEdgeDetectionVS( vUv );",
+
+			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+		"}"
+
+	].join("\n"),
+
+	fragmentShader: [
+
+		"uniform sampler2D tDiffuse;",
+
+		"varying vec2 vUv;",
+		"varying vec4 vOffset[ 3 ];",
+
+		"vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
+			"vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
+
+			// Calculate color deltas:
+			"vec4 delta;",
+			"vec3 C = texture2D( colorTex, texcoord ).rgb;",
+
+			"vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
+			"vec3 t = abs( C - Cleft );",
+			"delta.x = max( max( t.r, t.g ), t.b );",
+
+			"vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
+			"t = abs( C - Ctop );",
+			"delta.y = max( max( t.r, t.g ), t.b );",
+
+			// We do the usual threshold:
+			"vec2 edges = step( threshold, delta.xy );",
+
+			// Then discard if there is no edge:
+			"if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
+				"discard;",
+
+			// Calculate right and bottom deltas:
+			"vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
+			"t = abs( C - Cright );",
+			"delta.z = max( max( t.r, t.g ), t.b );",
+
+			"vec3 Cbottom  = texture2D( colorTex, offset[1].zw ).rgb;",
+			"t = abs( C - Cbottom );",
+			"delta.w = max( max( t.r, t.g ), t.b );",
+
+			// Calculate the maximum delta in the direct neighborhood:
+			"float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
+
+			// Calculate left-left and top-top deltas:
+			"vec3 Cleftleft  = texture2D( colorTex, offset[2].xy ).rgb;",
+			"t = abs( C - Cleftleft );",
+			"delta.z = max( max( t.r, t.g ), t.b );",
+
+			"vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
+			"t = abs( C - Ctoptop );",
+			"delta.w = max( max( t.r, t.g ), t.b );",
+
+			// Calculate the final maximum delta:
+			"maxDelta = max( max( maxDelta, delta.z ), delta.w );",
+
+			// Local contrast adaptation in action:
+			"edges.xy *= step( 0.5 * maxDelta, delta.xy );",
+
+			"return vec4( edges, 0.0, 0.0 );",
+		"}",
+
+		"void main() {",
+
+			"gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
+
+		"}"
+
+	].join("\n")
+
+}, {
+
+	defines: {
+
+		"SMAA_MAX_SEARCH_STEPS":		"8",
+		"SMAA_AREATEX_MAX_DISTANCE":	"16",
+		"SMAA_AREATEX_PIXEL_SIZE":		"( 1.0 / vec2( 160.0, 560.0 ) )",
+		"SMAA_AREATEX_SUBTEX_SIZE":		"( 1.0 / 7.0 )"
+
+	},
+
+	uniforms: {
+
+		"tDiffuse":		{ type: "t", value: null },
+		"tArea":		{ type: "t", value: null },
+		"tSearch":		{ type: "t", value: null },
+		"resolution":	{ type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
+
+	},
+
+	vertexShader: [
+
+		"uniform vec2 resolution;",
+
+		"varying vec2 vUv;",
+		"varying vec4 vOffset[ 3 ];",
+		"varying vec2 vPixcoord;",
+
+		"void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
+			"vPixcoord = texcoord / resolution;",
+
+			// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
+			"vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );", // WebGL port note: Changed sign in Y and W components
+			"vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );", // WebGL port note: Changed sign in Y and W components
+
+			// And these for the searches, they indicate the ends of the loops:
+			"vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
+
+		"}",
+
+		"void main() {",
+
+			"vUv = uv;",
+
+			"SMAABlendingWeightCalculationVS( vUv );",
+
+			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+		"}"
+
+	].join("\n"),
+
+	fragmentShader: [
+
+		"#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
+
+		"uniform sampler2D tDiffuse;",
+		"uniform sampler2D tArea;",
+		"uniform sampler2D tSearch;",
+		"uniform vec2 resolution;",
+
+		"varying vec2 vUv;",
+		"varying vec4 vOffset[3];",
+		"varying vec2 vPixcoord;",
+
+		"vec2 round( vec2 x ) {",
+			"return sign( x ) * floor( abs( x ) + 0.5 );",
+		"}",
+
+		"float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
+			// Not required if searchTex accesses are set to point:
+			// float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
+			// e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
+			//     e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
+			"e.r = bias + e.r * scale;",
+			"return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
+		"}",
+
+		"float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
+			/**
+			* @PSEUDO_GATHER4
+			* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
+			* sample between edge, thus fetching four edges in a row.
+			* Sampling with different offsets in each direction allows to disambiguate
+			* which edges are active from the four fetched ones.
+			*/
+			"vec2 e = vec2( 0.0, 1.0 );",
+
+			"for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {", // WebGL port note: Changed while to for
+				"e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
+				"texcoord -= vec2( 2.0, 0.0 ) * resolution;",
+				"if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
+			"}",
+
+			// We correct the previous (-0.25, -0.125) offset we applied:
+			"texcoord.x += 0.25 * resolution.x;",
+
+			// The searches are bias by 1, so adjust the coords accordingly:
+			"texcoord.x += resolution.x;",
+
+			// Disambiguate the length added by the last step:
+			"texcoord.x += 2.0 * resolution.x;", // Undo last step
+			"texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
+
+			"return texcoord.x;",
+		"}",
+
+		"float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
+			"vec2 e = vec2( 0.0, 1.0 );",
+
+			"for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {", // WebGL port note: Changed while to for
+				"e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
+				"texcoord += vec2( 2.0, 0.0 ) * resolution;",
+				"if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
+			"}",
+
+			"texcoord.x -= 0.25 * resolution.x;",
+			"texcoord.x -= resolution.x;",
+			"texcoord.x -= 2.0 * resolution.x;",
+			"texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
+
+			"return texcoord.x;",
+		"}",
+
+		"float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
+			"vec2 e = vec2( 1.0, 0.0 );",
+
+			"for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {", // WebGL port note: Changed while to for
+				"e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
+				"texcoord += vec2( 0.0, 2.0 ) * resolution;", // WebGL port note: Changed sign
+				"if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
+			"}",
+
+			"texcoord.y -= 0.25 * resolution.y;", // WebGL port note: Changed sign
+			"texcoord.y -= resolution.y;", // WebGL port note: Changed sign
+			"texcoord.y -= 2.0 * resolution.y;", // WebGL port note: Changed sign
+			"texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );", // WebGL port note: Changed sign
+
+			"return texcoord.y;",
+		"}",
+
+		"float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
+			"vec2 e = vec2( 1.0, 0.0 );",
+
+			"for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {", // WebGL port note: Changed while to for
+				"e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
+				"texcoord -= vec2( 0.0, 2.0 ) * resolution;", // WebGL port note: Changed sign
+				"if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
+			"}",
+
+			"texcoord.y += 0.25 * resolution.y;", // WebGL port note: Changed sign
+			"texcoord.y += resolution.y;", // WebGL port note: Changed sign
+			"texcoord.y += 2.0 * resolution.y;", // WebGL port note: Changed sign
+			"texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );", // WebGL port note: Changed sign
+
+			"return texcoord.y;",
+		"}",
+
+		"vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
+			// Rounding prevents precision errors of bilinear filtering:
+			"vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
+
+			// We do a scale and bias for mapping to texel space:
+			"texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
+
+			// Move to proper place, according to the subpixel offset:
+			"texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
+
+			"return texture2D( areaTex, texcoord, 0.0 ).rg;",
+		"}",
+
+		"vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
+			"vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
+
+			"vec2 e = texture2D( edgesTex, texcoord ).rg;",
+
+			"if ( e.g > 0.0 ) {", // Edge at north
+				"vec2 d;",
+
+				// Find the distance to the left:
+				"vec2 coords;",
+				"coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
+				"coords.y = offset[ 1 ].y;", // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
+				"d.x = coords.x;",
+
+				// Now fetch the left crossing edges, two at a time using bilinear
+				// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
+				// discern what value each edge has:
+				"float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
+
+				// Find the distance to the right:
+				"coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
+				"d.y = coords.x;",
+
+				// We want the distances to be in pixel units (doing this here allow to
+				// better interleave arithmetic and memory accesses):
+				"d = d / resolution.x - pixcoord.x;",
+
+				// SMAAArea below needs a sqrt, as the areas texture is compressed
+				// quadratically:
+				"vec2 sqrt_d = sqrt( abs( d ) );",
+
+				// Fetch the right crossing edges:
+				"coords.y -= 1.0 * resolution.y;", // WebGL port note: Added
+				"float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
+
+				// Ok, we know how this pattern looks like, now it is time for getting
+				// the actual area:
+				"weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
+			"}",
+
+			"if ( e.r > 0.0 ) {", // Edge at west
+				"vec2 d;",
+
+				// Find the distance to the top:
+				"vec2 coords;",
+
+				"coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
+				"coords.x = offset[ 0 ].x;", // offset[1].x = texcoord.x - 0.25 * resolution.x;
+				"d.x = coords.y;",
+
+				// Fetch the top crossing edges:
+				"float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
+
+				// Find the distance to the bottom:
+				"coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
+				"d.y = coords.y;",
+
+				// We want the distances to be in pixel units:
+				"d = d / resolution.y - pixcoord.y;",
+
+				// SMAAArea below needs a sqrt, as the areas texture is compressed
+				// quadratically:
+				"vec2 sqrt_d = sqrt( abs( d ) );",
+
+				// Fetch the bottom crossing edges:
+				"coords.y -= 1.0 * resolution.y;", // WebGL port note: Added
+				"float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
+
+				// Get the area for this direction:
+				"weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
+			"}",
+
+			"return weights;",
+		"}",
+
+		"void main() {",
+
+			"gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
+
+		"}"
+
+	].join("\n")
+
+}, {
+
+	uniforms: {
+
+		"tDiffuse":		{ type: "t", value: null },
+		"tColor":		{ type: "t", value: null },
+		"resolution":	{ type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
+
+	},
+
+	vertexShader: [
+
+		"uniform vec2 resolution;",
+
+		"varying vec2 vUv;",
+		"varying vec4 vOffset[ 2 ];",
+
+		"void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
+			"vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );", // WebGL port note: Changed sign in W component
+			"vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );", // WebGL port note: Changed sign in W component
+		"}",
+
+		"void main() {",
+
+			"vUv = uv;",
+
+			"SMAANeighborhoodBlendingVS( vUv );",
+
+			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+		"}"
+
+	].join("\n"),
+
+	fragmentShader: [
+
+		"uniform sampler2D tDiffuse;",
+		"uniform sampler2D tColor;",
+		"uniform vec2 resolution;",
+
+		"varying vec2 vUv;",
+		"varying vec4 vOffset[ 2 ];",
+
+		"vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
+			// Fetch the blending weights for current pixel:
+			"vec4 a;",
+			"a.xz = texture2D( blendTex, texcoord ).xz;",
+			"a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
+			"a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
+
+			// Is there any blending weight with a value greater than 0.0?
+			"if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
+				"return texture2D( colorTex, texcoord, 0.0 );",
+			"} else {",
+				// Up to 4 lines can be crossing a pixel (one through each edge). We
+				// favor blending by choosing the line with the maximum weight for each
+				// direction:
+				"vec2 offset;",
+				"offset.x = a.a > a.b ? a.a : -a.b;", // left vs. right
+				"offset.y = a.g > a.r ? -a.g : a.r;", // top vs. bottom // WebGL port note: Changed signs
+
+				// Then we go in the direction that has the maximum weight:
+				"if ( abs( offset.x ) > abs( offset.y )) {", // horizontal vs. vertical
+					"offset.y = 0.0;",
+				"} else {",
+					"offset.x = 0.0;",
+				"}",
+
+				// Fetch the opposite color and lerp by hand:
+				"vec4 C = texture2D( colorTex, texcoord, 0.0 );",
+				"texcoord += sign( offset ) * resolution;",
+				"vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
+				"float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
+
+				// WebGL port note: Added gamma correction
+				"C.xyz = pow(C.xyz, vec3(2.2));",
+				"Cop.xyz = pow(Cop.xyz, vec3(2.2));",
+				"vec4 mixed = mix(C, Cop, s);",
+				"mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
+
+				"return mixed;",
+			"}",
+		"}",
+
+		"void main() {",
+
+			"gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
+
+		"}"
+
+	].join("\n")
+
+} ];

+ 54 - 8
examples/software_sandbox.html

@@ -16,21 +16,18 @@
 	<body>
 	<body>
 
 
 		<script src="../build/three.min.js"></script>
 		<script src="../build/three.min.js"></script>
-
+		<script src="js/geometries/hilbert3D.js"></script>
 		<script src="js/controls/TrackballControls.js"></script>
 		<script src="js/controls/TrackballControls.js"></script>
-
 		<script src="js/renderers/Projector.js"></script>
 		<script src="js/renderers/Projector.js"></script>
 		<script src="js/renderers/SoftwareRenderer.js"></script>
 		<script src="js/renderers/SoftwareRenderer.js"></script>
-
 		<script src="js/libs/stats.min.js"></script>
 		<script src="js/libs/stats.min.js"></script>
-
 		<script>
 		<script>
 
 
 			var container, stats;
 			var container, stats;
 
 
 			var camera, controls, scene, renderer;
 			var camera, controls, scene, renderer;
 
 
-			var torus, cube;
+			var torus, cube, texCube;
 
 
 			var start = Date.now();
 			var start = Date.now();
 
 
@@ -50,13 +47,14 @@
 				info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js<a/> - software renderer<br/>drag to change the point of view';
 				info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js<a/> - software renderer<br/>drag to change the point of view';
 				container.appendChild( info );
 				container.appendChild( info );
 
 
-				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
+				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 2000 );
 				camera.position.z = 600;
 				camera.position.z = 600;
 
 
 				controls = new THREE.TrackballControls( camera );
 				controls = new THREE.TrackballControls( camera );
 
 
 				scene = new THREE.Scene();
 				scene = new THREE.Scene();
 
 
+				// Torus
 				var geometry = new THREE.TorusKnotGeometry( 150 );
 				var geometry = new THREE.TorusKnotGeometry( 150 );
 
 
 				for ( var i = 0, j = geometry.faces.length; i < j; i ++ ) {
 				for ( var i = 0, j = geometry.faces.length; i < j; i ++ ) {
@@ -68,8 +66,7 @@
 				torus = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x0000ff, vertexColors: THREE.FaceColors } ) );
 				torus = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x0000ff, vertexColors: THREE.FaceColors } ) );
 				scene.add( torus );
 				scene.add( torus );
 
 
-				// Plane
-
+				// Cube
 				var geometry = new THREE.BoxGeometry( 200, 200, 200 );
 				var geometry = new THREE.BoxGeometry( 200, 200, 200 );
 
 
 				for ( var i = 0, j = geometry.faces.length; i < j; i ++ ) {
 				for ( var i = 0, j = geometry.faces.length; i < j; i ++ ) {
@@ -79,8 +76,55 @@
 				}
 				}
 
 
 				cube = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x00ff00, vertexColors: THREE.FaceColors } ) );
 				cube = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x00ff00, vertexColors: THREE.FaceColors } ) );
+				scene.position.set( 100, 0, 0 );
 				scene.add( cube );
 				scene.add( cube );
 
 
+				// Cube with texture
+				var loader = new THREE.TextureLoader();
+				var map = loader.load( 'textures/brick_diffuse.jpg' );
+				texCube = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: map, overdraw: 0.5 } ) );
+				texCube.position.set( -300, 0, 0 );
+				scene.add( texCube );
+
+				// Sprite
+				var sprite = new THREE.Sprite( new THREE.SpriteMaterial( { color: 0xff0040 } ) );
+				sprite.scale.set( 100, 100, 1 );
+				sprite.position.set( -100, 200, 0 );
+				scene.add( sprite );
+
+				// Sprite with texture
+				var texLoader = new THREE.TextureLoader();
+				map = texLoader.load( 'textures/sprite1.png' );
+				var texSprite = new THREE.Sprite( new THREE.SpriteMaterial( { map: map,transparent: true } ) );
+				texSprite.scale.set( 100, 100, 1 );
+				texSprite.position.set( 100, 200, 0 );
+				scene.add( texSprite );
+
+				// Line
+				var points = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );
+				var spline = new THREE.Spline( points );
+				var n_sub = 6, colors = [], line;
+				var lineGeometry = new THREE.Geometry()
+
+				for ( i = 0; i < points.length * n_sub; i ++ ) {
+
+					index = i / ( points.length * n_sub );
+					position = spline.getPoint( index );
+
+					lineGeometry.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z );
+
+					colors[ i ] = new THREE.Color( 0x88aaff );
+
+				}
+
+				lineGeometry.colors = colors;
+
+				material = new THREE.LineBasicMaterial( { opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } );
+				line = new THREE.Line( lineGeometry, material );
+				line.scale.set( 0.5, 0.5, 0.5 );
+				line.position.set( 0, -200, 0);
+				scene.add( line );
+
 				renderer = new THREE.SoftwareRenderer();
 				renderer = new THREE.SoftwareRenderer();
 				renderer.setClearColor( 0xf0f0f0 );
 				renderer.setClearColor( 0xf0f0f0 );
 				renderer.setSize( window.innerWidth, window.innerHeight );
 				renderer.setSize( window.innerWidth, window.innerHeight );
@@ -129,6 +173,8 @@
 				cube.rotation.x = timer * 0.0002;
 				cube.rotation.x = timer * 0.0002;
 				cube.rotation.z = timer * 0.0003;
 				cube.rotation.z = timer * 0.0003;
 
 
+				texCube.rotation.x = timer * 0.0002;
+				texCube.rotation.z = timer * 0.0003;
 
 
 				controls.update();
 				controls.update();
 
 

BIN
examples/textures/cube/sun_temple_stripe_stereo.jpg


+ 0 - 1
examples/webgl_geometry_large_mesh.html

@@ -58,7 +58,6 @@
 
 
 			var SCREEN_WIDTH = window.innerWidth;
 			var SCREEN_WIDTH = window.innerWidth;
 			var SCREEN_HEIGHT = window.innerHeight;
 			var SCREEN_HEIGHT = window.innerHeight;
-			var FLOOR = -250;
 
 
 			var container, stats;
 			var container, stats;
 
 

+ 8 - 7
examples/webgl_loader_ctm.html

@@ -99,17 +99,18 @@
 
 
 				// LIGHTS
 				// LIGHTS
 
 
-				var ambient = new THREE.AmbientLight( 0x080808 );
-				//scene.add( ambient );
+				var ambient = new THREE.AmbientLight( 0x040404 );
+				scene.add( ambient );
 
 
-				var light = new THREE.SpotLight( 0xffeedd, 1.2, 650, Math.PI/2, 3 );
+				var light = new THREE.SpotLight( 0xffeedd, 1.2, 650, Math.PI / 6 );
 				light.position.set( 0, -100, 500 );
 				light.position.set( 0, -100, 500 );
 
 
 				light.castShadow = true;
 				light.castShadow = true;
-				light.shadowMapWidth = 2048;
-				light.shadowMapHeight = 2048;
-				light.shadowCameraFov = 45;
-				//light.shadowCameraVisible = true;
+				light.shadow.mapWidth = 1024;
+				light.shadow.mapHeight = 1024;
+				light.shadow.camera.fov = 45;
+				light.shadow.camera.far = 650;
+				// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
 
 
 				scene.add( light );
 				scene.add( light );
 
 

+ 10 - 7
examples/webgl_loader_gltf.html

@@ -165,20 +165,23 @@
 					directionalLight.position.set( 0, -1, 1 ).normalize();
 					directionalLight.position.set( 0, -1, 1 ).normalize();
 					scene.add( directionalLight );
 					scene.add( directionalLight );
 
 
-					spot1	 = new THREE.SpotLight( 0xffffff, 1 );
+					spot1 = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 4, 0.75 );
 					spot1.position.set( -100, 200, 100 );
 					spot1.position.set( -100, 200, 100 );
 					spot1.target.position.set( 0, 0, 0 );
 					spot1.target.position.set( 0, 0, 0 );
 
 
 					if (sceneInfo.shadows) {
 					if (sceneInfo.shadows) {
 
 
-					spot1.shadowCameraNear		= 1;
-					spot1.shadowCameraFar		= 1024;
-					spot1.castShadow			= true;
-					spot1.shadowBias = 0.0001;
-					spot1.shadowMapWidth = 2048;
-					spot1.shadowMapHeight = 2048;
+						spot1.shadowCameraNear = 1;
+						spot1.shadowCameraFar = 1024;
+						spot1.castShadow = true;
+						spot1.shadowBias = 0.0001;
+						spot1.shadowMapWidth = 2048;
+						spot1.shadowMapHeight = 2048;
+
 					}
 					}
+
 					scene.add( spot1 );
 					scene.add( spot1 );
+
 				}
 				}
 
 
 				// RENDERER
 				// RENDERER

+ 1 - 1
examples/webgl_materials_cubemap_dynamic.html

@@ -164,7 +164,7 @@
 				ambientLight = new THREE.AmbientLight( 0x555555 );
 				ambientLight = new THREE.AmbientLight( 0x555555 );
 				scene.add( ambientLight );
 				scene.add( ambientLight );
 
 
-				spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2, 1 );
+				spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2 );
 				spotLight.position.set( 0, 1800, 1500 );
 				spotLight.position.set( 0, 1800, 1500 );
 				spotLight.target.position.set( 0, 0, 0 );
 				spotLight.target.position.set( 0, 0, 0 );
 				spotLight.castShadow = true;
 				spotLight.castShadow = true;

+ 108 - 0
examples/webgl_postprocessing_smaa.html

@@ -0,0 +1,108 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - postprocessing smaa</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				margin: 0px;
+				background-color: #000000;
+				overflow: hidden;
+			}
+		</style>
+	</head>
+	<body>
+
+		<script src="../build/three.min.js"></script>
+
+		<script src="js/postprocessing/SMAAPass.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
+		<script src="js/shaders/SMAAShader.js"></script>
+
+		<script src="js/postprocessing/EffectComposer.js"></script>
+		<script src="js/postprocessing/RenderPass.js"></script>
+		<script src="js/postprocessing/MaskPass.js"></script>
+		<script src="js/postprocessing/ShaderPass.js"></script>
+
+
+		<script>
+
+			var camera, scene, renderer, composer, pass;
+			var geometry, material, object;
+
+			var textureLoader = new THREE.TextureLoader();
+
+			textureLoader.load( "textures/brick_diffuse.jpg", function( meshTexture ) {
+				init( meshTexture );
+				animate();
+			});
+
+			function init( meshTexture ) {
+
+				renderer = new THREE.WebGLRenderer( { antialias: false } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				document.body.appendChild( renderer.domElement );
+
+				//
+
+				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
+				camera.position.z = 400;
+
+				scene = new THREE.Scene();
+
+				geometry = new THREE.BoxGeometry( 200, 200, 200 );
+				material = new THREE.MeshBasicMaterial( { map: meshTexture } );
+				meshTexture.anisotropy = 4;
+
+				object = new THREE.Mesh( geometry, material );
+
+				scene.add( object );
+
+				// postprocessing
+
+				composer = new THREE.EffectComposer( renderer );
+				composer.addPass( new THREE.RenderPass( scene, camera ) );
+
+				pass = new THREE.SMAAPass( window.innerWidth, window.innerHeight );
+				pass.renderToScreen = true;
+				composer.addPass( pass );
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize() {
+
+				var width = window.innerWidth;
+				var height = window.innerHeight;
+
+				camera.aspect = width / height;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( width, height );
+
+				var pixelRatio = renderer.getPixelRatio();
+				var newWidth  = Math.floor( width / pixelRatio ) || 1;
+				var newHeight = Math.floor( height / pixelRatio ) || 1;
+				composer.setSize( newWidth, newHeight );
+				pass.setSize( newWidth, newHeight );
+
+			}
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				object.rotation.x += 0.005;
+				object.rotation.y += 0.01;
+
+				composer.render();
+
+			}
+
+		</script>
+
+	</body>
+</html>

+ 1 - 1
examples/webgl_shading_physical.html

@@ -267,7 +267,7 @@
 				pointLight.position.set( 0, 0, 0 );
 				pointLight.position.set( 0, 0, 0 );
 				scene.add( pointLight );
 				scene.add( pointLight );
 
 
-				sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2, 1 );
+				sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2 );
 				sunLight.position.set( 1000, 2000, 1000 );
 				sunLight.position.set( 1000, 2000, 1000 );
 
 
 				sunLight.castShadow = true;
 				sunLight.castShadow = true;

+ 1 - 1
examples/webgl_shadowmap.html

@@ -105,7 +105,7 @@
 				var ambient = new THREE.AmbientLight( 0x444444 );
 				var ambient = new THREE.AmbientLight( 0x444444 );
 				scene.add( ambient );
 				scene.add( ambient );
 
 
-				light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 2, 1 );
+				light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 2 );
 				light.position.set( 0, 1500, 1000 );
 				light.position.set( 0, 1500, 1000 );
 				light.target.position.set( 0, 0, 0 );
 				light.target.position.set( 0, 0, 0 );
 
 

+ 1 - 1
examples/webgl_shadowmap_performance.html

@@ -100,7 +100,7 @@
 				var ambient = new THREE.AmbientLight( 0x444444 );
 				var ambient = new THREE.AmbientLight( 0x444444 );
 				scene.add( ambient );
 				scene.add( ambient );
 
 
-				light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2, 1 );
+				light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2 );
 				light.position.set( 0, 1500, 1000 );
 				light.position.set( 0, 1500, 1000 );
 				light.target.position.set( 0, 0, 0 );
 				light.target.position.set( 0, 0, 0 );
 
 

+ 0 - 2
examples/webgl_shadowmap_pointlight.html

@@ -73,8 +73,6 @@
 					pointLight.shadowCameraNear = 1;
 					pointLight.shadowCameraNear = 1;
 					pointLight.shadowCameraFar = 30;
 					pointLight.shadowCameraFar = 30;
 					// pointLight.shadowCameraVisible = true;
 					// pointLight.shadowCameraVisible = true;
-					pointLight.shadowMapWidth = 2048;
-					pointLight.shadowMapHeight = 1024;
 					pointLight.shadowBias = 0.01;
 					pointLight.shadowBias = 0.01;
 
 
 					var geometry = new THREE.SphereGeometry( 0.3, 32, 32 );
 					var geometry = new THREE.SphereGeometry( 0.3, 32, 32 );

+ 2 - 0
examples/webgl_shadowmap_viewer.html

@@ -72,6 +72,8 @@
 
 
 				spotLight = new THREE.SpotLight( 0xffffff );
 				spotLight = new THREE.SpotLight( 0xffffff );
 				spotLight.name = 'Spot Light';
 				spotLight.name = 'Spot Light';
+				spotLight.angle = Math.PI / 5;
+				spotLight.penumbra = 0.3;
 				spotLight.position.set( 10, 10, 5 );
 				spotLight.position.set( 10, 10, 5 );
 				spotLight.castShadow = true;
 				spotLight.castShadow = true;
 				spotLight.shadowCameraNear = 8;
 				spotLight.shadowCameraNear = 8;

+ 227 - 0
examples/webvr_stereo_pano.html

@@ -0,0 +1,227 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - stereo pano demo</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<meta name="viewmode" content="projection=stereo">
+		<style>
+			html, body {
+				background-color: #000;
+				margin: 0px;
+				padding: 0px;
+				overflow: hidden;
+			}
+
+			#VrMode {
+				position: absolute;
+				top: 0;
+				left: 0;
+				margin: 10px;
+				background: black;
+				border: 0;
+				color: #fff;
+				padding: 10px;
+				font-size: 1rem;
+			}
+
+		</style>
+
+	</head>
+	<body>
+		<button id="VrMode">VR MODE</button>
+		<script src="../build/three.min.js"></script>
+		<script src="js/controls/OrbitControls.js"></script>
+		<script src="js/controls/VRControls.js"></script>
+		<script src="js/effects/VREffect.js"></script>
+
+		<script>
+
+		var camera;
+		var vrControls;
+		var effect;
+		var renderer;
+		var scene;
+		var vrMode = false;
+
+		function init() {
+
+			renderer = new THREE.WebGLRenderer( { antialias: true } );
+			renderer.setPixelRatio( window.devicePixelRatio ? window.devicePixelRatio : 1 );
+			document.body.appendChild( renderer.domElement );
+
+			scene = new THREE.Scene();
+
+			camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 1, 10000 );
+			camera.position.z = 0.0001;
+			camera.layers.enable(1);
+
+			effect = new THREE.VREffect( renderer );
+
+
+			if ( navigator.getVRDevices ) {
+
+				vrControls = new THREE.VRControls( camera, vrFallback );
+
+			} else {
+
+				vrFallback();
+
+			}
+
+
+			var textures = getTexturesFromAtlasFile( "textures/cube/sun_temple_stripe_stereo.jpg", 12 );
+
+
+			var materials = [];
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+					materials.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
+
+			}
+
+			var skyBox = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materials ) );
+			skyBox.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
+			skyBox.layers.set( 1 );
+			scene.add( skyBox );
+
+
+			var materialsR = [];
+
+			for ( var i = 6; i < 12; i ++ ) {
+
+					materialsR.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
+
+			}
+
+			var skyBoxR = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materialsR ) );
+			skyBoxR.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
+			skyBoxR.layers.set( 2 );
+			scene.add( skyBoxR );
+
+			animate();
+			onWindowResize();
+
+		}
+
+		function getTexturesFromAtlasFile( atlasImgUrl, tilesNum ) {
+
+			var textures = [];
+
+			for ( var i=0; i < tilesNum; i++ ) {
+
+				textures[i] = new THREE.Texture();
+
+			}
+
+			var imageObj = new Image();
+
+			imageObj.onload = function() {
+
+				var canvas, context;
+				var tileWidth = imageObj.height;
+
+				for ( var i = 0; i < textures.length; i++ ) {
+
+					canvas = document.createElement( 'canvas' );
+					context = canvas.getContext( '2d' );
+					canvas.height = tileWidth;
+					canvas.width = tileWidth;
+					context.drawImage( imageObj, tileWidth * i, 0, tileWidth, tileWidth, 0, 0, tileWidth, tileWidth );
+					textures[i].image = canvas
+					textures[i].needsUpdate = true;
+
+				}
+
+			};
+
+			imageObj.src = atlasImgUrl;
+
+			return textures;
+
+		}
+
+		function vrFallback() {
+
+				vrControls = new THREE.OrbitControls( camera );
+				document.querySelector( '#VrMode' ).style.textDecoration = "line-through";
+
+		}
+
+		function requestFullscreen() {
+
+				effect.setFullScreen( true );
+
+		}
+
+		function onWindowResize() {
+
+			camera.aspect = window.innerWidth / window.innerHeight;
+			camera.updateProjectionMatrix();
+
+			if (vrMode) {
+
+				effect.setSize(window.innerWidth, window.innerHeight);
+
+			} else {
+
+				renderer.setSize(window.innerWidth, window.innerHeight);
+				
+			}
+
+		}
+
+		function onFullscreenChange(e) {
+
+			var fsElement = document.fullscreenElement ||
+				document.mozFullScreenElement ||
+				document.webkitFullscreenElement;
+
+			if ( !fsElement ) {
+
+				vrMode = false;
+
+			} else {
+
+				window.screen.orientation.lock( 'landscape' );
+
+			}
+
+		}
+
+		function animate() {
+
+			if ( vrMode ) {
+
+				effect.render( scene, camera );
+
+			} else {
+
+				renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
+				renderer.render( scene, camera );
+
+			}
+
+			vrControls.update();
+			requestAnimationFrame( animate );
+
+		}
+
+		document.querySelector( '#VrMode' ).addEventListener( 'click', function() {
+
+			vrMode = vrMode ? false : true;
+			requestFullscreen();
+			onWindowResize();
+
+		} );
+
+		document.addEventListener( 'fullscreenchange', onFullscreenChange );
+		document.addEventListener( 'mozfullscreenchange', onFullscreenChange );
+		window.addEventListener( 'resize', onWindowResize, false );
+
+		init();
+
+		</script>
+	</body>
+</html>

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