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Refactored normal map shader.

Doing normalization of normals / binormals / tangents in fragment shader instead of vertex shader. This seems to help with artefacts appearing in certain models with OpenGL rendering backend.

Also added modulating environment reflection by specular map.
alteredq há 14 anos atrás
pai
commit
370d20b407

Diff do ficheiro suprimidas por serem muito extensas
+ 2 - 2
build/Three.js


+ 1 - 1
build/custom/ThreeCanvas.js

@@ -76,7 +76,7 @@ this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRo
 this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);a===0?this.w=this.z=this.y=this.x=0:(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiplySelf:function(a){var b=
 this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,j=a.z,a=a.w;this.x=b*a+e*f+c*j-d*g;this.y=c*a+e*g+d*f-b*j;this.z=d*a+e*j+b*g-c*f;this.w=e*a-b*f-c*g-d*j;return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,j=this.z,n=this.w,k=n*c+g*e-j*d,l=n*d+j*c-f*e,h=n*e+f*d-g*c,c=-f*
 c-g*d-j*e;b.x=k*n+c*-f+l*-j-h*-g;b.y=l*n+c*-g+h*-f-k*-j;b.z=h*n+c*-j+k*-g-l*-f;return b}};
-THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;e<0?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,e=-e):c.copy(b);if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3};
+THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;e<0?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,e=-e):c.copy(b);if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3};
 THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3};
 THREE.Face4=function(a,b,c,d,e,f,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.u=a||0;this.v=b||0};
 THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};

+ 1 - 1
build/custom/ThreeDOM.js

@@ -76,7 +76,7 @@ this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRo
 this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);a===0?this.w=this.z=this.y=this.x=0:(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiplySelf:function(a){var b=
 this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,h=a.z,a=a.w;this.x=b*a+e*f+c*h-d*g;this.y=c*a+e*g+d*f-b*h;this.z=d*a+e*h+b*g-c*f;this.w=e*a-b*f-c*g-d*h;return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,h=this.z,l=this.w,i=l*c+g*e-h*d,j=l*d+h*c-f*e,k=l*e+f*d-g*c,c=-f*
 c-g*d-h*e;b.x=i*l+c*-f+j*-h-k*-g;b.y=j*l+c*-g+k*-f-i*-h;b.z=k*l+c*-h+i*-g-j*-f;return b}};
-THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;e<0?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,e=-e):c.copy(b);if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3};
+THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;e<0?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,e=-e):c.copy(b);if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3};
 THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3};
 THREE.Face4=function(a,b,c,d,e,f,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.u=a||0;this.v=b||0};
 THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};

Diff do ficheiro suprimidas por serem muito extensas
+ 0 - 0
build/custom/ThreeExtras.js


+ 1 - 1
build/custom/ThreeSVG.js

@@ -76,7 +76,7 @@ this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRo
 this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);a===0?this.w=this.z=this.y=this.x=0:(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiplySelf:function(a){var b=
 this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,h=a.z,a=a.w;this.x=b*a+e*f+c*h-d*g;this.y=c*a+e*g+d*f-b*h;this.z=d*a+e*h+b*g-c*f;this.w=e*a-b*f-c*g-d*h;return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,h=this.z,l=this.w,i=l*c+g*e-h*d,k=l*d+h*c-f*e,j=l*e+f*d-g*c,c=-f*
 c-g*d-h*e;b.x=i*l+c*-f+k*-h-j*-g;b.y=k*l+c*-g+j*-f-i*-h;b.z=j*l+c*-h+i*-g-k*-f;return b}};
-THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;e<0?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,e=-e):c.copy(b);if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3};
+THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;e<0?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,e=-e):c.copy(b);if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3};
 THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3};
 THREE.Face4=function(a,b,c,d,e,f,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.u=a||0;this.v=b||0};
 THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};

+ 2 - 2
build/custom/ThreeWebGL.js

@@ -76,7 +76,7 @@ this.x=a.x*c;this.y=a.y*c;this.z=a.z*c;this.w=Math.cos(d);return this},setFromRo
 this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);a===0?this.w=this.z=this.y=this.x=0:(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiplySelf:function(a){var b=
 this.x,d=this.y,c=this.z,f=this.w,g=a.x,h=a.y,i=a.z,a=a.w;this.x=b*a+f*g+d*i-c*h;this.y=d*a+f*h+c*g-b*i;this.z=c*a+f*i+b*h-d*g;this.w=f*a-b*g-d*h-c*i;return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplyVector3:function(a,b){b||(b=a);var d=a.x,c=a.y,f=a.z,g=this.x,h=this.y,i=this.z,l=this.w,k=l*d+h*f-i*c,j=l*c+i*d-g*f,p=l*f+g*c-h*d,d=-g*
 d-h*c-i*f;b.x=k*l+d*-g+j*-i-p*-h;b.y=j*l+d*-h+p*-g-k*-i;b.z=p*l+d*-i+k*-h-j*-g;return b}};
-THREE.Quaternion.slerp=function(a,b,d,c){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;f<0?(d.w=-b.w,d.x=-b.x,d.y=-b.y,d.z=-b.z,f=-f):d.copy(b);if(Math.abs(f)>=1)return d.w=a.w,d.x=a.x,d.y=a.y,d.z=a.z,d;var g=Math.acos(f),f=Math.sqrt(1-f*f);if(Math.abs(f)<0.001)return d.w=0.5*(a.w+b.w),d.x=0.5*(a.x+b.x),d.y=0.5*(a.y+b.y),d.z=0.5*(a.z+b.z),d;b=Math.sin((1-c)*g)/f;c=Math.sin(c*g)/f;d.w=a.w*b+d.w*c;d.x=a.x*b+d.x*c;d.y=a.y*b+d.y*c;d.z=a.z*b+d.z*c;return d};THREE.Vertex=function(a){this.position=a||new THREE.Vector3};
+THREE.Quaternion.slerp=function(a,b,d,c){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;f<0?(d.w=-b.w,d.x=-b.x,d.y=-b.y,d.z=-b.z,f=-f):d.copy(b);if(Math.abs(f)>=1)return d.w=a.w,d.x=a.x,d.y=a.y,d.z=a.z,d;var g=Math.acos(f),f=Math.sqrt(1-f*f);if(Math.abs(f)<0.0010)return d.w=0.5*(a.w+b.w),d.x=0.5*(a.x+b.x),d.y=0.5*(a.y+b.y),d.z=0.5*(a.z+b.z),d;b=Math.sin((1-c)*g)/f;c=Math.sin(c*g)/f;d.w=a.w*b+d.w*c;d.x=a.x*b+d.x*c;d.y=a.y*b+d.y*c;d.z=a.z*b+d.z*c;return d};THREE.Vertex=function(a){this.position=a||new THREE.Vector3};
 THREE.Face3=function(a,b,d,c,f,g){this.a=a;this.b=b;this.c=d;this.normal=c instanceof THREE.Vector3?c:new THREE.Vector3;this.vertexNormals=c instanceof Array?c:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=g;this.centroid=new THREE.Vector3};
 THREE.Face4=function(a,b,d,c,f,g,h){this.a=a;this.b=b;this.c=d;this.d=c;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materialIndex=h;this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.u=a||0;this.v=b||0};
 THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};
@@ -302,7 +302,7 @@ b.bindTexture(b.TEXTURE_2D,c.occlusionTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGB
 "color");c.uniforms.scale=b.getUniformLocation(c.program,"scale");c.uniforms.rotation=b.getUniformLocation(c.program,"rotation");c.uniforms.screenPosition=b.getUniformLocation(c.program,"screenPosition");c.attributesEnabled=!1};this.render=function(a,g,h,i){var a=a.__webglFlares,l=a.length;if(l){var k=new THREE.Vector3,j=i/h,p=h*0.5,s=i*0.5,w=16/i,n=new THREE.Vector2(w*j,w),E=new THREE.Vector3(1,1,0),y=new THREE.Vector2(1,1),J=c.uniforms,w=c.attributes;b.useProgram(c.program);if(!c.attributesEnabled)b.enableVertexAttribArray(c.attributes.vertex),
 b.enableVertexAttribArray(c.attributes.uv),c.attributesEnabled=!0;b.uniform1i(J.occlusionMap,0);b.uniform1i(J.map,1);b.bindBuffer(b.ARRAY_BUFFER,c.vertexBuffer);b.vertexAttribPointer(w.vertex,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(w.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,c.elementBuffer);b.disable(b.CULL_FACE);b.depthMask(!1);var P,Q,V,C,D;for(P=0;P<l;P++)if(w=16/i,n.set(w*j,w),C=a[P],k.set(C.matrixWorld.n14,C.matrixWorld.n24,C.matrixWorld.n34),g.matrixWorldInverse.multiplyVector3(k),
 g.projectionMatrix.multiplyVector3(k),E.copy(k),y.x=E.x*p+p,y.y=E.y*s+s,c.hasVertexTexture||y.x>0&&y.x<h&&y.y>0&&y.y<i){b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_2D,c.tempTexture);b.copyTexImage2D(b.TEXTURE_2D,0,b.RGB,y.x-8,y.y-8,16,16,0);b.uniform1i(J.renderType,0);b.uniform2f(J.scale,n.x,n.y);b.uniform3f(J.screenPosition,E.x,E.y,E.z);b.disable(b.BLEND);b.enable(b.DEPTH_TEST);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);b.activeTexture(b.TEXTURE0);b.bindTexture(b.TEXTURE_2D,c.occlusionTexture);
-b.copyTexImage2D(b.TEXTURE_2D,0,b.RGBA,y.x-8,y.y-8,16,16,0);b.uniform1i(J.renderType,1);b.disable(b.DEPTH_TEST);b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_2D,c.tempTexture);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);C.positionScreen.copy(E);C.customUpdateCallback?C.customUpdateCallback(C):C.updateLensFlares();b.uniform1i(J.renderType,2);b.enable(b.BLEND);Q=0;for(V=C.lensFlares.length;Q<V;Q++)if(D=C.lensFlares[Q],D.opacity>0.001&&D.scale>0.001)E.x=D.x,E.y=D.y,E.z=D.z,w=D.size*D.scale/
+b.copyTexImage2D(b.TEXTURE_2D,0,b.RGBA,y.x-8,y.y-8,16,16,0);b.uniform1i(J.renderType,1);b.disable(b.DEPTH_TEST);b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_2D,c.tempTexture);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);C.positionScreen.copy(E);C.customUpdateCallback?C.customUpdateCallback(C):C.updateLensFlares();b.uniform1i(J.renderType,2);b.enable(b.BLEND);Q=0;for(V=C.lensFlares.length;Q<V;Q++)if(D=C.lensFlares[Q],D.opacity>0.0010&&D.scale>0.0010)E.x=D.x,E.y=D.y,E.z=D.z,w=D.size*D.scale/
 i,n.x=w*j,n.y=w,b.uniform3f(J.screenPosition,E.x,E.y,E.z),b.uniform2f(J.scale,n.x,n.y),b.uniform1f(J.rotation,D.rotation),b.uniform1f(J.opacity,D.opacity),b.uniform3f(J.color,D.color.r,D.color.g,D.color.b),d.setBlending(D.blending),d.setTexture(D.texture,1),b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0)}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(!0)}}};
 THREE.ShadowMapPlugin=function(){var a,b,d,c,f,g=new THREE.Frustum,h=new THREE.Matrix4;this.shadowMatrix=[];this.shadowMap=[];this.init=function(f){a=f.context;b=f;var f=THREE.ShaderLib.depthRGBA,g=THREE.UniformsUtils.clone(f.uniforms);d=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader,vertexShader:f.vertexShader,uniforms:g});c=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader,vertexShader:f.vertexShader,uniforms:g,morphTargets:!0});d._shadowPass=!0;c._shadowPass=!0};this.render=
 function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(i){var l,k,j,p,s,w,n,E,y=0,J=i.lights;f||(f=new THREE.PerspectiveCamera(b.shadowCameraFov,b.shadowMapWidth/b.shadowMapHeight,b.shadowCameraNear,b.shadowCameraFar));l=0;for(k=J.length;l<k;l++)if(n=J[l],n.castShadow&&n instanceof THREE.SpotLight){this.shadowMap[y]||(this.shadowMap[y]=new THREE.WebGLRenderTarget(b.shadowMapWidth,b.shadowMapHeight,{minFilter:THREE.LinearFilter,magFilter:THREE.LinearFilter,

+ 6 - 9
src/extras/ShaderUtils.js

@@ -204,7 +204,7 @@ THREE.ShaderUtils = {
 					"if( enableSpecular )",
 						"specularTex = texture2D( tSpecular, vUv ).xyz;",
 
-					"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
+					"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
 					"vec3 finalNormal = tsb * normalTex;",
 
 					"vec3 normal = normalize( finalNormal );",
@@ -287,7 +287,7 @@ THREE.ShaderUtils = {
 						"vec3 wPos = cameraPosition - vViewPosition;",
 						"vec3 vReflect = reflect( normalize( wPos ), normal );",
 						"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
-						"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, uReflectivity );",
+						"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
 
 					"}",
 
@@ -337,14 +337,11 @@ THREE.ShaderUtils = {
 
 					"vViewPosition = -mvPosition.xyz;",
 
-					"vNormal = normalize( normalMatrix * normal );",
-
-					// tangent and binormal vectors
-
-					"vTangent = normalize( normalMatrix * tangent.xyz );",
+					// normal, tangent and binormal vectors
 
+					"vNormal = normalMatrix * normal;",
+					"vTangent = normalMatrix * tangent.xyz;",
 					"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
-					"vBinormal = normalize( vBinormal );",
 
 					"vUv = uv * uRepeat + uOffset;",
 
@@ -377,7 +374,7 @@ THREE.ShaderUtils = {
 
 						"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
 						"float df = uDisplacementScale * dv.x + uDisplacementBias;",
-						"vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
+						"vec4 displacedPosition = vec4( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;",
 						"gl_Position = projectionMatrix * displacedPosition;",
 
 					"#else",

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