瀏覽代碼

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 13 年之前
父節點
當前提交
370d20b407

文件差異過大導致無法顯示
+ 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)}};

文件差異過大導致無法顯示
+ 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",

部分文件因文件數量過多而無法顯示