Browse Source

Flipped UVs for Sprite geometry to be get correct texture image orientation.

alteredq 14 years ago
parent
commit
3aa4027ab1
4 changed files with 29 additions and 21 deletions
  1. 11 11
      build/Three.js
  2. 2 2
      build/custom/ThreeWebGL.js
  3. 15 8
      src/renderers/WebGLRenderer.js
  4. 1 0
      src/renderers/WebGLShaders.js

+ 11 - 11
build/Three.js

@@ -303,17 +303,17 @@ O.tempTexture=j.createTexture();O.occlusionTexture=j.createTexture();j.bindBuffe
 j.texParameteri(j.TEXTURE_2D,j.TEXTURE_MAG_FILTER,j.NEAREST);j.texParameteri(j.TEXTURE_2D,j.TEXTURE_MIN_FILTER,j.NEAREST);j.bindTexture(j.TEXTURE_2D,O.occlusionTexture);j.texImage2D(j.TEXTURE_2D,0,j.RGBA,16,16,0,j.RGBA,j.UNSIGNED_BYTE,null);j.texParameteri(j.TEXTURE_2D,j.TEXTURE_WRAP_S,j.CLAMP_TO_EDGE);j.texParameteri(j.TEXTURE_2D,j.TEXTURE_WRAP_T,j.CLAMP_TO_EDGE);j.texParameteri(j.TEXTURE_2D,j.TEXTURE_MAG_FILTER,j.NEAREST);j.texParameteri(j.TEXTURE_2D,j.TEXTURE_MIN_FILTER,j.NEAREST);j.getParameter(j.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=
 0?(O.hasVertexTexture=!1,O.program=j.createProgram(),j.attachShader(O.program,F("fragment",THREE.ShaderLib.lensFlare.fragmentShader)),j.attachShader(O.program,F("vertex",THREE.ShaderLib.lensFlare.vertexShader))):(O.hasVertexTexture=!0,O.program=j.createProgram(),j.attachShader(O.program,F("fragment",THREE.ShaderLib.lensFlareVertexTexture.fragmentShader)),j.attachShader(O.program,F("vertex",THREE.ShaderLib.lensFlareVertexTexture.vertexShader)));j.linkProgram(O.program);O.attributes={};O.uniforms={};
 O.attributes.vertex=j.getAttribLocation(O.program,"position");O.attributes.uv=j.getAttribLocation(O.program,"UV");O.uniforms.renderType=j.getUniformLocation(O.program,"renderType");O.uniforms.map=j.getUniformLocation(O.program,"map");O.uniforms.occlusionMap=j.getUniformLocation(O.program,"occlusionMap");O.uniforms.opacity=j.getUniformLocation(O.program,"opacity");O.uniforms.scale=j.getUniformLocation(O.program,"scale");O.uniforms.rotation=j.getUniformLocation(O.program,"rotation");O.uniforms.screenPosition=
-j.getUniformLocation(O.program,"screenPosition");var ua=!1;_sprite={};_sprite.vertices=new Float32Array(16);_sprite.faces=new Uint16Array(6);b=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=
-0;_sprite.vertices[b++]=1;b=0;_sprite.faces[b++]=0;_sprite.faces[b++]=1;_sprite.faces[b++]=2;_sprite.faces[b++]=0;_sprite.faces[b++]=2;_sprite.faces[b++]=3;_sprite.vertexBuffer=j.createBuffer();_sprite.elementBuffer=j.createBuffer();j.bindBuffer(j.ARRAY_BUFFER,_sprite.vertexBuffer);j.bufferData(j.ARRAY_BUFFER,_sprite.vertices,j.STATIC_DRAW);j.bindBuffer(j.ELEMENT_ARRAY_BUFFER,_sprite.elementBuffer);j.bufferData(j.ELEMENT_ARRAY_BUFFER,_sprite.faces,j.STATIC_DRAW);_sprite.program=j.createProgram();
-j.attachShader(_sprite.program,F("fragment",THREE.ShaderLib.sprite.fragmentShader));j.attachShader(_sprite.program,F("vertex",THREE.ShaderLib.sprite.vertexShader));j.linkProgram(_sprite.program);_sprite.attributes={};_sprite.uniforms={};_sprite.attributes.position=j.getAttribLocation(_sprite.program,"position");_sprite.attributes.uv=j.getAttribLocation(_sprite.program,"uv");_sprite.uniforms.uvOffset=j.getUniformLocation(_sprite.program,"uvOffset");_sprite.uniforms.uvScale=j.getUniformLocation(_sprite.program,
-"uvScale");_sprite.uniforms.rotation=j.getUniformLocation(_sprite.program,"rotation");_sprite.uniforms.scale=j.getUniformLocation(_sprite.program,"scale");_sprite.uniforms.alignment=j.getUniformLocation(_sprite.program,"alignment");_sprite.uniforms.map=j.getUniformLocation(_sprite.program,"map");_sprite.uniforms.opacity=j.getUniformLocation(_sprite.program,"opacity");_sprite.uniforms.useScreenCoordinates=j.getUniformLocation(_sprite.program,"useScreenCoordinates");_sprite.uniforms.affectedByDistance=
-j.getUniformLocation(_sprite.program,"affectedByDistance");_sprite.uniforms.screenPosition=j.getUniformLocation(_sprite.program,"screenPosition");_sprite.uniforms.modelViewMatrix=j.getUniformLocation(_sprite.program,"modelViewMatrix");_sprite.uniforms.projectionMatrix=j.getUniformLocation(_sprite.program,"projectionMatrix");var qa=!1;this.setSize=function(b,e){G.width=b;G.height=e;this.setViewport(0,0,G.width,G.height)};this.setViewport=function(b,e,c,f){ea=b;fa=e;la=c;ga=f;j.viewport(ea,fa,la,ga)};
-this.setScissor=function(b,e,c,f){j.scissor(b,e,c,f)};this.enableScissorTest=function(b){b?j.enable(j.SCISSOR_TEST):j.disable(j.SCISSOR_TEST)};this.enableDepthBufferWrite=function(b){P=b;j.depthMask(b)};this.setClearColorHex=function(b,e){ia.setHex(b);na=e;j.clearColor(ia.r,ia.g,ia.b,na)};this.setClearColor=function(b,e){ia.copy(b);na=e;j.clearColor(ia.r,ia.g,ia.b,na)};this.clear=function(){j.clear(j.COLOR_BUFFER_BIT|j.DEPTH_BUFFER_BIT|j.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(b){da.darkness=
-b};this.getContext=function(){return j};this.initMaterial=function(b,e,c,f){var h,g,k;b instanceof THREE.MeshDepthMaterial?k="depth":b instanceof THREE.ShadowVolumeDynamicMaterial?k="shadowVolumeDynamic":b instanceof THREE.MeshNormalMaterial?k="normal":b instanceof THREE.MeshBasicMaterial?k="basic":b instanceof THREE.MeshLambertMaterial?k="lambert":b instanceof THREE.MeshPhongMaterial?k="phong":b instanceof THREE.LineBasicMaterial?k="basic":b instanceof THREE.ParticleBasicMaterial&&(k="particle_basic");
-if(k){var m=THREE.ShaderLib[k];b.uniforms=THREE.UniformsUtils.clone(m.uniforms);b.vertexShader=m.vertexShader;b.fragmentShader=m.fragmentShader}var n,o,p;n=p=m=0;for(o=e.length;n<o;n++)g=e[n],g instanceof THREE.DirectionalLight&&p++,g instanceof THREE.PointLight&&m++;m+p<=4?e=p:(e=Math.ceil(4*p/(m+p)),m=4-e);g={directional:e,point:m};p=50;if(f!==void 0&&f instanceof THREE.SkinnedMesh)p=f.bones.length;var t;a:{n=b.fragmentShader;o=b.vertexShader;var m=b.uniforms,e=b.attributes,c={map:!!b.map,envMap:!!b.envMap,
-lightMap:!!b.lightMap,vertexColors:b.vertexColors,fog:c,sizeAttenuation:b.sizeAttenuation,skinning:b.skinning,morphTargets:b.morphTargets,maxMorphTargets:this.maxMorphTargets,maxDirLights:g.directional,maxPointLights:g.point,maxBones:p},u;g=[];k?g.push(k):(g.push(n),g.push(o));for(u in c)g.push(u),g.push(c[u]);k=g.join();u=0;for(g=R.length;u<g;u++)if(R[u].code==k){t=R[u].program;break a}u=j.createProgram();g=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+c.maxDirLights,
-"#define MAX_POINT_LIGHTS "+c.maxPointLights,c.fog?"#define USE_FOG":"",c.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");p=[za?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_BONES "+c.maxBones,c.map?"#define USE_MAP":
-"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.skinning?"#define USE_SKINNING":"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
+j.getUniformLocation(O.program,"screenPosition");var ua=!1;_sprite={};_sprite.vertices=new Float32Array(16);_sprite.faces=new Uint16Array(6);b=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=
+0;b=_sprite.vertices[b++]=0;_sprite.faces[b++]=0;_sprite.faces[b++]=1;_sprite.faces[b++]=2;_sprite.faces[b++]=0;_sprite.faces[b++]=2;_sprite.faces[b++]=3;_sprite.vertexBuffer=j.createBuffer();_sprite.elementBuffer=j.createBuffer();j.bindBuffer(j.ARRAY_BUFFER,_sprite.vertexBuffer);j.bufferData(j.ARRAY_BUFFER,_sprite.vertices,j.STATIC_DRAW);j.bindBuffer(j.ELEMENT_ARRAY_BUFFER,_sprite.elementBuffer);j.bufferData(j.ELEMENT_ARRAY_BUFFER,_sprite.faces,j.STATIC_DRAW);_sprite.program=j.createProgram();j.attachShader(_sprite.program,
+F("fragment",THREE.ShaderLib.sprite.fragmentShader));j.attachShader(_sprite.program,F("vertex",THREE.ShaderLib.sprite.vertexShader));j.linkProgram(_sprite.program);_sprite.attributes={};_sprite.uniforms={};_sprite.attributes.position=j.getAttribLocation(_sprite.program,"position");_sprite.attributes.uv=j.getAttribLocation(_sprite.program,"uv");_sprite.uniforms.uvOffset=j.getUniformLocation(_sprite.program,"uvOffset");_sprite.uniforms.uvScale=j.getUniformLocation(_sprite.program,"uvScale");_sprite.uniforms.rotation=
+j.getUniformLocation(_sprite.program,"rotation");_sprite.uniforms.scale=j.getUniformLocation(_sprite.program,"scale");_sprite.uniforms.alignment=j.getUniformLocation(_sprite.program,"alignment");_sprite.uniforms.map=j.getUniformLocation(_sprite.program,"map");_sprite.uniforms.opacity=j.getUniformLocation(_sprite.program,"opacity");_sprite.uniforms.useScreenCoordinates=j.getUniformLocation(_sprite.program,"useScreenCoordinates");_sprite.uniforms.affectedByDistance=j.getUniformLocation(_sprite.program,
+"affectedByDistance");_sprite.uniforms.screenPosition=j.getUniformLocation(_sprite.program,"screenPosition");_sprite.uniforms.modelViewMatrix=j.getUniformLocation(_sprite.program,"modelViewMatrix");_sprite.uniforms.projectionMatrix=j.getUniformLocation(_sprite.program,"projectionMatrix");var qa=!1;this.setSize=function(b,e){G.width=b;G.height=e;this.setViewport(0,0,G.width,G.height)};this.setViewport=function(b,e,c,f){ea=b;fa=e;la=c;ga=f;j.viewport(ea,fa,la,ga)};this.setScissor=function(b,e,c,f){j.scissor(b,
+e,c,f)};this.enableScissorTest=function(b){b?j.enable(j.SCISSOR_TEST):j.disable(j.SCISSOR_TEST)};this.enableDepthBufferWrite=function(b){P=b;j.depthMask(b)};this.setClearColorHex=function(b,e){ia.setHex(b);na=e;j.clearColor(ia.r,ia.g,ia.b,na)};this.setClearColor=function(b,e){ia.copy(b);na=e;j.clearColor(ia.r,ia.g,ia.b,na)};this.clear=function(){j.clear(j.COLOR_BUFFER_BIT|j.DEPTH_BUFFER_BIT|j.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(b){da.darkness=b};this.getContext=function(){return j};
+this.initMaterial=function(b,e,c,f){var h,g,k;b instanceof THREE.MeshDepthMaterial?k="depth":b instanceof THREE.ShadowVolumeDynamicMaterial?k="shadowVolumeDynamic":b instanceof THREE.MeshNormalMaterial?k="normal":b instanceof THREE.MeshBasicMaterial?k="basic":b instanceof THREE.MeshLambertMaterial?k="lambert":b instanceof THREE.MeshPhongMaterial?k="phong":b instanceof THREE.LineBasicMaterial?k="basic":b instanceof THREE.ParticleBasicMaterial&&(k="particle_basic");if(k){var m=THREE.ShaderLib[k];b.uniforms=
+THREE.UniformsUtils.clone(m.uniforms);b.vertexShader=m.vertexShader;b.fragmentShader=m.fragmentShader}var n,o,p;n=p=m=0;for(o=e.length;n<o;n++)g=e[n],g instanceof THREE.DirectionalLight&&p++,g instanceof THREE.PointLight&&m++;m+p<=4?e=p:(e=Math.ceil(4*p/(m+p)),m=4-e);g={directional:e,point:m};p=50;if(f!==void 0&&f instanceof THREE.SkinnedMesh)p=f.bones.length;var t;a:{n=b.fragmentShader;o=b.vertexShader;var m=b.uniforms,e=b.attributes,c={map:!!b.map,envMap:!!b.envMap,lightMap:!!b.lightMap,vertexColors:b.vertexColors,
+fog:c,sizeAttenuation:b.sizeAttenuation,skinning:b.skinning,morphTargets:b.morphTargets,maxMorphTargets:this.maxMorphTargets,maxDirLights:g.directional,maxPointLights:g.point,maxBones:p},u;g=[];k?g.push(k):(g.push(n),g.push(o));for(u in c)g.push(u),g.push(c[u]);k=g.join();u=0;for(g=R.length;u<g;u++)if(R[u].code==k){t=R[u].program;break a}u=j.createProgram();g=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,c.fog?
+"#define USE_FOG":"",c.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");p=[za?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_BONES "+c.maxBones,c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?
+"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.skinning?"#define USE_SKINNING":"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
 j.attachShader(u,F("fragment",g+n));j.attachShader(u,F("vertex",p+o));j.linkProgram(u);j.getProgramParameter(u,j.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+j.getProgramParameter(u,j.VALIDATE_STATUS)+", gl error ["+j.getError()+"]");u.uniforms={};u.attributes={};var v;n=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(v in m)n.push(v);v=n;m=0;for(n=
 v.length;m<n;m++)o=v[m],u.uniforms[o]=j.getUniformLocation(u,o);n=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];for(v=0;v<c.maxMorphTargets;v++)n.push("morphTarget"+v);for(t in e)n.push(t);t=n;v=0;for(e=t.length;v<e;v++)c=t[v],u.attributes[c]=j.getAttribLocation(u,c);R.push({program:u,code:k});t=u}b.program=t;t=b.program.attributes;t.position>=0&&j.enableVertexAttribArray(t.position);t.color>=0&&j.enableVertexAttribArray(t.color);t.normal>=
 0&&j.enableVertexAttribArray(t.normal);t.tangent>=0&&j.enableVertexAttribArray(t.tangent);b.skinning&&t.skinVertexA>=0&&t.skinVertexB>=0&&t.skinIndex>=0&&t.skinWeight>=0&&(j.enableVertexAttribArray(t.skinVertexA),j.enableVertexAttribArray(t.skinVertexB),j.enableVertexAttribArray(t.skinIndex),j.enableVertexAttribArray(t.skinWeight));if(b.attributes)for(h in b.attributes)t[h]!==void 0&&t[h]>=0&&j.enableVertexAttribArray(t[h]);if(b.morphTargets){b.numSupportedMorphTargets=0;t.morphTarget0>=0&&(j.enableVertexAttribArray(t.morphTarget0),

+ 2 - 2
build/custom/ThreeWebGL.js

@@ -263,8 +263,8 @@ u.elementBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,u.vertexBuffer);c.b
 0,c.RGB,16,16,0,c.RGB,c.UNSIGNED_BYTE,null);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,c.NEAREST);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,c.NEAREST);c.bindTexture(c.TEXTURE_2D,x.occlusionTexture);c.texImage2D(c.TEXTURE_2D,0,c.RGBA,16,16,0,c.RGBA,c.UNSIGNED_BYTE,null);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,
 c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,c.NEAREST);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,c.NEAREST);c.getParameter(c.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0?(x.hasVertexTexture=!1,x.program=c.createProgram(),c.attachShader(x.program,C("fragment",THREE.ShaderLib.lensFlare.fragmentShader)),c.attachShader(x.program,C("vertex",THREE.ShaderLib.lensFlare.vertexShader))):(x.hasVertexTexture=!0,x.program=c.createProgram(),c.attachShader(x.program,C("fragment",
 THREE.ShaderLib.lensFlareVertexTexture.fragmentShader)),c.attachShader(x.program,C("vertex",THREE.ShaderLib.lensFlareVertexTexture.vertexShader)));c.linkProgram(x.program);x.attributes={};x.uniforms={};x.attributes.vertex=c.getAttribLocation(x.program,"position");x.attributes.uv=c.getAttribLocation(x.program,"UV");x.uniforms.renderType=c.getUniformLocation(x.program,"renderType");x.uniforms.map=c.getUniformLocation(x.program,"map");x.uniforms.occlusionMap=c.getUniformLocation(x.program,"occlusionMap");
-x.uniforms.opacity=c.getUniformLocation(x.program,"opacity");x.uniforms.scale=c.getUniformLocation(x.program,"scale");x.uniforms.rotation=c.getUniformLocation(x.program,"rotation");x.uniforms.screenPosition=c.getUniformLocation(x.program,"screenPosition");var Fa=!1;_sprite={};_sprite.vertices=new Float32Array(16);_sprite.faces=new Uint16Array(6);b=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=
-1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;b=0;_sprite.faces[b++]=0;_sprite.faces[b++]=1;_sprite.faces[b++]=2;_sprite.faces[b++]=0;_sprite.faces[b++]=2;_sprite.faces[b++]=3;_sprite.vertexBuffer=c.createBuffer();_sprite.elementBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,_sprite.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,
+x.uniforms.opacity=c.getUniformLocation(x.program,"opacity");x.uniforms.scale=c.getUniformLocation(x.program,"scale");x.uniforms.rotation=c.getUniformLocation(x.program,"rotation");x.uniforms.screenPosition=c.getUniformLocation(x.program,"screenPosition");var Fa=!1;_sprite={};_sprite.vertices=new Float32Array(16);_sprite.faces=new Uint16Array(6);b=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=
+1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;b=_sprite.vertices[b++]=0;_sprite.faces[b++]=0;_sprite.faces[b++]=1;_sprite.faces[b++]=2;_sprite.faces[b++]=0;_sprite.faces[b++]=2;_sprite.faces[b++]=3;_sprite.vertexBuffer=c.createBuffer();_sprite.elementBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,_sprite.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,
 _sprite.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,_sprite.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,_sprite.faces,c.STATIC_DRAW);_sprite.program=c.createProgram();c.attachShader(_sprite.program,C("fragment",THREE.ShaderLib.sprite.fragmentShader));c.attachShader(_sprite.program,C("vertex",THREE.ShaderLib.sprite.vertexShader));c.linkProgram(_sprite.program);_sprite.attributes={};_sprite.uniforms={};_sprite.attributes.position=c.getAttribLocation(_sprite.program,"position");
 _sprite.attributes.uv=c.getAttribLocation(_sprite.program,"uv");_sprite.uniforms.uvOffset=c.getUniformLocation(_sprite.program,"uvOffset");_sprite.uniforms.uvScale=c.getUniformLocation(_sprite.program,"uvScale");_sprite.uniforms.rotation=c.getUniformLocation(_sprite.program,"rotation");_sprite.uniforms.scale=c.getUniformLocation(_sprite.program,"scale");_sprite.uniforms.alignment=c.getUniformLocation(_sprite.program,"alignment");_sprite.uniforms.map=c.getUniformLocation(_sprite.program,"map");_sprite.uniforms.opacity=
 c.getUniformLocation(_sprite.program,"opacity");_sprite.uniforms.useScreenCoordinates=c.getUniformLocation(_sprite.program,"useScreenCoordinates");_sprite.uniforms.affectedByDistance=c.getUniformLocation(_sprite.program,"affectedByDistance");_sprite.uniforms.screenPosition=c.getUniformLocation(_sprite.program,"screenPosition");_sprite.uniforms.modelViewMatrix=c.getUniformLocation(_sprite.program,"modelViewMatrix");_sprite.uniforms.projectionMatrix=c.getUniformLocation(_sprite.program,"projectionMatrix");

+ 15 - 8
src/renderers/WebGLRenderer.js

@@ -190,10 +190,13 @@ THREE.WebGLRenderer = function ( parameters ) {
 	i = 0;
 	_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
 	_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.
+
 	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
 	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;
+
 	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
 	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
+
 	_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
 	_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;
 
@@ -272,14 +275,18 @@ THREE.WebGLRenderer = function ( parameters ) {
 	_sprite.faces    = new Uint16Array( 6 );
 
 	i = 0;
-	_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex
-	_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv... etc.
-	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;
-	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;
-	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;
-	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;
-	_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
-	_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;
+
+	_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
+	_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 0
+
+	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
+	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 1
+
+	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
+	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 2
+
+	_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
+	_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 3
 
 	i = 0;
 	_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;

+ 1 - 0
src/renderers/WebGLShaders.js

@@ -816,6 +816,7 @@ THREE.ShaderLib = {
 	
 			"void main(void)",
 			"{",
+				//"vUV = uvOffset + vec2( uv.x, 1.0 - uv.y ) * uvScale;",
 				"vUV = uvOffset + uv * uvScale;",
 
 				"vec2 alignedPosition = position + alignment;",