2
0
Mr.doob 5 жил өмнө
parent
commit
5d82cdd9fa

+ 3 - 1
build/three.js

@@ -18643,6 +18643,8 @@
 
 				case CubeRefractionMapping:
 				case EquirectangularRefractionMapping:
+				case CubeUVRefractionMapping:
+
 					envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
 					break;
 
@@ -49243,7 +49245,7 @@
 
 	function _getEncodings() {
 
-		return /* glsl */"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ){\n\n\t\t\tif( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t";
+		return /* glsl */"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t";
 
 	}
 

+ 16 - 16
build/three.min.js

@@ -73,21 +73,21 @@ b+1+": "+a[b];a=a.join("\n");return"THREE.WebGLShader: gl.getShaderInfoLog() "+c
 b),b="Linear"}return"vec3 "+a+"( vec3 color ) { return "+b+"ToneMapping( color ); }"}function ik(a){var b=[],c;for(c in a){var d=a[c];!1!==d&&b.push("#define "+c+" "+d)}return b.join("\n")}function Id(a){return""!==a}function Kh(a,b){return a.replace(/NUM_DIR_LIGHTS/g,b.numDirLights).replace(/NUM_SPOT_LIGHTS/g,b.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g,b.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,b.numPointLights).replace(/NUM_HEMI_LIGHTS/g,b.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,
 b.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g,b.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,b.numPointLightShadows)}function Lh(a,b){return a.replace(/NUM_CLIPPING_PLANES/g,b.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,b.numClippingPlanes-b.numClipIntersection)}function ig(a,b){a=M[b];if(void 0===a)throw Error("Can not resolve #include <"+b+">");return a.replace(jg,ig)}function Mh(a,b,c,d){console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.");
 return kg(a,b,c,d)}function kg(a,b,c,d){a="";for(b=parseInt(b);b<parseInt(c);b++)a+=d.replace(/\[ i \]/g,"[ "+b+" ]").replace(/UNROLLED_LOOP_INDEX/g,b);return a}function Nh(a){var b="precision "+a.precision+" float;\nprecision "+a.precision+" int;";"highp"===a.precision?b+="\n#define HIGH_PRECISION":"mediump"===a.precision?b+="\n#define MEDIUM_PRECISION":"lowp"===a.precision&&(b+="\n#define LOW_PRECISION");return b}function jk(a){var b="SHADOWMAP_TYPE_BASIC";1===a.shadowMapType?b="SHADOWMAP_TYPE_PCF":
-2===a.shadowMapType?b="SHADOWMAP_TYPE_PCF_SOFT":3===a.shadowMapType&&(b="SHADOWMAP_TYPE_VSM");return b}function kk(a){var b="ENVMAP_TYPE_CUBE";if(a.envMap)switch(a.envMapMode){case 301:case 302:b="ENVMAP_TYPE_CUBE";break;case 306:case 307:b="ENVMAP_TYPE_CUBE_UV";break;case 303:case 304:b="ENVMAP_TYPE_EQUIREC"}return b}function lk(a){var b="ENVMAP_MODE_REFLECTION";if(a.envMap)switch(a.envMapMode){case 302:case 304:b="ENVMAP_MODE_REFRACTION"}return b}function mk(a){var b="ENVMAP_BLENDING_NONE";if(a.envMap)switch(a.combine){case 0:b=
-"ENVMAP_BLENDING_MULTIPLY";break;case 1:b="ENVMAP_BLENDING_MIX";break;case 2:b="ENVMAP_BLENDING_ADD"}return b}function nk(a,b,c,d){var e=a.getContext(),f=c.defines,g=c.vertexShader,h=c.fragmentShader,l=jk(c),m=kk(c),q=lk(c),p=mk(c),k=0<a.gammaFactor?a.gammaFactor:1,r=c.isWebGL2?"":[c.extensionDerivatives||c.envMapCubeUV||c.bumpMap||c.tangentSpaceNormalMap||c.clearcoatNormalMap||c.flatShading||"physical"===c.shaderID?"#extension GL_OES_standard_derivatives : enable":"",(c.extensionFragDepth||c.logarithmicDepthBuffer)&&
-c.rendererExtensionFragDepth?"#extension GL_EXT_frag_depth : enable":"",c.extensionDrawBuffers&&c.rendererExtensionDrawBuffers?"#extension GL_EXT_draw_buffers : require":"",(c.extensionShaderTextureLOD||c.envMap)&&c.rendererExtensionShaderTextureLod?"#extension GL_EXT_shader_texture_lod : enable":""].filter(Id).join("\n"),t=ik(f),v=e.createProgram();c.isRawShaderMaterial?(f=[t].filter(Id).join("\n"),0<f.length&&(f+="\n"),l=[r,t].filter(Id).join("\n"),0<l.length&&(l+="\n")):(f=[Nh(c),"#define SHADER_NAME "+
-c.shaderName,t,c.instancing?"#define USE_INSTANCING":"",c.supportsVertexTextures?"#define VERTEX_TEXTURES":"","#define GAMMA_FACTOR "+k,"#define MAX_BONES "+c.maxBones,c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.envMap?"#define "+q:"",c.lightMap?"#define USE_LIGHTMAP":"",c.aoMap?"#define USE_AOMAP":"",c.emissiveMap?"#define USE_EMISSIVEMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":
-"",c.normalMap&&c.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",c.normalMap&&c.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",c.clearcoatMap?"#define USE_CLEARCOATMAP":"",c.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",c.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",c.displacementMap&&c.supportsVertexTextures?"#define USE_DISPLACEMENTMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.roughnessMap?"#define USE_ROUGHNESSMAP":"",c.metalnessMap?"#define USE_METALNESSMAP":
-"",c.alphaMap?"#define USE_ALPHAMAP":"",c.vertexTangents?"#define USE_TANGENT":"",c.vertexColors?"#define USE_COLOR":"",c.vertexUvs?"#define USE_UV":"",c.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",c.flatShading?"#define FLAT_SHADED":"",c.skinning?"#define USE_SKINNING":"",c.useVertexTexture?"#define BONE_TEXTURE":"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.morphNormals&&!1===c.flatShading?"#define USE_MORPHNORMALS":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":
-"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapEnabled?"#define "+l:"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"",c.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",c.logarithmicDepthBuffer&&c.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 modelMatrix;","uniform mat4 modelViewMatrix;","uniform mat4 projectionMatrix;","uniform mat4 viewMatrix;","uniform mat3 normalMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;","#ifdef USE_INSTANCING",
-" attribute mat4 instanceMatrix;","#endif","attribute vec3 position;","attribute vec3 normal;","attribute vec2 uv;","#ifdef USE_TANGENT","\tattribute vec4 tangent;","#endif","#ifdef USE_COLOR","\tattribute vec3 color;","#endif","#ifdef USE_MORPHTARGETS","\tattribute vec3 morphTarget0;","\tattribute vec3 morphTarget1;","\tattribute vec3 morphTarget2;","\tattribute vec3 morphTarget3;","\t#ifdef USE_MORPHNORMALS","\t\tattribute vec3 morphNormal0;","\t\tattribute vec3 morphNormal1;","\t\tattribute vec3 morphNormal2;",
-"\t\tattribute vec3 morphNormal3;","\t#else","\t\tattribute vec3 morphTarget4;","\t\tattribute vec3 morphTarget5;","\t\tattribute vec3 morphTarget6;","\t\tattribute vec3 morphTarget7;","\t#endif","#endif","#ifdef USE_SKINNING","\tattribute vec4 skinIndex;","\tattribute vec4 skinWeight;","#endif","\n"].filter(Id).join("\n"),l=[r,Nh(c),"#define SHADER_NAME "+c.shaderName,t,c.alphaTest?"#define ALPHATEST "+c.alphaTest+(c.alphaTest%1?"":".0"):"","#define GAMMA_FACTOR "+k,c.useFog&&c.fog?"#define USE_FOG":
-"",c.useFog&&c.fogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.matcap?"#define USE_MATCAP":"",c.envMap?"#define USE_ENVMAP":"",c.envMap?"#define "+m:"",c.envMap?"#define "+q:"",c.envMap?"#define "+p:"",c.lightMap?"#define USE_LIGHTMAP":"",c.aoMap?"#define USE_AOMAP":"",c.emissiveMap?"#define USE_EMISSIVEMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.normalMap&&c.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",c.normalMap&&c.tangentSpaceNormalMap?
-"#define TANGENTSPACE_NORMALMAP":"",c.clearcoatMap?"#define USE_CLEARCOATMAP":"",c.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",c.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.roughnessMap?"#define USE_ROUGHNESSMAP":"",c.metalnessMap?"#define USE_METALNESSMAP":"",c.alphaMap?"#define USE_ALPHAMAP":"",c.sheen?"#define USE_SHEEN":"",c.vertexTangents?"#define USE_TANGENT":"",c.vertexColors?"#define USE_COLOR":"",c.vertexUvs?"#define USE_UV":
-"",c.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",c.gradientMap?"#define USE_GRADIENTMAP":"",c.flatShading?"#define FLAT_SHADED":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapEnabled?"#define "+l:"",c.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",c.physicallyCorrectLights?"#define PHYSICALLY_CORRECT_LIGHTS":"",c.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",c.logarithmicDepthBuffer&&c.rendererExtensionFragDepth?
-"#define USE_LOGDEPTHBUF_EXT":"",(c.extensionShaderTextureLOD||c.envMap)&&c.rendererExtensionShaderTextureLod?"#define TEXTURE_LOD_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",0!==c.toneMapping?"#define TONE_MAPPING":"",0!==c.toneMapping?M.tonemapping_pars_fragment:"",0!==c.toneMapping?hk("toneMapping",c.toneMapping):"",c.dithering?"#define DITHERING":"",M.encodings_pars_fragment,c.map?Hd("mapTexelToLinear",c.mapEncoding):"",c.matcap?Hd("matcapTexelToLinear",
-c.matcapEncoding):"",c.envMap?Hd("envMapTexelToLinear",c.envMapEncoding):"",c.emissiveMap?Hd("emissiveMapTexelToLinear",c.emissiveMapEncoding):"",c.lightMap?Hd("lightMapTexelToLinear",c.lightMapEncoding):"",gk("linearToOutputTexel",c.outputEncoding),c.depthPacking?"#define DEPTH_PACKING "+c.depthPacking:"","\n"].filter(Id).join("\n"));g=g.replace(jg,ig);g=Kh(g,c);g=Lh(g,c);h=h.replace(jg,ig);h=Kh(h,c);h=Lh(h,c);g=g.replace(Oh,kg).replace(Ph,Mh);h=h.replace(Oh,kg).replace(Ph,Mh);c.isWebGL2&&!c.isRawShaderMaterial&&
-(m=!1,q=/^\s*#version\s+300\s+es\s*\n/,c.isShaderMaterial&&null!==g.match(q)&&null!==h.match(q)&&(m=!0,g=g.replace(q,""),h=h.replace(q,"")),f="#version 300 es\n\n#define attribute in\n#define varying out\n#define texture2D texture\n"+f,l=["#version 300 es\n\n#define varying in",m?"":"out highp vec4 pc_fragColor;",m?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth\n#define texture2D texture\n#define textureCube texture\n#define texture2DProj textureProj\n#define texture2DLodEXT textureLod\n#define texture2DProjLodEXT textureProjLod\n#define textureCubeLodEXT textureLod\n#define texture2DGradEXT textureGrad\n#define texture2DProjGradEXT textureProjGrad\n#define textureCubeGradEXT textureGrad"].join("\n")+
+2===a.shadowMapType?b="SHADOWMAP_TYPE_PCF_SOFT":3===a.shadowMapType&&(b="SHADOWMAP_TYPE_VSM");return b}function kk(a){var b="ENVMAP_TYPE_CUBE";if(a.envMap)switch(a.envMapMode){case 301:case 302:b="ENVMAP_TYPE_CUBE";break;case 306:case 307:b="ENVMAP_TYPE_CUBE_UV";break;case 303:case 304:b="ENVMAP_TYPE_EQUIREC"}return b}function lk(a){var b="ENVMAP_MODE_REFLECTION";if(a.envMap)switch(a.envMapMode){case 302:case 304:case 307:b="ENVMAP_MODE_REFRACTION"}return b}function mk(a){var b="ENVMAP_BLENDING_NONE";
+if(a.envMap)switch(a.combine){case 0:b="ENVMAP_BLENDING_MULTIPLY";break;case 1:b="ENVMAP_BLENDING_MIX";break;case 2:b="ENVMAP_BLENDING_ADD"}return b}function nk(a,b,c,d){var e=a.getContext(),f=c.defines,g=c.vertexShader,h=c.fragmentShader,l=jk(c),m=kk(c),q=lk(c),p=mk(c),k=0<a.gammaFactor?a.gammaFactor:1,r=c.isWebGL2?"":[c.extensionDerivatives||c.envMapCubeUV||c.bumpMap||c.tangentSpaceNormalMap||c.clearcoatNormalMap||c.flatShading||"physical"===c.shaderID?"#extension GL_OES_standard_derivatives : enable":
+"",(c.extensionFragDepth||c.logarithmicDepthBuffer)&&c.rendererExtensionFragDepth?"#extension GL_EXT_frag_depth : enable":"",c.extensionDrawBuffers&&c.rendererExtensionDrawBuffers?"#extension GL_EXT_draw_buffers : require":"",(c.extensionShaderTextureLOD||c.envMap)&&c.rendererExtensionShaderTextureLod?"#extension GL_EXT_shader_texture_lod : enable":""].filter(Id).join("\n"),t=ik(f),v=e.createProgram();c.isRawShaderMaterial?(f=[t].filter(Id).join("\n"),0<f.length&&(f+="\n"),l=[r,t].filter(Id).join("\n"),
+0<l.length&&(l+="\n")):(f=[Nh(c),"#define SHADER_NAME "+c.shaderName,t,c.instancing?"#define USE_INSTANCING":"",c.supportsVertexTextures?"#define VERTEX_TEXTURES":"","#define GAMMA_FACTOR "+k,"#define MAX_BONES "+c.maxBones,c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.envMap?"#define "+q:"",c.lightMap?"#define USE_LIGHTMAP":"",c.aoMap?"#define USE_AOMAP":"",c.emissiveMap?"#define USE_EMISSIVEMAP":"",c.bumpMap?
+"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.normalMap&&c.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",c.normalMap&&c.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",c.clearcoatMap?"#define USE_CLEARCOATMAP":"",c.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",c.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",c.displacementMap&&c.supportsVertexTextures?"#define USE_DISPLACEMENTMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.roughnessMap?
+"#define USE_ROUGHNESSMAP":"",c.metalnessMap?"#define USE_METALNESSMAP":"",c.alphaMap?"#define USE_ALPHAMAP":"",c.vertexTangents?"#define USE_TANGENT":"",c.vertexColors?"#define USE_COLOR":"",c.vertexUvs?"#define USE_UV":"",c.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",c.flatShading?"#define FLAT_SHADED":"",c.skinning?"#define USE_SKINNING":"",c.useVertexTexture?"#define BONE_TEXTURE":"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.morphNormals&&!1===c.flatShading?"#define USE_MORPHNORMALS":"",c.doubleSided?
+"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapEnabled?"#define "+l:"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"",c.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",c.logarithmicDepthBuffer&&c.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 modelMatrix;","uniform mat4 modelViewMatrix;","uniform mat4 projectionMatrix;","uniform mat4 viewMatrix;","uniform mat3 normalMatrix;","uniform vec3 cameraPosition;",
+"uniform bool isOrthographic;","#ifdef USE_INSTANCING"," attribute mat4 instanceMatrix;","#endif","attribute vec3 position;","attribute vec3 normal;","attribute vec2 uv;","#ifdef USE_TANGENT","\tattribute vec4 tangent;","#endif","#ifdef USE_COLOR","\tattribute vec3 color;","#endif","#ifdef USE_MORPHTARGETS","\tattribute vec3 morphTarget0;","\tattribute vec3 morphTarget1;","\tattribute vec3 morphTarget2;","\tattribute vec3 morphTarget3;","\t#ifdef USE_MORPHNORMALS","\t\tattribute vec3 morphNormal0;",
+"\t\tattribute vec3 morphNormal1;","\t\tattribute vec3 morphNormal2;","\t\tattribute vec3 morphNormal3;","\t#else","\t\tattribute vec3 morphTarget4;","\t\tattribute vec3 morphTarget5;","\t\tattribute vec3 morphTarget6;","\t\tattribute vec3 morphTarget7;","\t#endif","#endif","#ifdef USE_SKINNING","\tattribute vec4 skinIndex;","\tattribute vec4 skinWeight;","#endif","\n"].filter(Id).join("\n"),l=[r,Nh(c),"#define SHADER_NAME "+c.shaderName,t,c.alphaTest?"#define ALPHATEST "+c.alphaTest+(c.alphaTest%
+1?"":".0"):"","#define GAMMA_FACTOR "+k,c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.matcap?"#define USE_MATCAP":"",c.envMap?"#define USE_ENVMAP":"",c.envMap?"#define "+m:"",c.envMap?"#define "+q:"",c.envMap?"#define "+p:"",c.lightMap?"#define USE_LIGHTMAP":"",c.aoMap?"#define USE_AOMAP":"",c.emissiveMap?"#define USE_EMISSIVEMAP":"",c.bumpMap?"#define USE_BUMPMAP":"",c.normalMap?"#define USE_NORMALMAP":"",c.normalMap&&c.objectSpaceNormalMap?
+"#define OBJECTSPACE_NORMALMAP":"",c.normalMap&&c.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",c.clearcoatMap?"#define USE_CLEARCOATMAP":"",c.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",c.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",c.specularMap?"#define USE_SPECULARMAP":"",c.roughnessMap?"#define USE_ROUGHNESSMAP":"",c.metalnessMap?"#define USE_METALNESSMAP":"",c.alphaMap?"#define USE_ALPHAMAP":"",c.sheen?"#define USE_SHEEN":"",c.vertexTangents?"#define USE_TANGENT":
+"",c.vertexColors?"#define USE_COLOR":"",c.vertexUvs?"#define USE_UV":"",c.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",c.gradientMap?"#define USE_GRADIENTMAP":"",c.flatShading?"#define FLAT_SHADED":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.flipSided?"#define FLIP_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapEnabled?"#define "+l:"",c.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",c.physicallyCorrectLights?"#define PHYSICALLY_CORRECT_LIGHTS":"",c.logarithmicDepthBuffer?
+"#define USE_LOGDEPTHBUF":"",c.logarithmicDepthBuffer&&c.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"",(c.extensionShaderTextureLOD||c.envMap)&&c.rendererExtensionShaderTextureLod?"#define TEXTURE_LOD_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",0!==c.toneMapping?"#define TONE_MAPPING":"",0!==c.toneMapping?M.tonemapping_pars_fragment:"",0!==c.toneMapping?hk("toneMapping",c.toneMapping):"",c.dithering?"#define DITHERING":"",M.encodings_pars_fragment,
+c.map?Hd("mapTexelToLinear",c.mapEncoding):"",c.matcap?Hd("matcapTexelToLinear",c.matcapEncoding):"",c.envMap?Hd("envMapTexelToLinear",c.envMapEncoding):"",c.emissiveMap?Hd("emissiveMapTexelToLinear",c.emissiveMapEncoding):"",c.lightMap?Hd("lightMapTexelToLinear",c.lightMapEncoding):"",gk("linearToOutputTexel",c.outputEncoding),c.depthPacking?"#define DEPTH_PACKING "+c.depthPacking:"","\n"].filter(Id).join("\n"));g=g.replace(jg,ig);g=Kh(g,c);g=Lh(g,c);h=h.replace(jg,ig);h=Kh(h,c);h=Lh(h,c);g=g.replace(Oh,
+kg).replace(Ph,Mh);h=h.replace(Oh,kg).replace(Ph,Mh);c.isWebGL2&&!c.isRawShaderMaterial&&(m=!1,q=/^\s*#version\s+300\s+es\s*\n/,c.isShaderMaterial&&null!==g.match(q)&&null!==h.match(q)&&(m=!0,g=g.replace(q,""),h=h.replace(q,"")),f="#version 300 es\n\n#define attribute in\n#define varying out\n#define texture2D texture\n"+f,l=["#version 300 es\n\n#define varying in",m?"":"out highp vec4 pc_fragColor;",m?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth\n#define texture2D texture\n#define textureCube texture\n#define texture2DProj textureProj\n#define texture2DLodEXT textureLod\n#define texture2DProjLodEXT textureProjLod\n#define textureCubeLodEXT textureLod\n#define texture2DGradEXT textureGrad\n#define texture2DProjGradEXT textureProjGrad\n#define textureCubeGradEXT textureGrad"].join("\n")+
 "\n"+l);h=l+h;g=Hh(e,35633,f+g);h=Hh(e,35632,h);e.attachShader(v,g);e.attachShader(v,h);void 0!==c.index0AttributeName?e.bindAttribLocation(v,0,c.index0AttributeName):!0===c.morphTargets&&e.bindAttribLocation(v,0,"position");e.linkProgram(v);if(a.debug.checkShaderErrors){a=e.getProgramInfoLog(v).trim();m=e.getShaderInfoLog(g).trim();q=e.getShaderInfoLog(h).trim();k=p=!0;if(!1===e.getProgramParameter(v,35714))p=!1,r=Jh(e,g,"vertex"),t=Jh(e,h,"fragment"),console.error("THREE.WebGLProgram: shader error: ",
 e.getError(),"35715",e.getProgramParameter(v,35715),"gl.getProgramInfoLog",a,r,t);else if(""!==a)console.warn("THREE.WebGLProgram: gl.getProgramInfoLog()",a);else if(""===m||""===q)k=!1;k&&(this.diagnostics={runnable:p,programLog:a,vertexShader:{log:m,prefix:f},fragmentShader:{log:q,prefix:l}})}e.deleteShader(g);e.deleteShader(h);var n;this.getUniforms=function(){void 0===n&&(n=new Db(e,v));return n};var B;this.getAttributes=function(){if(void 0===B){for(var a={},b=e.getProgramParameter(v,35721),
 c=0;c<b;c++){var d=e.getActiveAttrib(v,c).name;a[d]=e.getAttribLocation(v,d)}B=a}return B};this.destroy=function(){d.releaseStatesOfProgram(this);e.deleteProgram(v);this.program=void 0};this.name=c.shaderName;this.id=ok++;this.cacheKey=b;this.usedTimes=1;this.program=v;this.vertexShader=g;this.fragmentShader=h;return this}function pk(a,b,c,d){function e(a){if(a)a.isTexture?b=a.encoding:a.isWebGLRenderTarget&&(console.warn("THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead."),
@@ -346,7 +346,7 @@ blending:0,depthTest:!1,depthWrite:!1});this._cubemapShader=this._equirectShader
 vertexShader:Tg(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t"+Ug()+"\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t",
 blending:0,depthTest:!1,depthWrite:!1})}function ri(){return new rb({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},inputEncoding:{value:kb[3E3]},outputEncoding:{value:kb[3E3]}},vertexShader:Tg(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t"+Ug()+"\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t",
 blending:0,depthTest:!1,depthWrite:!1})}function Tg(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t"}
-function Ug(){return"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ){\n\n\t\t\tif( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t"}
+function Ug(){return"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t"}
 function si(a){console.warn("THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.");va.call(this,a);this.type="catmullrom";this.closed=!0}function ti(a){console.warn("THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.");va.call(this,a);this.type="catmullrom"}function Vg(a){console.warn("THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.");va.call(this,a);this.type="catmullrom"}void 0===Number.EPSILON&&(Number.EPSILON=Math.pow(2,
 -52));void 0===Number.isInteger&&(Number.isInteger=function(a){return"number"===typeof a&&isFinite(a)&&Math.floor(a)===a});void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0<a?1:+a});!1==="name"in Function.prototype&&Object.defineProperty(Function.prototype,"name",{get:function(){return this.toString().match(/^\s*function\s*([^\(\s]*)/)[1]}});void 0===Object.assign&&(Object.assign=function(a){if(void 0===a||null===a)throw new TypeError("Cannot convert undefined or null to object");for(var b=
 Object(a),c=1;c<arguments.length;c++){var d=arguments[c];if(void 0!==d&&null!==d)for(var e in d)Object.prototype.hasOwnProperty.call(d,e)&&(b[e]=d[e])}return b});Object.assign(qa.prototype,{addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&&c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)},removeEventListener:function(a,

+ 8 - 6
build/three.module.js

@@ -18636,6 +18636,8 @@ function generateEnvMapModeDefine( parameters ) {
 
 			case CubeRefractionMapping:
 			case EquirectangularRefractionMapping:
+			case CubeUVRefractionMapping:
+
 				envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
 				break;
 
@@ -49176,7 +49178,7 @@ function _getBlurShader( maxSamples ) {
 			uniform float mipInt;
 			uniform vec3 poleAxis;
 
-			${_getEncodings()}
+			${ _getEncodings() }
 
 			#define ENVMAP_TYPE_CUBE_UV
 			#include <cube_uv_reflection_fragment>
@@ -49263,7 +49265,7 @@ function _getEquirectShader() {
 			uniform sampler2D envMap;
 			uniform vec2 texelSize;
 
-			${_getEncodings()}
+			${ _getEncodings() }
 
 			#include <common>
 
@@ -49326,7 +49328,7 @@ function _getCubemapShader() {
 
 			uniform samplerCube envMap;
 
-			${_getEncodings()}
+			${ _getEncodings() }
 
 			void main() {
 
@@ -49421,7 +49423,7 @@ function _getEncodings() {
 
 		vec4 inputTexelToLinear( vec4 value ) {
 
-			if( inputEncoding == 0 ) {
+			if ( inputEncoding == 0 ) {
 
 				return value;
 
@@ -49453,9 +49455,9 @@ function _getEncodings() {
 
 		}
 
-		vec4 linearToOutputTexel( vec4 value ){
+		vec4 linearToOutputTexel( vec4 value ) {
 
-			if( outputEncoding == 0 ) {
+			if ( outputEncoding == 0 ) {
 
 				return value;