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Mugen87 2 年之前
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673eca6de6
共有 5 个文件被更改,包括 42 次插入9 次删除
  1. 14 3
      build/three.cjs
  2. 14 3
      build/three.js
  3. 0 0
      build/three.min.js
  4. 14 3
      build/three.module.js
  5. 0 0
      build/three.module.min.js

+ 14 - 3
build/three.cjs

@@ -13784,7 +13784,7 @@ var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D spe
 
 var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
 
-var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
+var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
 
 var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
 
@@ -19379,6 +19379,9 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 		prefixVertex = [
 
+			'#define SHADER_TYPE ' + parameters.shaderType,
+			'#define SHADER_NAME ' + parameters.shaderName,
+
 			customDefines
 
 		].filter( filterEmptyLine ).join( '\n' );
@@ -19392,6 +19395,10 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 		prefixFragment = [
 
 			customExtensions,
+
+			'#define SHADER_TYPE ' + parameters.shaderType,
+			'#define SHADER_NAME ' + parameters.shaderName,
+
 			customDefines
 
 		].filter( filterEmptyLine ).join( '\n' );
@@ -19408,6 +19415,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 			generatePrecision( parameters ),
 
+			'#define SHADER_TYPE ' + parameters.shaderType,
 			'#define SHADER_NAME ' + parameters.shaderName,
 
 			customDefines,
@@ -19621,6 +19629,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 			generatePrecision( parameters ),
 
+			'#define SHADER_TYPE ' + parameters.shaderType,
 			'#define SHADER_NAME ' + parameters.shaderName,
 
 			customDefines,
@@ -19919,6 +19928,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 	//
 
+	this.type = parameters.shaderType;
 	this.name = parameters.shaderName;
 	this.id = programIdCount ++;
 	this.cacheKey = cacheKey;
@@ -20212,7 +20222,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
 			isWebGL2: IS_WEBGL2,
 
 			shaderID: shaderID,
-			shaderName: material.type,
+			shaderType: material.type,
+			shaderName: material.name,
 
 			vertexShader: vertexShader,
 			fragmentShader: fragmentShader,
@@ -29119,7 +29130,7 @@ class WebGLRenderer {
 
 				const isWebGL2 = capabilities.isWebGL2;
 
-				_transmissionRenderTarget = new WebGLRenderTarget( 1024, 1024, {
+				_transmissionRenderTarget = new WebGLRenderTarget( 1024 * _pixelRatio, 1024 * _pixelRatio, {
 					generateMipmaps: true,
 					type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
 					minFilter: LinearMipmapLinearFilter,

+ 14 - 3
build/three.js

@@ -13789,7 +13789,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
 
 	var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
 
-	var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
+	var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
 
 	var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
 
@@ -19384,6 +19384,9 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
 
 			prefixVertex = [
 
+				'#define SHADER_TYPE ' + parameters.shaderType,
+				'#define SHADER_NAME ' + parameters.shaderName,
+
 				customDefines
 
 			].filter( filterEmptyLine ).join( '\n' );
@@ -19397,6 +19400,10 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
 			prefixFragment = [
 
 				customExtensions,
+
+				'#define SHADER_TYPE ' + parameters.shaderType,
+				'#define SHADER_NAME ' + parameters.shaderName,
+
 				customDefines
 
 			].filter( filterEmptyLine ).join( '\n' );
@@ -19413,6 +19420,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
 
 				generatePrecision( parameters ),
 
+				'#define SHADER_TYPE ' + parameters.shaderType,
 				'#define SHADER_NAME ' + parameters.shaderName,
 
 				customDefines,
@@ -19626,6 +19634,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
 
 				generatePrecision( parameters ),
 
+				'#define SHADER_TYPE ' + parameters.shaderType,
 				'#define SHADER_NAME ' + parameters.shaderName,
 
 				customDefines,
@@ -19924,6 +19933,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
 
 		//
 
+		this.type = parameters.shaderType;
 		this.name = parameters.shaderName;
 		this.id = programIdCount ++;
 		this.cacheKey = cacheKey;
@@ -20217,7 +20227,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
 				isWebGL2: IS_WEBGL2,
 
 				shaderID: shaderID,
-				shaderName: material.type,
+				shaderType: material.type,
+				shaderName: material.name,
 
 				vertexShader: vertexShader,
 				fragmentShader: fragmentShader,
@@ -29124,7 +29135,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
 
 					const isWebGL2 = capabilities.isWebGL2;
 
-					_transmissionRenderTarget = new WebGLRenderTarget( 1024, 1024, {
+					_transmissionRenderTarget = new WebGLRenderTarget( 1024 * _pixelRatio, 1024 * _pixelRatio, {
 						generateMipmaps: true,
 						type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
 						minFilter: LinearMipmapLinearFilter,

文件差异内容过多而无法显示
+ 0 - 0
build/three.min.js


+ 14 - 3
build/three.module.js

@@ -13782,7 +13782,7 @@ var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D spe
 
 var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
 
-var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
+var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
 
 var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
 
@@ -19377,6 +19377,9 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 		prefixVertex = [
 
+			'#define SHADER_TYPE ' + parameters.shaderType,
+			'#define SHADER_NAME ' + parameters.shaderName,
+
 			customDefines
 
 		].filter( filterEmptyLine ).join( '\n' );
@@ -19390,6 +19393,10 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 		prefixFragment = [
 
 			customExtensions,
+
+			'#define SHADER_TYPE ' + parameters.shaderType,
+			'#define SHADER_NAME ' + parameters.shaderName,
+
 			customDefines
 
 		].filter( filterEmptyLine ).join( '\n' );
@@ -19406,6 +19413,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 			generatePrecision( parameters ),
 
+			'#define SHADER_TYPE ' + parameters.shaderType,
 			'#define SHADER_NAME ' + parameters.shaderName,
 
 			customDefines,
@@ -19619,6 +19627,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 			generatePrecision( parameters ),
 
+			'#define SHADER_TYPE ' + parameters.shaderType,
 			'#define SHADER_NAME ' + parameters.shaderName,
 
 			customDefines,
@@ -19917,6 +19926,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 	//
 
+	this.type = parameters.shaderType;
 	this.name = parameters.shaderName;
 	this.id = programIdCount ++;
 	this.cacheKey = cacheKey;
@@ -20210,7 +20220,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
 			isWebGL2: IS_WEBGL2,
 
 			shaderID: shaderID,
-			shaderName: material.type,
+			shaderType: material.type,
+			shaderName: material.name,
 
 			vertexShader: vertexShader,
 			fragmentShader: fragmentShader,
@@ -29117,7 +29128,7 @@ class WebGLRenderer {
 
 				const isWebGL2 = capabilities.isWebGL2;
 
-				_transmissionRenderTarget = new WebGLRenderTarget( 1024, 1024, {
+				_transmissionRenderTarget = new WebGLRenderTarget( 1024 * _pixelRatio, 1024 * _pixelRatio, {
 					generateMipmaps: true,
 					type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
 					minFilter: LinearMipmapLinearFilter,

文件差异内容过多而无法显示
+ 0 - 0
build/three.module.min.js


部分文件因为文件数量过多而无法显示