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@@ -180,9 +180,6 @@
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const sRGBEncoding = 3001;
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const GammaEncoding = 3007;
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const RGBEEncoding = 3002;
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- const RGBM7Encoding = 3004;
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- const RGBM16Encoding = 3005;
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- const RGBDEncoding = 3006;
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const BasicDepthPacking = 3200;
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const RGBADepthPacking = 3201;
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const TangentSpaceNormalMap = 0;
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@@ -9709,7 +9706,7 @@
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var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
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- var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}";
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+ var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}";
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var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
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@@ -11534,9 +11531,6 @@
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[LinearEncoding]: 0,
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[sRGBEncoding]: 1,
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[RGBEEncoding]: 2,
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- [RGBM7Encoding]: 3,
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- [RGBM16Encoding]: 4,
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- [RGBDEncoding]: 5,
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[GammaEncoding]: 6
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};
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@@ -12287,18 +12281,6 @@
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return RGBEToLinear( value );
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- } else if ( inputEncoding == 3 ) {
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-
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- return RGBMToLinear( value, 7.0 );
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-
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- } else if ( inputEncoding == 4 ) {
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-
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- return RGBMToLinear( value, 16.0 );
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-
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- } else if ( inputEncoding == 5 ) {
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-
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- return RGBDToLinear( value, 256.0 );
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-
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} else {
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return GammaToLinear( value, 2.2 );
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@@ -13814,15 +13796,6 @@
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case RGBEEncoding:
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return ['RGBE', '( value )'];
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- case RGBM7Encoding:
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- return ['RGBM', '( value, 7.0 )'];
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-
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- case RGBM16Encoding:
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- return ['RGBM', '( value, 16.0 )'];
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-
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- case RGBDEncoding:
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- return ['RGBD', '( value, 256.0 )'];
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-
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case GammaEncoding:
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return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
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@@ -36601,13 +36574,10 @@
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exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
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exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
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exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
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- exports.RGBDEncoding = RGBDEncoding;
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exports.RGBEEncoding = RGBEEncoding;
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exports.RGBEFormat = RGBEFormat;
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exports.RGBFormat = RGBFormat;
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exports.RGBIntegerFormat = RGBIntegerFormat;
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- exports.RGBM16Encoding = RGBM16Encoding;
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- exports.RGBM7Encoding = RGBM7Encoding;
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exports.RGB_ETC1_Format = RGB_ETC1_Format;
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exports.RGB_ETC2_Format = RGB_ETC2_Format;
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exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
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