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Mr.doob 9 ani în urmă
părinte
comite
75536ff855
2 a modificat fișierele cu 2 adăugiri și 2 ștergeri
  1. 1 1
      build/three.js
  2. 1 1
      build/three.min.js

+ 1 - 1
build/three.js

@@ -23931,7 +23931,7 @@ THREE.ShaderChunk[ 'depthRGBA_vert' ] = "#include <common>\n#include <morphtarge
 
 
 // File:src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl
 // File:src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl
 
 
-THREE.ShaderChunk[ 'distanceRGBA_frag' ] = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n  depth /= 1000.0;\n  const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n  const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n  vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n  res -= res.xxyz * bitMsk;\n  return res;\n}\nfloat unpack1K ( vec4 color ) {\n  const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n  return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n  gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n";
+THREE.ShaderChunk[ 'distanceRGBA_frag' ] = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n  depth /= 1000.0;\n  const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n  const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n  vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n  res -= res.xxyz * bitMsk;\n  return res;\n}\nfloat unpack1K ( vec4 color ) {\n  const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n  return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n  gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}\n";
 
 
 // File:src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl
 // File:src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl
 
 

+ 1 - 1
build/three.min.js

@@ -559,7 +559,7 @@ distance:{type:"f"},coneCos:{type:"f"},penumbraCos:{type:"f"},decay:{type:"f"},s
 value:[]},hemisphereLights:{type:"sa",value:[],properties:{direction:{type:"v3"},skyColor:{type:"c"},groundColor:{type:"c"}}}},points:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1},map:{type:"t",value:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)}}};THREE.ShaderChunk.cube_frag="uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n  #include <logdepthbuf_fragment>\n}\n";
 value:[]},hemisphereLights:{type:"sa",value:[],properties:{direction:{type:"v3"},skyColor:{type:"c"},groundColor:{type:"c"}}}},points:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1},map:{type:"t",value:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)}}};THREE.ShaderChunk.cube_frag="uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n  #include <logdepthbuf_fragment>\n}\n";
 THREE.ShaderChunk.cube_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  vWorldPosition = transformDirection( position, modelMatrix );\n  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depth_frag="uniform float mNear;\nuniform float mFar;\nuniform float opacity;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  #include <logdepthbuf_fragment>\n  #ifdef USE_LOGDEPTHBUF_EXT\n    float depth = gl_FragDepthEXT / gl_FragCoord.w;\n  #else\n    float depth = gl_FragCoord.z / gl_FragCoord.w;\n  #endif\n  float color = 1.0 - smoothstep( mNear, mFar, depth );\n  gl_FragColor = vec4( vec3( color ), opacity );\n}\n";
 THREE.ShaderChunk.cube_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  vWorldPosition = transformDirection( position, modelMatrix );\n  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depth_frag="uniform float mNear;\nuniform float mFar;\nuniform float opacity;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  #include <logdepthbuf_fragment>\n  #ifdef USE_LOGDEPTHBUF_EXT\n    float depth = gl_FragDepthEXT / gl_FragCoord.w;\n  #else\n    float depth = gl_FragCoord.z / gl_FragCoord.w;\n  #endif\n  float color = 1.0 - smoothstep( mNear, mFar, depth );\n  gl_FragColor = vec4( vec3( color ), opacity );\n}\n";
 THREE.ShaderChunk.depth_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  #include <begin_vertex>\n  #include <morphtarget_vertex>\n  #include <project_vertex>\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depthRGBA_frag="#include <common>\n#include <logdepthbuf_pars_fragment>\nvec4 pack_depth( const in float depth ) {\n  const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n  const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n  vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n  res -= res.xxyz * bit_mask;\n  return res;\n}\nvoid main() {\n  #include <logdepthbuf_fragment>\n  #ifdef USE_LOGDEPTHBUF_EXT\n    gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n  #else\n    gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n  #endif\n}\n";
 THREE.ShaderChunk.depth_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  #include <begin_vertex>\n  #include <morphtarget_vertex>\n  #include <project_vertex>\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depthRGBA_frag="#include <common>\n#include <logdepthbuf_pars_fragment>\nvec4 pack_depth( const in float depth ) {\n  const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n  const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n  vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n  res -= res.xxyz * bit_mask;\n  return res;\n}\nvoid main() {\n  #include <logdepthbuf_fragment>\n  #ifdef USE_LOGDEPTHBUF_EXT\n    gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n  #else\n    gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n  #endif\n}\n";
-THREE.ShaderChunk.depthRGBA_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  #include <skinbase_vertex>\n  #include <begin_vertex>\n  #include <morphtarget_vertex>\n  #include <skinning_vertex>\n  #include <project_vertex>\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.distanceRGBA_frag="uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n  depth /= 1000.0;\n  const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n  const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n  vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n  res -= res.xxyz * bitMsk;\n  return res;\n}\nfloat unpack1K ( vec4 color ) {\n  const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n  return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n  gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n";
+THREE.ShaderChunk.depthRGBA_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  #include <skinbase_vertex>\n  #include <begin_vertex>\n  #include <morphtarget_vertex>\n  #include <skinning_vertex>\n  #include <project_vertex>\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.distanceRGBA_frag="uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n  depth /= 1000.0;\n  const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n  const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n  vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n  res -= res.xxyz * bitMsk;\n  return res;\n}\nfloat unpack1K ( vec4 color ) {\n  const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n  return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n  gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}\n";
 THREE.ShaderChunk.distanceRGBA_vert="varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\nvoid main() {\n  #include <skinbase_vertex>\n  #include <begin_vertex>\n  #include <morphtarget_vertex>\n  #include <skinning_vertex>\n  #include <project_vertex>\n  #include <worldpos_vertex>\n  vWorldPosition = worldPosition;\n}\n";THREE.ShaderChunk.equirect_frag="uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  vec3 direction = normalize( vWorldPosition );\n  vec2 sampleUV;\n  sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n  sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n  gl_FragColor = texture2D( tEquirect, sampleUV );\n  #include <logdepthbuf_fragment>\n}\n";
 THREE.ShaderChunk.distanceRGBA_vert="varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\nvoid main() {\n  #include <skinbase_vertex>\n  #include <begin_vertex>\n  #include <morphtarget_vertex>\n  #include <skinning_vertex>\n  #include <project_vertex>\n  #include <worldpos_vertex>\n  vWorldPosition = worldPosition;\n}\n";THREE.ShaderChunk.equirect_frag="uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  vec3 direction = normalize( vWorldPosition );\n  vec2 sampleUV;\n  sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n  sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n  gl_FragColor = texture2D( tEquirect, sampleUV );\n  #include <logdepthbuf_fragment>\n}\n";
 THREE.ShaderChunk.equirect_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  vWorldPosition = transformDirection( position, modelMatrix );\n  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.linedashed_frag="uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  if ( mod( vLineDistance, totalSize ) > dashSize ) {\n    discard;\n  }\n  vec3 outgoingLight = vec3( 0.0 );\n  vec4 diffuseColor = vec4( diffuse, opacity );\n  #include <logdepthbuf_fragment>\n  #include <color_fragment>\n  outgoingLight = diffuseColor.rgb;\n  #include <fog_fragment>\n  gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
 THREE.ShaderChunk.equirect_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  vWorldPosition = transformDirection( position, modelMatrix );\n  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.linedashed_frag="uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  if ( mod( vLineDistance, totalSize ) > dashSize ) {\n    discard;\n  }\n  vec3 outgoingLight = vec3( 0.0 );\n  vec4 diffuseColor = vec4( diffuse, opacity );\n  #include <logdepthbuf_fragment>\n  #include <color_fragment>\n  outgoingLight = diffuseColor.rgb;\n  #include <fog_fragment>\n  gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
 THREE.ShaderChunk.linedashed_vert="uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  #include <color_vertex>\n  vLineDistance = scale * lineDistance;\n  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n  gl_Position = projectionMatrix * mvPosition;\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n  varying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  vec4 diffuseColor = vec4( diffuse, opacity );\n  #include <logdepthbuf_fragment>\n  #include <map_fragment>\n  #include <color_fragment>\n  #include <alphamap_fragment>\n  #include <alphatest_fragment>\n  #include <specularmap_fragment>\n  ReflectedLight reflectedLight;\n  reflectedLight.directDiffuse = vec3( 0.0 );\n  reflectedLight.directSpecular = vec3( 0.0 );\n  reflectedLight.indirectDiffuse = diffuseColor.rgb;\n  reflectedLight.indirectSpecular = vec3( 0.0 );\n  #include <aomap_fragment>\n  vec3 outgoingLight = reflectedLight.indirectDiffuse;\n  #include <envmap_fragment>\n  #include <linear_to_gamma_fragment>\n  #include <fog_fragment>\n  gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
 THREE.ShaderChunk.linedashed_vert="uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n  #include <color_vertex>\n  vLineDistance = scale * lineDistance;\n  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n  gl_Position = projectionMatrix * mvPosition;\n  #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n  varying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n  vec4 diffuseColor = vec4( diffuse, opacity );\n  #include <logdepthbuf_fragment>\n  #include <map_fragment>\n  #include <color_fragment>\n  #include <alphamap_fragment>\n  #include <alphatest_fragment>\n  #include <specularmap_fragment>\n  ReflectedLight reflectedLight;\n  reflectedLight.directDiffuse = vec3( 0.0 );\n  reflectedLight.directSpecular = vec3( 0.0 );\n  reflectedLight.indirectDiffuse = diffuseColor.rgb;\n  reflectedLight.indirectSpecular = vec3( 0.0 );\n  #include <aomap_fragment>\n  vec3 outgoingLight = reflectedLight.indirectDiffuse;\n  #include <envmap_fragment>\n  #include <linear_to_gamma_fragment>\n  #include <fog_fragment>\n  gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";