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Updated builds.

Mr.doob 3 年之前
父節點
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8b38389e57
共有 4 個文件被更改,包括 28 次插入9 次删除
  1. 9 3
      build/three.cjs
  2. 9 3
      build/three.js
  3. 0 0
      build/three.min.js
  4. 10 3
      build/three.module.js

+ 9 - 3
build/three.cjs

@@ -11713,7 +11713,7 @@ class PMREMGenerator {
 
 	compileEquirectangularShader() {
 		if (this._equirectShader === null) {
-			this._equirectShader = _getEquirectShader();
+			this._equirectShader = _getEquirectMaterial();
 
 			this._compileMaterial(this._equirectShader);
 		}
@@ -11897,7 +11897,7 @@ class PMREMGenerator {
 			this._cubemapShader.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1;
 		} else {
 			if (this._equirectShader === null) {
-				this._equirectShader = _getEquirectShader();
+				this._equirectShader = _getEquirectMaterial();
 			}
 		}
 
@@ -12188,7 +12188,7 @@ function _getBlurShader(lodMax, width, height) {
 	return shaderMaterial;
 }
 
-function _getEquirectShader() {
+function _getEquirectMaterial() {
 	const shaderMaterial = new ShaderMaterial({
 		name: 'EquirectangularToCubeUV',
 		uniforms: {
@@ -20344,6 +20344,12 @@ function WebGLRenderer(parameters = {}) {
 		uniforms.spotLightShadows.needsUpdate = value;
 		uniforms.rectAreaLights.needsUpdate = value;
 		uniforms.hemisphereLights.needsUpdate = value;
+		uniforms.directionalShadowMap.needsUpdate = value;
+		uniforms.directionalShadowMatrix.needsUpdate = value;
+		uniforms.spotShadowMap.needsUpdate = value;
+		uniforms.spotShadowMatrix.needsUpdate = value;
+		uniforms.pointShadowMap.needsUpdate = value;
+		uniforms.pointShadowMatrix.needsUpdate = value;
 	}
 
 	function materialNeedsLights(material) {

+ 9 - 3
build/three.js

@@ -11715,7 +11715,7 @@
 
 		compileEquirectangularShader() {
 			if (this._equirectShader === null) {
-				this._equirectShader = _getEquirectShader();
+				this._equirectShader = _getEquirectMaterial();
 
 				this._compileMaterial(this._equirectShader);
 			}
@@ -11899,7 +11899,7 @@
 				this._cubemapShader.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1;
 			} else {
 				if (this._equirectShader === null) {
-					this._equirectShader = _getEquirectShader();
+					this._equirectShader = _getEquirectMaterial();
 				}
 			}
 
@@ -12190,7 +12190,7 @@
 		return shaderMaterial;
 	}
 
-	function _getEquirectShader() {
+	function _getEquirectMaterial() {
 		const shaderMaterial = new ShaderMaterial({
 			name: 'EquirectangularToCubeUV',
 			uniforms: {
@@ -20346,6 +20346,12 @@
 			uniforms.spotLightShadows.needsUpdate = value;
 			uniforms.rectAreaLights.needsUpdate = value;
 			uniforms.hemisphereLights.needsUpdate = value;
+			uniforms.directionalShadowMap.needsUpdate = value;
+			uniforms.directionalShadowMatrix.needsUpdate = value;
+			uniforms.spotShadowMap.needsUpdate = value;
+			uniforms.spotShadowMatrix.needsUpdate = value;
+			uniforms.pointShadowMap.needsUpdate = value;
+			uniforms.pointShadowMatrix.needsUpdate = value;
 		}
 
 		function materialNeedsLights(material) {

文件差異過大導致無法顯示
+ 0 - 0
build/three.min.js


+ 10 - 3
build/three.module.js

@@ -15297,7 +15297,7 @@ class PMREMGenerator {
 
 		if ( this._equirectShader === null ) {
 
-			this._equirectShader = _getEquirectShader();
+			this._equirectShader = _getEquirectMaterial();
 			this._compileMaterial( this._equirectShader );
 
 		}
@@ -15524,7 +15524,7 @@ class PMREMGenerator {
 
 			if ( this._equirectShader === null ) {
 
-				this._equirectShader = _getEquirectShader();
+				this._equirectShader = _getEquirectMaterial();
 
 			}
 
@@ -15879,7 +15879,7 @@ function _getBlurShader( lodMax, width, height ) {
 
 }
 
-function _getEquirectShader() {
+function _getEquirectMaterial() {
 
 	const shaderMaterial = new ShaderMaterial( {
 
@@ -27785,6 +27785,13 @@ function WebGLRenderer( parameters = {} ) {
 		uniforms.rectAreaLights.needsUpdate = value;
 		uniforms.hemisphereLights.needsUpdate = value;
 
+		uniforms.directionalShadowMap.needsUpdate = value;
+		uniforms.directionalShadowMatrix.needsUpdate = value;
+		uniforms.spotShadowMap.needsUpdate = value;
+		uniforms.spotShadowMatrix.needsUpdate = value;
+		uniforms.pointShadowMap.needsUpdate = value;
+		uniforms.pointShadowMatrix.needsUpdate = value;
+
 	}
 
 	function materialNeedsLights( material ) {

部分文件因文件數量過多而無法顯示