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Refactored default uniforms out of Fresnel shader and ubershader into buildProgram.

Also yet another fix for car demo load progress.
alteredq 14 years ago
parent
commit
8f06a4f37d

+ 9 - 10
build/Three.js

@@ -123,13 +123,12 @@ x.setAttribute("y1",V.positionScreen.y);x.setAttribute("x2",ba.positionScreen.x)
 -H;F.positionScreen.x*=E;F.positionScreen.y*=-H;P.positionScreen.x*=E;P.positionScreen.y*=-H;s.addPoint(w.positionScreen.x,w.positionScreen.y);s.addPoint(F.positionScreen.x,F.positionScreen.y);s.addPoint(P.positionScreen.x,P.positionScreen.y);if(O.instersects(s)){C=0;for(A=K.meshMaterial.length;C<A;){L=K.meshMaterial[C++];if(L instanceof THREE.MeshFaceMaterial){V=0;for(ba=K.faceMaterial.length;V<ba;)(L=K.faceMaterial[V++])&&c(w,F,P,K,L,p)}else L&&c(w,F,P,K,L,p)}}}else if(K instanceof THREE.RenderableFace4){w=
 K.v1;F=K.v2;P=K.v3;N=K.v4;w.positionScreen.x*=E;w.positionScreen.y*=-H;F.positionScreen.x*=E;F.positionScreen.y*=-H;P.positionScreen.x*=E;P.positionScreen.y*=-H;N.positionScreen.x*=E;N.positionScreen.y*=-H;s.addPoint(w.positionScreen.x,w.positionScreen.y);s.addPoint(F.positionScreen.x,F.positionScreen.y);s.addPoint(P.positionScreen.x,P.positionScreen.y);s.addPoint(N.positionScreen.x,N.positionScreen.y);if(O.instersects(s)){C=0;for(A=K.meshMaterial.length;C<A;){L=K.meshMaterial[C++];if(L instanceof
 THREE.MeshFaceMaterial){V=0;for(ba=K.faceMaterial.length;V<ba;)(L=K.faceMaterial[V++])&&e(w,F,P,N,K,L,p)}else L&&e(w,F,P,N,K,L,p)}}}}}};
-THREE.WebGLRenderer=function(a){function c(f,d){var i=b.createProgram();b.attachShader(i,h("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+f));b.attachShader(i,h("vertex",d));b.linkProgram(i);if(!b.getProgramParameter(i,b.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+b.getProgramParameter(i,b.VALIDATE_STATUS));alert(b.getError())}i.uniforms={};return i}function e(f,d){var i,o,k;i=0;for(o=d.length;i<o;i++){k=d[i];f.uniforms[k]=b.getUniformLocation(f,k)}}
-function g(f){f.position=b.getAttribLocation(f,"position");b.enableVertexAttribArray(f.position);f.normal=b.getAttribLocation(f,"normal");b.enableVertexAttribArray(f.normal);f.uv=b.getAttribLocation(f,"uv");b.enableVertexAttribArray(f.uv)}function h(f,d){var i;if(f=="fragment")i=b.createShader(b.FRAGMENT_SHADER);else if(f=="vertex")i=b.createShader(b.VERTEX_SHADER);b.shaderSource(i,d);b.compileShader(i);if(!b.getShaderParameter(i,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(i));return null}return i}
-function q(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var m=document.createElement("canvas"),b,l,y,E=new THREE.Matrix4,H,w=new Float32Array(16),F=new Float32Array(16),P=new Float32Array(16),N=new Float32Array(9),O=new Float32Array(16);a=function(f,d){if(f){var i,o,k,j=pointLights=maxDirLights=maxPointLights=0;i=0;for(o=f.lights.length;i<o;i++){k=f.lights[i];k instanceof THREE.DirectionalLight&&
-j++;k instanceof THREE.PointLight&&pointLights++}if(pointLights+j<=d){maxDirLights=j;maxPointLights=pointLights}else{maxDirLights=Math.ceil(d*j/(pointLights+j));maxPointLights=d-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:d-1}}(a,4);this.domElement=m;this.autoClear=true;try{b=m.getContext("experimental-webgl",{antialias:true})}catch(s){}if(!b){alert("WebGL not supported");throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);
-b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,d){var i=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform vec3 cameraPosition;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
-f?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",f?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",d?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",d?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 objMatrix;\nuniform mat4 viewMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",d?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":
-"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
+THREE.WebGLRenderer=function(a){function c(f,d){var i=b.createProgram();b.attachShader(i,h("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+f));b.attachShader(i,h("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\n"+d));b.linkProgram(i);if(!b.getProgramParameter(i,b.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+b.getProgramParameter(i,b.VALIDATE_STATUS));alert(b.getError())}i.uniforms=
+{};return i}function e(f,d){var i,o,k;i=0;for(o=d.length;i<o;i++){k=d[i];f.uniforms[k]=b.getUniformLocation(f,k)}}function g(f){f.position=b.getAttribLocation(f,"position");b.enableVertexAttribArray(f.position);f.normal=b.getAttribLocation(f,"normal");b.enableVertexAttribArray(f.normal);f.uv=b.getAttribLocation(f,"uv");b.enableVertexAttribArray(f.uv)}function h(f,d){var i;if(f=="fragment")i=b.createShader(b.FRAGMENT_SHADER);else if(f=="vertex")i=b.createShader(b.VERTEX_SHADER);b.shaderSource(i,d);
+b.compileShader(i);if(!b.getShaderParameter(i,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(i));return null}return i}function q(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var m=document.createElement("canvas"),b,l,y,E=new THREE.Matrix4,H,w=new Float32Array(16),F=new Float32Array(16),P=new Float32Array(16),N=new Float32Array(9),O=new Float32Array(16);a=function(f,d){if(f){var i,o,k,j=pointLights=
+maxDirLights=maxPointLights=0;i=0;for(o=f.lights.length;i<o;i++){k=f.lights[i];k instanceof THREE.DirectionalLight&&j++;k instanceof THREE.PointLight&&pointLights++}if(pointLights+j<=d){maxDirLights=j;maxPointLights=pointLights}else{maxDirLights=Math.ceil(d*j/(pointLights+j));maxPointLights=d-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:d-1}}(a,4);this.domElement=m;this.autoClear=true;try{b=m.getContext("experimental-webgl",{antialias:true})}catch(s){}if(!b){alert("WebGL not supported");
+throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,d){var i=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
+f?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",f?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",d?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",d?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",d?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
 f?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",f?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",f?"float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );":"",f?"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;":"",f?"}":"",d?"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {":"",d?"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );":"",d?"vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );":
 "",d?"float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );":"",d?"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;":"",d?"}":"","}\nvNormal = transformedNormal;\nvUv = uv;\nif ( useRefract ) {\nvReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );\n} else {\nvReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );\n}\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n"),
 o=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","uniform int material;\nuniform bool enableMap;\nuniform bool enableCubeMap;\nuniform bool mixEnvMap;\nuniform samplerCube tCube;\nuniform float mReflectivity;\nuniform sampler2D tMap;\nuniform vec4 mColor;\nuniform float mOpacity;\nuniform vec4 mAmbient;\nuniform vec4 mSpecular;\nuniform float mShininess;\nuniform float m2Near;\nuniform float mFarPlusNear;\nuniform float mFarMinusNear;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;",
@@ -138,7 +137,7 @@ d?"vec4 pointDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );":"",d?"vec4 pointSpecular =
 "",d?"pointSpecularWeight = pow( pointDotNormalHalf, mShininess );":"",d?"pointDiffuse  += mColor * pointDiffuseWeight;":"",d?"pointSpecular += mSpecular * pointSpecularWeight;":"",d?"}":"",f?"vec4 dirDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );":"",f?"vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );":"",f?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",f?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",f?"vec3 dirVector = normalize( lDirection.xyz );":"",f?"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );":
 "",f?"float dirDotNormalHalf = dot( normal, dirHalfVector );":"",f?"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );":"",f?"float dirSpecularWeight = 0.0;":"",f?"if ( dirDotNormalHalf >= 0.0 )":"",f?"dirSpecularWeight = pow( dirDotNormalHalf, mShininess );":"",f?"dirDiffuse  += mColor * dirDiffuseWeight;":"",f?"dirSpecular += mSpecular * dirSpecularWeight;":"",f?"}":"","vec4 totalLight = mAmbient;",f?"totalLight += dirDiffuse + dirSpecular;":"",d?"totalLight += pointDiffuse + pointSpecular;":
 "","if ( mixEnvMap ) {\ngl_FragColor = vec4( mix( mapColor.rgb * totalLight.xyz * vLightWeighting, cubeColor.rgb, mReflectivity ), mapColor.a );\n} else {\ngl_FragColor = vec4( mapColor.rgb * cubeColor.rgb * totalLight.xyz * vLightWeighting, mapColor.a );\n}\n} else if ( material == 1 ) {\nif ( mixEnvMap ) {\ngl_FragColor = vec4( mix( mColor.rgb * mapColor.rgb * vLightWeighting, cubeColor.rgb, mReflectivity ), mColor.a * mapColor.a );\n} else {\ngl_FragColor = vec4( mColor.rgb * mapColor.rgb * cubeColor.rgb * vLightWeighting, mColor.a * mapColor.a );\n}\n} else {\nif ( mixEnvMap ) {\ngl_FragColor = mix( mColor * mapColor, cubeColor, mReflectivity );\n} else {\ngl_FragColor = mColor * mapColor * cubeColor;\n}\n}\n}"].join("\n");
-l=c(o,i);b.useProgram(l);e(l,["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objMatrix","cameraPosition","enableLighting","ambientLightColor","material","mColor","mAmbient","mSpecular","mShininess","mOpacity","enableMap","tMap","enableCubeMap","tCube","mixEnvMap","mReflectivity","mRefractionRatio","useRefract","m2Near","mFarPlusNear","mFarMinusNear"]);f&&e(l,["directionalLightNumber","directionalLightColor","directionalLightDirection"]);d&&e(l,["pointLightNumber","pointLightColor",
+l=c(o,i);b.useProgram(l);e(l,["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","enableLighting","ambientLightColor","material","mColor","mAmbient","mSpecular","mShininess","mOpacity","enableMap","tMap","enableCubeMap","tCube","mixEnvMap","mReflectivity","mRefractionRatio","useRefract","m2Near","mFarPlusNear","mFarMinusNear"]);f&&e(l,["directionalLightNumber","directionalLightColor","directionalLightDirection"]);d&&e(l,["pointLightNumber","pointLightColor",
 "pointLightPosition"]);b.uniform1i(l.uniforms.enableMap,0);b.uniform1i(l.uniforms.tMap,0);b.uniform1i(l.uniforms.enableCubeMap,0);b.uniform1i(l.uniforms.tCube,1);b.uniform1i(l.uniforms.mixEnvMap,0);b.uniform1i(l.uniforms.useRefract,0);g(l)})(a.directional,a.point);this.setSize=function(f,d){m.width=f;m.height=d;b.viewport(0,0,m.width,m.height)};this.clear=function(){b.clear(b.COLOR_BUFFER_BIT|b.DEPTH_BUFFER_BIT)};this.setupLights=function(f,d){var i,o,k,j,n,t=[],Q=[],r=[];j=[];n=[];b.uniform1i(f.uniforms.enableLighting,
 d.lights.length);i=0;for(o=d.lights.length;i<o;i++){k=d.lights[i];if(k instanceof THREE.AmbientLight)t.push(k);else if(k instanceof THREE.DirectionalLight)r.push(k);else k instanceof THREE.PointLight&&Q.push(k)}i=k=j=n=0;for(o=t.length;i<o;i++){k+=t[i].color.r;j+=t[i].color.g;n+=t[i].color.b}b.uniform3f(f.uniforms.ambientLightColor,k,j,n);j=[];n=[];i=0;for(o=r.length;i<o;i++){k=r[i];j.push(k.color.r*k.intensity);j.push(k.color.g*k.intensity);j.push(k.color.b*k.intensity);n.push(k.position.x);n.push(k.position.y);
 n.push(k.position.z)}if(r.length){b.uniform1i(f.uniforms.directionalLightNumber,r.length);b.uniform3fv(f.uniforms.directionalLightDirection,n);b.uniform3fv(f.uniforms.directionalLightColor,j)}j=[];n=[];i=0;for(o=Q.length;i<o;i++){k=Q[i];j.push(k.color.r*k.intensity);j.push(k.color.g*k.intensity);j.push(k.color.b*k.intensity);n.push(k.position.x);n.push(k.position.y);n.push(k.position.z)}if(Q.length){b.uniform1i(f.uniforms.pointLightNumber,Q.length);b.uniform3fv(f.uniforms.pointLightPosition,n);b.uniform3fv(f.uniforms.pointLightColor,
@@ -147,7 +146,7 @@ k;i=0;for(o=p.faces.length;i<o;i++){k=p.faces[i];j=f.geometry.faces[k];n=j.verte
 z+1,z+2);x.push(z,z+1);x.push(z,z+2);x.push(z+1,z+2);z+=3}else if(j instanceof THREE.Face4){t=f.geometry.vertices[j.a].position;Q=f.geometry.vertices[j.b].position;r=f.geometry.vertices[j.c].position;j=f.geometry.vertices[j.d].position;v.push(t.x,t.y,t.z);v.push(Q.x,Q.y,Q.z);v.push(r.x,r.y,r.z);v.push(j.x,j.y,j.z);if(n.length==4&&B)for(j=0;j<4;j++)U.push(n[j].x,n[j].y,n[j].z);else for(j=0;j<4;j++)U.push(faceNormal.x,faceNormal.y,faceNormal.z);if(k)for(j=0;j<4;j++)I.push(k[j].u,k[j].v);T.push(z,z+
 1,z+2);T.push(z,z+2,z+3);x.push(z,z+1);x.push(z,z+2);x.push(z,z+3);x.push(z+1,z+2);x.push(z+2,z+3);z+=4}}if(v.length){p.__webGLVertexBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,p.__webGLVertexBuffer);b.bufferData(b.ARRAY_BUFFER,new Float32Array(v),b.STATIC_DRAW);p.__webGLNormalBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,p.__webGLNormalBuffer);b.bufferData(b.ARRAY_BUFFER,new Float32Array(U),b.STATIC_DRAW);p.__webGLUVBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,p.__webGLUVBuffer);
 b.bufferData(b.ARRAY_BUFFER,new Float32Array(I),b.STATIC_DRAW);p.__webGLFaceBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,p.__webGLFaceBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(T),b.STATIC_DRAW);p.__webGLLineBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,p.__webGLLineBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(x),b.STATIC_DRAW);p.__webGLFaceCount=T.length;p.__webGLLineCount=x.length}};this.renderBuffer=function(f,d,i){var o,k,j,n,t,Q,r,
-T,x,v;if(d instanceof THREE.MeshShaderMaterial){if(!d.program){d.program=c(d.fragment_shader,d.vertex_shader);t=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objMatrix","cameraPosition"];for(v in d.uniforms)t.push(v);e(d.program,t);g(d.program)}v=d.program}else v=l;if(v!=y){b.useProgram(v);y=v}if(d instanceof THREE.MeshShaderMaterial){t=v;T=d.uniforms;var U,I;for(k in T){U=T[k].type;x=T[k].value;I=t.uniforms[k];if(U=="i")b.uniform1i(I,x);else if(U=="f")b.uniform1f(I,x);else if(U==
+T,x,v;if(d instanceof THREE.MeshShaderMaterial){if(!d.program){d.program=c(d.fragment_shader,d.vertex_shader);t=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition"];for(v in d.uniforms)t.push(v);e(d.program,t);g(d.program)}v=d.program}else v=l;if(v!=y){b.useProgram(v);y=v}if(d instanceof THREE.MeshShaderMaterial){t=v;T=d.uniforms;var U,I;for(k in T){U=T[k].type;x=T[k].value;I=t.uniforms[k];if(U=="i")b.uniform1i(I,x);else if(U=="f")b.uniform1f(I,x);else if(U==
 "t"){b.uniform1i(I,x);x=T[k].texture;if(x instanceof THREE.TextureCube&&x.image.length==6){if(!x.image.__webGLTextureCube&&!x.image.__cubeMapInitialized&&x.image.loadCount==6){x.image.__webGLTextureCube=b.createTexture();b.bindTexture(b.TEXTURE_CUBE_MAP,x.image.__webGLTextureCube);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_CUBE_MAP,
 b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);for(U=0;U<6;++U)b.texImage2D(b.TEXTURE_CUBE_MAP_POSITIVE_X+U,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,x.image[U]);b.generateMipmap(b.TEXTURE_CUBE_MAP);b.bindTexture(b.TEXTURE_CUBE_MAP,null);x.image.__cubeMapInitialized=true}b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_CUBE_MAP,x.image.__webGLTextureCube)}}}this.loadCamera(v,f);this.loadMatrices(v)}else if(d instanceof THREE.MeshPhongMaterial||d instanceof THREE.MeshLambertMaterial||d instanceof THREE.MeshBasicMaterial){f=
 d.color;o=d.opacity;j=d.wireframe;n=d.wireframe_linewidth;Q=d.map;r=d.env_map;t=d.combine==THREE.Mix;k=d.reflectivity;x=d.env_map&&d.env_map.mapping==THREE.RefractionMap;T=d.refraction_ratio;b.uniform4f(v.uniforms.mColor,f.r*o,f.g*o,f.b*o,o);b.uniform1i(v.uniforms.mixEnvMap,t);b.uniform1f(v.uniforms.mReflectivity,k);b.uniform1i(v.uniforms.useRefract,x);b.uniform1f(v.uniforms.mRefractionRatio,T)}if(d instanceof THREE.MeshNormalMaterial){o=d.opacity;b.uniform1f(v.uniforms.mOpacity,o);b.uniform1i(v.uniforms.material,
@@ -161,7 +160,7 @@ b.UNSIGNED_SHORT,0)}else{b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,i.__webGLFaceBuffer
 this.renderBuffer(f,r,i)}}};this.render=function(f,d){var i,o;this.initWebGLObjects(f);this.autoClear&&this.clear();d.autoUpdateMatrix&&d.updateMatrix();this.loadCamera(l,d);this.setupLights(l,f);i=0;for(o=f.__webGLObjects.length;i<o;i++){webGLObject=f.__webGLObjects[i];if(webGLObject.__object.visible){this.setupMatrices(webGLObject.__object,d);this.loadMatrices(l);this.renderPass(d,webGLObject.__object,webGLObject,THREE.NormalBlending,false)}}i=0;for(o=f.__webGLObjects.length;i<o;i++){webGLObject=
 f.__webGLObjects[i];if(webGLObject.__object.visible){this.setupMatrices(webGLObject.__object,d);this.loadMatrices(l);this.renderPass(d,webGLObject.__object,webGLObject,THREE.AdditiveBlending,false);this.renderPass(d,webGLObject.__object,webGLObject,THREE.SubtractiveBlending,false);this.renderPass(d,webGLObject.__object,webGLObject,THREE.AdditiveBlending,true);this.renderPass(d,webGLObject.__object,webGLObject,THREE.SubtractiveBlending,true);this.renderPass(d,webGLObject.__object,webGLObject,THREE.NormalBlending,
 true)}}};this.initWebGLObjects=function(f){var d,i,o,k,j;if(!f.__webGLObjects)f.__webGLObjects=[];d=0;for(i=f.objects.length;d<i;d++){o=f.objects[d];if(o instanceof THREE.Mesh)for(k in o.materialFaceGroup){j=o.materialFaceGroup[k];if(!j.__webGLVertexBuffer){this.createBuffers(o,k);j.__object=o;f.__webGLObjects.push(j)}}}};this.removeObject=function(f,d){var i,o;for(i=f.__webGLObjects.length-1;i>=0;i--){o=f.__webGLObjects[i].__object;d==o&&f.__webGLObjects.splice(i,1)}};this.setupMatrices=function(f,
-d){f.autoUpdateMatrix&&f.updateMatrix();E.multiply(d.matrix,f.matrix);w.set(d.matrix.flatten());F.set(E.flatten());P.set(d.projectionMatrix.flatten());H=THREE.Matrix4.makeInvert3x3(E).transpose();N.set(H.m);O.set(f.matrix.flatten())};this.loadMatrices=function(f){b.uniformMatrix4fv(f.uniforms.viewMatrix,false,w);b.uniformMatrix4fv(f.uniforms.modelViewMatrix,false,F);b.uniformMatrix4fv(f.uniforms.projectionMatrix,false,P);b.uniformMatrix3fv(f.uniforms.normalMatrix,false,N);b.uniformMatrix4fv(f.uniforms.objMatrix,
+d){f.autoUpdateMatrix&&f.updateMatrix();E.multiply(d.matrix,f.matrix);w.set(d.matrix.flatten());F.set(E.flatten());P.set(d.projectionMatrix.flatten());H=THREE.Matrix4.makeInvert3x3(E).transpose();N.set(H.m);O.set(f.matrix.flatten())};this.loadMatrices=function(f){b.uniformMatrix4fv(f.uniforms.viewMatrix,false,w);b.uniformMatrix4fv(f.uniforms.modelViewMatrix,false,F);b.uniformMatrix4fv(f.uniforms.projectionMatrix,false,P);b.uniformMatrix3fv(f.uniforms.normalMatrix,false,N);b.uniformMatrix4fv(f.uniforms.objectMatrix,
 false,O)};this.loadCamera=function(f,d){b.uniform3f(f.uniforms.cameraPosition,d.position.x,d.position.y,d.position.z)};this.setBlending=function(f){switch(f){case THREE.AdditiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE);break;case THREE.SubtractiveBlending:b.blendFunc(b.DST_COLOR,b.ZERO);break;default:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA)}};this.setFaceCulling=function(f,d){if(f){!d||d=="ccw"?b.frontFace(b.CCW):b.frontFace(b.CW);if(f=="back")b.cullFace(b.BACK);
 else f=="front"?b.cullFace(b.FRONT):b.cullFace(b.FRONT_AND_BACK);b.enable(b.CULL_FACE)}else b.disable(b.CULL_FACE)}};
 THREE.RenderableFace3=function(){this.z=null;this.v1=new THREE.Vertex;this.v2=new THREE.Vertex;this.v3=new THREE.Vertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.meshMaterial=null;this.overdraw=false;this.uvs=[null,null,null]};

+ 9 - 10
build/ThreeDebug.js

@@ -124,13 +124,12 @@ x.setAttribute("y1",V.positionScreen.y);x.setAttribute("x2",ba.positionScreen.x)
 -I;F.positionScreen.x*=E;F.positionScreen.y*=-I;Q.positionScreen.x*=E;Q.positionScreen.y*=-I;r.addPoint(w.positionScreen.x,w.positionScreen.y);r.addPoint(F.positionScreen.x,F.positionScreen.y);r.addPoint(Q.positionScreen.x,Q.positionScreen.y);if(P.instersects(r)){C=0;for(A=H.meshMaterial.length;C<A;){M=H.meshMaterial[C++];if(M instanceof THREE.MeshFaceMaterial){V=0;for(ba=H.faceMaterial.length;V<ba;)(M=H.faceMaterial[V++])&&c(w,F,Q,H,M,p)}else M&&c(w,F,Q,H,M,p)}}}else if(H instanceof THREE.RenderableFace4){w=
 H.v1;F=H.v2;Q=H.v3;O=H.v4;w.positionScreen.x*=E;w.positionScreen.y*=-I;F.positionScreen.x*=E;F.positionScreen.y*=-I;Q.positionScreen.x*=E;Q.positionScreen.y*=-I;O.positionScreen.x*=E;O.positionScreen.y*=-I;r.addPoint(w.positionScreen.x,w.positionScreen.y);r.addPoint(F.positionScreen.x,F.positionScreen.y);r.addPoint(Q.positionScreen.x,Q.positionScreen.y);r.addPoint(O.positionScreen.x,O.positionScreen.y);if(P.instersects(r)){C=0;for(A=H.meshMaterial.length;C<A;){M=H.meshMaterial[C++];if(M instanceof
 THREE.MeshFaceMaterial){V=0;for(ba=H.faceMaterial.length;V<ba;)(M=H.faceMaterial[V++])&&e(w,F,Q,O,H,M,p)}else M&&e(w,F,Q,O,H,M,p)}}}}}};
-THREE.WebGLRenderer=function(a){function c(f,d){var i=b.createProgram();b.attachShader(i,h("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+f));b.attachShader(i,h("vertex",d));b.linkProgram(i);if(!b.getProgramParameter(i,b.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+b.getProgramParameter(i,b.VALIDATE_STATUS));alert(b.getError())}i.uniforms={};return i}function e(f,d){var i,o,k;i=0;for(o=d.length;i<o;i++){k=d[i];f.uniforms[k]=b.getUniformLocation(f,k)}}
-function g(f){f.position=b.getAttribLocation(f,"position");b.enableVertexAttribArray(f.position);f.normal=b.getAttribLocation(f,"normal");b.enableVertexAttribArray(f.normal);f.uv=b.getAttribLocation(f,"uv");b.enableVertexAttribArray(f.uv)}function h(f,d){var i;if(f=="fragment")i=b.createShader(b.FRAGMENT_SHADER);else if(f=="vertex")i=b.createShader(b.VERTEX_SHADER);b.shaderSource(i,d);b.compileShader(i);if(!b.getShaderParameter(i,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(i));return null}return i}
-function q(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var m=document.createElement("canvas"),b,l,y,E=new THREE.Matrix4,I,w=new Float32Array(16),F=new Float32Array(16),Q=new Float32Array(16),O=new Float32Array(9),P=new Float32Array(16);a=function(f,d){if(f){var i,o,k,j=pointLights=maxDirLights=maxPointLights=0;i=0;for(o=f.lights.length;i<o;i++){k=f.lights[i];k instanceof THREE.DirectionalLight&&
-j++;k instanceof THREE.PointLight&&pointLights++}if(pointLights+j<=d){maxDirLights=j;maxPointLights=pointLights}else{maxDirLights=Math.ceil(d*j/(pointLights+j));maxPointLights=d-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:d-1}}(a,4);this.domElement=m;this.autoClear=true;try{b=m.getContext("experimental-webgl",{antialias:true})}catch(r){}if(!b){alert("WebGL not supported");throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);
-b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,d){var i=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform vec3 cameraPosition;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
-f?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",f?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",d?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",d?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 objMatrix;\nuniform mat4 viewMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",d?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":
-"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
+THREE.WebGLRenderer=function(a){function c(f,d){var i=b.createProgram();b.attachShader(i,h("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+f));b.attachShader(i,h("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\n"+d));b.linkProgram(i);if(!b.getProgramParameter(i,b.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+b.getProgramParameter(i,b.VALIDATE_STATUS));alert(b.getError())}i.uniforms=
+{};return i}function e(f,d){var i,o,k;i=0;for(o=d.length;i<o;i++){k=d[i];f.uniforms[k]=b.getUniformLocation(f,k)}}function g(f){f.position=b.getAttribLocation(f,"position");b.enableVertexAttribArray(f.position);f.normal=b.getAttribLocation(f,"normal");b.enableVertexAttribArray(f.normal);f.uv=b.getAttribLocation(f,"uv");b.enableVertexAttribArray(f.uv)}function h(f,d){var i;if(f=="fragment")i=b.createShader(b.FRAGMENT_SHADER);else if(f=="vertex")i=b.createShader(b.VERTEX_SHADER);b.shaderSource(i,d);
+b.compileShader(i);if(!b.getShaderParameter(i,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(i));return null}return i}function q(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var m=document.createElement("canvas"),b,l,y,E=new THREE.Matrix4,I,w=new Float32Array(16),F=new Float32Array(16),Q=new Float32Array(16),O=new Float32Array(9),P=new Float32Array(16);a=function(f,d){if(f){var i,o,k,j=pointLights=
+maxDirLights=maxPointLights=0;i=0;for(o=f.lights.length;i<o;i++){k=f.lights[i];k instanceof THREE.DirectionalLight&&j++;k instanceof THREE.PointLight&&pointLights++}if(pointLights+j<=d){maxDirLights=j;maxPointLights=pointLights}else{maxDirLights=Math.ceil(d*j/(pointLights+j));maxPointLights=d-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:d-1}}(a,4);this.domElement=m;this.autoClear=true;try{b=m.getContext("experimental-webgl",{antialias:true})}catch(r){}if(!b){alert("WebGL not supported");
+throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,d){var i=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
+f?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",f?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",d?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",d?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",d?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
 f?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",f?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",f?"float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );":"",f?"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;":"",f?"}":"",d?"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {":"",d?"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );":"",d?"vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );":
 "",d?"float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );":"",d?"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;":"",d?"}":"","}\nvNormal = transformedNormal;\nvUv = uv;\nif ( useRefract ) {\nvReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );\n} else {\nvReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );\n}\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n"),
 o=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","uniform int material;\nuniform bool enableMap;\nuniform bool enableCubeMap;\nuniform bool mixEnvMap;\nuniform samplerCube tCube;\nuniform float mReflectivity;\nuniform sampler2D tMap;\nuniform vec4 mColor;\nuniform float mOpacity;\nuniform vec4 mAmbient;\nuniform vec4 mSpecular;\nuniform float mShininess;\nuniform float m2Near;\nuniform float mFarPlusNear;\nuniform float mFarMinusNear;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;",
@@ -139,7 +138,7 @@ d?"vec4 pointDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );":"",d?"vec4 pointSpecular =
 "",d?"pointSpecularWeight = pow( pointDotNormalHalf, mShininess );":"",d?"pointDiffuse  += mColor * pointDiffuseWeight;":"",d?"pointSpecular += mSpecular * pointSpecularWeight;":"",d?"}":"",f?"vec4 dirDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );":"",f?"vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );":"",f?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",f?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",f?"vec3 dirVector = normalize( lDirection.xyz );":"",f?"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );":
 "",f?"float dirDotNormalHalf = dot( normal, dirHalfVector );":"",f?"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );":"",f?"float dirSpecularWeight = 0.0;":"",f?"if ( dirDotNormalHalf >= 0.0 )":"",f?"dirSpecularWeight = pow( dirDotNormalHalf, mShininess );":"",f?"dirDiffuse  += mColor * dirDiffuseWeight;":"",f?"dirSpecular += mSpecular * dirSpecularWeight;":"",f?"}":"","vec4 totalLight = mAmbient;",f?"totalLight += dirDiffuse + dirSpecular;":"",d?"totalLight += pointDiffuse + pointSpecular;":
 "","if ( mixEnvMap ) {\ngl_FragColor = vec4( mix( mapColor.rgb * totalLight.xyz * vLightWeighting, cubeColor.rgb, mReflectivity ), mapColor.a );\n} else {\ngl_FragColor = vec4( mapColor.rgb * cubeColor.rgb * totalLight.xyz * vLightWeighting, mapColor.a );\n}\n} else if ( material == 1 ) {\nif ( mixEnvMap ) {\ngl_FragColor = vec4( mix( mColor.rgb * mapColor.rgb * vLightWeighting, cubeColor.rgb, mReflectivity ), mColor.a * mapColor.a );\n} else {\ngl_FragColor = vec4( mColor.rgb * mapColor.rgb * cubeColor.rgb * vLightWeighting, mColor.a * mapColor.a );\n}\n} else {\nif ( mixEnvMap ) {\ngl_FragColor = mix( mColor * mapColor, cubeColor, mReflectivity );\n} else {\ngl_FragColor = mColor * mapColor * cubeColor;\n}\n}\n}"].join("\n");
-l=c(o,i);b.useProgram(l);e(l,["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objMatrix","cameraPosition","enableLighting","ambientLightColor","material","mColor","mAmbient","mSpecular","mShininess","mOpacity","enableMap","tMap","enableCubeMap","tCube","mixEnvMap","mReflectivity","mRefractionRatio","useRefract","m2Near","mFarPlusNear","mFarMinusNear"]);f&&e(l,["directionalLightNumber","directionalLightColor","directionalLightDirection"]);d&&e(l,["pointLightNumber","pointLightColor",
+l=c(o,i);b.useProgram(l);e(l,["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","enableLighting","ambientLightColor","material","mColor","mAmbient","mSpecular","mShininess","mOpacity","enableMap","tMap","enableCubeMap","tCube","mixEnvMap","mReflectivity","mRefractionRatio","useRefract","m2Near","mFarPlusNear","mFarMinusNear"]);f&&e(l,["directionalLightNumber","directionalLightColor","directionalLightDirection"]);d&&e(l,["pointLightNumber","pointLightColor",
 "pointLightPosition"]);b.uniform1i(l.uniforms.enableMap,0);b.uniform1i(l.uniforms.tMap,0);b.uniform1i(l.uniforms.enableCubeMap,0);b.uniform1i(l.uniforms.tCube,1);b.uniform1i(l.uniforms.mixEnvMap,0);b.uniform1i(l.uniforms.useRefract,0);g(l)})(a.directional,a.point);this.setSize=function(f,d){m.width=f;m.height=d;b.viewport(0,0,m.width,m.height)};this.clear=function(){b.clear(b.COLOR_BUFFER_BIT|b.DEPTH_BUFFER_BIT)};this.setupLights=function(f,d){var i,o,k,j,n,t=[],R=[],s=[];j=[];n=[];b.uniform1i(f.uniforms.enableLighting,
 d.lights.length);i=0;for(o=d.lights.length;i<o;i++){k=d.lights[i];if(k instanceof THREE.AmbientLight)t.push(k);else if(k instanceof THREE.DirectionalLight)s.push(k);else k instanceof THREE.PointLight&&R.push(k)}i=k=j=n=0;for(o=t.length;i<o;i++){k+=t[i].color.r;j+=t[i].color.g;n+=t[i].color.b}b.uniform3f(f.uniforms.ambientLightColor,k,j,n);j=[];n=[];i=0;for(o=s.length;i<o;i++){k=s[i];j.push(k.color.r*k.intensity);j.push(k.color.g*k.intensity);j.push(k.color.b*k.intensity);n.push(k.position.x);n.push(k.position.y);
 n.push(k.position.z)}if(s.length){b.uniform1i(f.uniforms.directionalLightNumber,s.length);b.uniform3fv(f.uniforms.directionalLightDirection,n);b.uniform3fv(f.uniforms.directionalLightColor,j)}j=[];n=[];i=0;for(o=R.length;i<o;i++){k=R[i];j.push(k.color.r*k.intensity);j.push(k.color.g*k.intensity);j.push(k.color.b*k.intensity);n.push(k.position.x);n.push(k.position.y);n.push(k.position.z)}if(R.length){b.uniform1i(f.uniforms.pointLightNumber,R.length);b.uniform3fv(f.uniforms.pointLightPosition,n);b.uniform3fv(f.uniforms.pointLightColor,
@@ -148,7 +147,7 @@ k;i=0;for(o=p.faces.length;i<o;i++){k=p.faces[i];j=f.geometry.faces[k];n=j.verte
 z+1,z+2);x.push(z,z+1);x.push(z,z+2);x.push(z+1,z+2);z+=3}else if(j instanceof THREE.Face4){t=f.geometry.vertices[j.a].position;R=f.geometry.vertices[j.b].position;s=f.geometry.vertices[j.c].position;j=f.geometry.vertices[j.d].position;v.push(t.x,t.y,t.z);v.push(R.x,R.y,R.z);v.push(s.x,s.y,s.z);v.push(j.x,j.y,j.z);if(n.length==4&&B)for(j=0;j<4;j++)U.push(n[j].x,n[j].y,n[j].z);else for(j=0;j<4;j++)U.push(faceNormal.x,faceNormal.y,faceNormal.z);if(k)for(j=0;j<4;j++)J.push(k[j].u,k[j].v);T.push(z,z+
 1,z+2);T.push(z,z+2,z+3);x.push(z,z+1);x.push(z,z+2);x.push(z,z+3);x.push(z+1,z+2);x.push(z+2,z+3);z+=4}}if(v.length){p.__webGLVertexBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,p.__webGLVertexBuffer);b.bufferData(b.ARRAY_BUFFER,new Float32Array(v),b.STATIC_DRAW);p.__webGLNormalBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,p.__webGLNormalBuffer);b.bufferData(b.ARRAY_BUFFER,new Float32Array(U),b.STATIC_DRAW);p.__webGLUVBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,p.__webGLUVBuffer);
 b.bufferData(b.ARRAY_BUFFER,new Float32Array(J),b.STATIC_DRAW);p.__webGLFaceBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,p.__webGLFaceBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(T),b.STATIC_DRAW);p.__webGLLineBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,p.__webGLLineBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(x),b.STATIC_DRAW);p.__webGLFaceCount=T.length;p.__webGLLineCount=x.length}};this.renderBuffer=function(f,d,i){var o,k,j,n,t,R,s,
-T,x,v;if(d instanceof THREE.MeshShaderMaterial){if(!d.program){d.program=c(d.fragment_shader,d.vertex_shader);t=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objMatrix","cameraPosition"];for(v in d.uniforms)t.push(v);e(d.program,t);g(d.program)}v=d.program}else v=l;if(v!=y){b.useProgram(v);y=v}if(d instanceof THREE.MeshShaderMaterial){t=v;T=d.uniforms;var U,J;for(k in T){U=T[k].type;x=T[k].value;J=t.uniforms[k];if(U=="i")b.uniform1i(J,x);else if(U=="f")b.uniform1f(J,x);else if(U==
+T,x,v;if(d instanceof THREE.MeshShaderMaterial){if(!d.program){d.program=c(d.fragment_shader,d.vertex_shader);t=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition"];for(v in d.uniforms)t.push(v);e(d.program,t);g(d.program)}v=d.program}else v=l;if(v!=y){b.useProgram(v);y=v}if(d instanceof THREE.MeshShaderMaterial){t=v;T=d.uniforms;var U,J;for(k in T){U=T[k].type;x=T[k].value;J=t.uniforms[k];if(U=="i")b.uniform1i(J,x);else if(U=="f")b.uniform1f(J,x);else if(U==
 "t"){b.uniform1i(J,x);x=T[k].texture;if(x instanceof THREE.TextureCube&&x.image.length==6){if(!x.image.__webGLTextureCube&&!x.image.__cubeMapInitialized&&x.image.loadCount==6){x.image.__webGLTextureCube=b.createTexture();b.bindTexture(b.TEXTURE_CUBE_MAP,x.image.__webGLTextureCube);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_CUBE_MAP,
 b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);for(U=0;U<6;++U)b.texImage2D(b.TEXTURE_CUBE_MAP_POSITIVE_X+U,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,x.image[U]);b.generateMipmap(b.TEXTURE_CUBE_MAP);b.bindTexture(b.TEXTURE_CUBE_MAP,null);x.image.__cubeMapInitialized=true}b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_CUBE_MAP,x.image.__webGLTextureCube)}}}this.loadCamera(v,f);this.loadMatrices(v)}else if(d instanceof THREE.MeshPhongMaterial||d instanceof THREE.MeshLambertMaterial||d instanceof THREE.MeshBasicMaterial){f=
 d.color;o=d.opacity;j=d.wireframe;n=d.wireframe_linewidth;R=d.map;s=d.env_map;t=d.combine==THREE.Mix;k=d.reflectivity;x=d.env_map&&d.env_map.mapping==THREE.RefractionMap;T=d.refraction_ratio;b.uniform4f(v.uniforms.mColor,f.r*o,f.g*o,f.b*o,o);b.uniform1i(v.uniforms.mixEnvMap,t);b.uniform1f(v.uniforms.mReflectivity,k);b.uniform1i(v.uniforms.useRefract,x);b.uniform1f(v.uniforms.mRefractionRatio,T)}if(d instanceof THREE.MeshNormalMaterial){o=d.opacity;b.uniform1f(v.uniforms.mOpacity,o);b.uniform1i(v.uniforms.material,
@@ -162,7 +161,7 @@ b.UNSIGNED_SHORT,0)}else{b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,i.__webGLFaceBuffer
 this.renderBuffer(f,s,i)}}};this.render=function(f,d){var i,o;this.initWebGLObjects(f);this.autoClear&&this.clear();d.autoUpdateMatrix&&d.updateMatrix();this.loadCamera(l,d);this.setupLights(l,f);i=0;for(o=f.__webGLObjects.length;i<o;i++){webGLObject=f.__webGLObjects[i];if(webGLObject.__object.visible){this.setupMatrices(webGLObject.__object,d);this.loadMatrices(l);this.renderPass(d,webGLObject.__object,webGLObject,THREE.NormalBlending,false)}}i=0;for(o=f.__webGLObjects.length;i<o;i++){webGLObject=
 f.__webGLObjects[i];if(webGLObject.__object.visible){this.setupMatrices(webGLObject.__object,d);this.loadMatrices(l);this.renderPass(d,webGLObject.__object,webGLObject,THREE.AdditiveBlending,false);this.renderPass(d,webGLObject.__object,webGLObject,THREE.SubtractiveBlending,false);this.renderPass(d,webGLObject.__object,webGLObject,THREE.AdditiveBlending,true);this.renderPass(d,webGLObject.__object,webGLObject,THREE.SubtractiveBlending,true);this.renderPass(d,webGLObject.__object,webGLObject,THREE.NormalBlending,
 true)}}};this.initWebGLObjects=function(f){var d,i,o,k,j;if(!f.__webGLObjects)f.__webGLObjects=[];d=0;for(i=f.objects.length;d<i;d++){o=f.objects[d];if(o instanceof THREE.Mesh)for(k in o.materialFaceGroup){j=o.materialFaceGroup[k];if(!j.__webGLVertexBuffer){this.createBuffers(o,k);j.__object=o;f.__webGLObjects.push(j)}}}};this.removeObject=function(f,d){var i,o;for(i=f.__webGLObjects.length-1;i>=0;i--){o=f.__webGLObjects[i].__object;d==o&&f.__webGLObjects.splice(i,1)}};this.setupMatrices=function(f,
-d){f.autoUpdateMatrix&&f.updateMatrix();E.multiply(d.matrix,f.matrix);w.set(d.matrix.flatten());F.set(E.flatten());Q.set(d.projectionMatrix.flatten());I=THREE.Matrix4.makeInvert3x3(E).transpose();O.set(I.m);P.set(f.matrix.flatten())};this.loadMatrices=function(f){b.uniformMatrix4fv(f.uniforms.viewMatrix,false,w);b.uniformMatrix4fv(f.uniforms.modelViewMatrix,false,F);b.uniformMatrix4fv(f.uniforms.projectionMatrix,false,Q);b.uniformMatrix3fv(f.uniforms.normalMatrix,false,O);b.uniformMatrix4fv(f.uniforms.objMatrix,
+d){f.autoUpdateMatrix&&f.updateMatrix();E.multiply(d.matrix,f.matrix);w.set(d.matrix.flatten());F.set(E.flatten());Q.set(d.projectionMatrix.flatten());I=THREE.Matrix4.makeInvert3x3(E).transpose();O.set(I.m);P.set(f.matrix.flatten())};this.loadMatrices=function(f){b.uniformMatrix4fv(f.uniforms.viewMatrix,false,w);b.uniformMatrix4fv(f.uniforms.modelViewMatrix,false,F);b.uniformMatrix4fv(f.uniforms.projectionMatrix,false,Q);b.uniformMatrix3fv(f.uniforms.normalMatrix,false,O);b.uniformMatrix4fv(f.uniforms.objectMatrix,
 false,P)};this.loadCamera=function(f,d){b.uniform3f(f.uniforms.cameraPosition,d.position.x,d.position.y,d.position.z)};this.setBlending=function(f){switch(f){case THREE.AdditiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE);break;case THREE.SubtractiveBlending:b.blendFunc(b.DST_COLOR,b.ZERO);break;default:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA)}};this.setFaceCulling=function(f,d){if(f){!d||d=="ccw"?b.frontFace(b.CCW):b.frontFace(b.CW);if(f=="back")b.cullFace(b.BACK);
 else f=="front"?b.cullFace(b.FRONT):b.cullFace(b.FRONT_AND_BACK);b.enable(b.CULL_FACE)}else b.disable(b.CULL_FACE)}};
 THREE.RenderableFace3=function(){this.z=null;this.v1=new THREE.Vertex;this.v2=new THREE.Vertex;this.v3=new THREE.Vertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.meshMaterial=null;this.overdraw=false;this.uvs=[null,null,null]};

+ 10 - 11
build/ThreeExtras.js

@@ -124,13 +124,12 @@ G.setAttribute("y1",X.positionScreen.y);G.setAttribute("x2",l.positionScreen.x);
 -D;w.positionScreen.x*=s;w.positionScreen.y*=-D;v.positionScreen.x*=s;v.positionScreen.y*=-D;u.addPoint(q.positionScreen.x,q.positionScreen.y);u.addPoint(w.positionScreen.x,w.positionScreen.y);u.addPoint(v.positionScreen.x,v.positionScreen.y);if(K.instersects(u)){M=0;for(J=n.meshMaterial.length;M<J;){t=n.meshMaterial[M++];if(t instanceof THREE.MeshFaceMaterial){X=0;for(l=n.faceMaterial.length;X<l;)(t=n.faceMaterial[X++])&&b(q,w,v,n,t,A)}else t&&b(q,w,v,n,t,A)}}}else if(n instanceof THREE.RenderableFace4){q=
 n.v1;w=n.v2;v=n.v3;z=n.v4;q.positionScreen.x*=s;q.positionScreen.y*=-D;w.positionScreen.x*=s;w.positionScreen.y*=-D;v.positionScreen.x*=s;v.positionScreen.y*=-D;z.positionScreen.x*=s;z.positionScreen.y*=-D;u.addPoint(q.positionScreen.x,q.positionScreen.y);u.addPoint(w.positionScreen.x,w.positionScreen.y);u.addPoint(v.positionScreen.x,v.positionScreen.y);u.addPoint(z.positionScreen.x,z.positionScreen.y);if(K.instersects(u)){M=0;for(J=n.meshMaterial.length;M<J;){t=n.meshMaterial[M++];if(t instanceof
 THREE.MeshFaceMaterial){X=0;for(l=n.faceMaterial.length;X<l;)(t=n.faceMaterial[X++])&&d(q,w,v,z,n,t,A)}else t&&d(q,w,v,z,n,t,A)}}}}}};
-THREE.WebGLRenderer=function(a){function b(h,e){var m=c.createProgram();c.attachShader(m,g("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+h));c.attachShader(m,g("vertex",e));c.linkProgram(m);if(!c.getProgramParameter(m,c.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+c.getProgramParameter(m,c.VALIDATE_STATUS));alert(c.getError())}m.uniforms={};return m}function d(h,e){var m,r,p;m=0;for(r=e.length;m<r;m++){p=e[m];h.uniforms[p]=c.getUniformLocation(h,p)}}
-function f(h){h.position=c.getAttribLocation(h,"position");c.enableVertexAttribArray(h.position);h.normal=c.getAttribLocation(h,"normal");c.enableVertexAttribArray(h.normal);h.uv=c.getAttribLocation(h,"uv");c.enableVertexAttribArray(h.uv)}function g(h,e){var m;if(h=="fragment")m=c.createShader(c.FRAGMENT_SHADER);else if(h=="vertex")m=c.createShader(c.VERTEX_SHADER);c.shaderSource(m,e);c.compileShader(m);if(!c.getShaderParameter(m,c.COMPILE_STATUS)){alert(c.getShaderInfoLog(m));return null}return m}
-function i(h){switch(h){case THREE.Repeat:return c.REPEAT;case THREE.ClampToEdge:return c.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return c.MIRRORED_REPEAT}return 0}var k=document.createElement("canvas"),c,j,y,s=new THREE.Matrix4,D,q=new Float32Array(16),w=new Float32Array(16),v=new Float32Array(16),z=new Float32Array(9),K=new Float32Array(16);a=function(h,e){if(h){var m,r,p,o=pointLights=maxDirLights=maxPointLights=0;m=0;for(r=h.lights.length;m<r;m++){p=h.lights[m];p instanceof THREE.DirectionalLight&&
-o++;p instanceof THREE.PointLight&&pointLights++}if(pointLights+o<=e){maxDirLights=o;maxPointLights=pointLights}else{maxDirLights=Math.ceil(e*o/(pointLights+o));maxPointLights=e-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:e-1}}(a,4);this.domElement=k;this.autoClear=true;try{c=k.getContext("experimental-webgl",{antialias:true})}catch(u){}if(!c){alert("WebGL not supported");throw"cannot create webgl context";}c.clearColor(0,0,0,1);c.clearDepth(1);c.enable(c.DEPTH_TEST);
-c.depthFunc(c.LEQUAL);c.frontFace(c.CCW);c.cullFace(c.BACK);c.enable(c.CULL_FACE);c.enable(c.BLEND);c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA);c.clearColor(0,0,0,0);(function(h,e){var m=[h?"#define MAX_DIR_LIGHTS "+h:"",e?"#define MAX_POINT_LIGHTS "+e:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform vec3 cameraPosition;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
-h?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",h?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",e?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",e?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 objMatrix;\nuniform mat4 viewMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",e?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":
-"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
+THREE.WebGLRenderer=function(a){function b(h,e){var m=c.createProgram();c.attachShader(m,g("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+h));c.attachShader(m,g("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\n"+e));c.linkProgram(m);if(!c.getProgramParameter(m,c.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+c.getProgramParameter(m,c.VALIDATE_STATUS));alert(c.getError())}m.uniforms=
+{};return m}function d(h,e){var m,r,p;m=0;for(r=e.length;m<r;m++){p=e[m];h.uniforms[p]=c.getUniformLocation(h,p)}}function f(h){h.position=c.getAttribLocation(h,"position");c.enableVertexAttribArray(h.position);h.normal=c.getAttribLocation(h,"normal");c.enableVertexAttribArray(h.normal);h.uv=c.getAttribLocation(h,"uv");c.enableVertexAttribArray(h.uv)}function g(h,e){var m;if(h=="fragment")m=c.createShader(c.FRAGMENT_SHADER);else if(h=="vertex")m=c.createShader(c.VERTEX_SHADER);c.shaderSource(m,e);
+c.compileShader(m);if(!c.getShaderParameter(m,c.COMPILE_STATUS)){alert(c.getShaderInfoLog(m));return null}return m}function i(h){switch(h){case THREE.Repeat:return c.REPEAT;case THREE.ClampToEdge:return c.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return c.MIRRORED_REPEAT}return 0}var k=document.createElement("canvas"),c,j,y,s=new THREE.Matrix4,D,q=new Float32Array(16),w=new Float32Array(16),v=new Float32Array(16),z=new Float32Array(9),K=new Float32Array(16);a=function(h,e){if(h){var m,r,p,o=pointLights=
+maxDirLights=maxPointLights=0;m=0;for(r=h.lights.length;m<r;m++){p=h.lights[m];p instanceof THREE.DirectionalLight&&o++;p instanceof THREE.PointLight&&pointLights++}if(pointLights+o<=e){maxDirLights=o;maxPointLights=pointLights}else{maxDirLights=Math.ceil(e*o/(pointLights+o));maxPointLights=e-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:e-1}}(a,4);this.domElement=k;this.autoClear=true;try{c=k.getContext("experimental-webgl",{antialias:true})}catch(u){}if(!c){alert("WebGL not supported");
+throw"cannot create webgl context";}c.clearColor(0,0,0,1);c.clearDepth(1);c.enable(c.DEPTH_TEST);c.depthFunc(c.LEQUAL);c.frontFace(c.CCW);c.cullFace(c.BACK);c.enable(c.CULL_FACE);c.enable(c.BLEND);c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA);c.clearColor(0,0,0,0);(function(h,e){var m=[h?"#define MAX_DIR_LIGHTS "+h:"",e?"#define MAX_POINT_LIGHTS "+e:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
+h?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",h?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",e?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",e?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",e?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
 h?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",h?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",h?"float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );":"",h?"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;":"",h?"}":"",e?"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {":"",e?"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );":"",e?"vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );":
 "",e?"float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );":"",e?"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;":"",e?"}":"","}\nvNormal = transformedNormal;\nvUv = uv;\nif ( useRefract ) {\nvReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );\n} else {\nvReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );\n}\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n"),
 r=[h?"#define MAX_DIR_LIGHTS "+h:"",e?"#define MAX_POINT_LIGHTS "+e:"","uniform int material;\nuniform bool enableMap;\nuniform bool enableCubeMap;\nuniform bool mixEnvMap;\nuniform samplerCube tCube;\nuniform float mReflectivity;\nuniform sampler2D tMap;\nuniform vec4 mColor;\nuniform float mOpacity;\nuniform vec4 mAmbient;\nuniform vec4 mSpecular;\nuniform float mShininess;\nuniform float m2Near;\nuniform float mFarPlusNear;\nuniform float mFarMinusNear;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;",
@@ -139,7 +138,7 @@ e?"vec4 pointDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );":"",e?"vec4 pointSpecular =
 "",e?"pointSpecularWeight = pow( pointDotNormalHalf, mShininess );":"",e?"pointDiffuse  += mColor * pointDiffuseWeight;":"",e?"pointSpecular += mSpecular * pointSpecularWeight;":"",e?"}":"",h?"vec4 dirDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );":"",h?"vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );":"",h?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",h?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",h?"vec3 dirVector = normalize( lDirection.xyz );":"",h?"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );":
 "",h?"float dirDotNormalHalf = dot( normal, dirHalfVector );":"",h?"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );":"",h?"float dirSpecularWeight = 0.0;":"",h?"if ( dirDotNormalHalf >= 0.0 )":"",h?"dirSpecularWeight = pow( dirDotNormalHalf, mShininess );":"",h?"dirDiffuse  += mColor * dirDiffuseWeight;":"",h?"dirSpecular += mSpecular * dirSpecularWeight;":"",h?"}":"","vec4 totalLight = mAmbient;",h?"totalLight += dirDiffuse + dirSpecular;":"",e?"totalLight += pointDiffuse + pointSpecular;":
 "","if ( mixEnvMap ) {\ngl_FragColor = vec4( mix( mapColor.rgb * totalLight.xyz * vLightWeighting, cubeColor.rgb, mReflectivity ), mapColor.a );\n} else {\ngl_FragColor = vec4( mapColor.rgb * cubeColor.rgb * totalLight.xyz * vLightWeighting, mapColor.a );\n}\n} else if ( material == 1 ) {\nif ( mixEnvMap ) {\ngl_FragColor = vec4( mix( mColor.rgb * mapColor.rgb * vLightWeighting, cubeColor.rgb, mReflectivity ), mColor.a * mapColor.a );\n} else {\ngl_FragColor = vec4( mColor.rgb * mapColor.rgb * cubeColor.rgb * vLightWeighting, mColor.a * mapColor.a );\n}\n} else {\nif ( mixEnvMap ) {\ngl_FragColor = mix( mColor * mapColor, cubeColor, mReflectivity );\n} else {\ngl_FragColor = mColor * mapColor * cubeColor;\n}\n}\n}"].join("\n");
-j=b(r,m);c.useProgram(j);d(j,["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objMatrix","cameraPosition","enableLighting","ambientLightColor","material","mColor","mAmbient","mSpecular","mShininess","mOpacity","enableMap","tMap","enableCubeMap","tCube","mixEnvMap","mReflectivity","mRefractionRatio","useRefract","m2Near","mFarPlusNear","mFarMinusNear"]);h&&d(j,["directionalLightNumber","directionalLightColor","directionalLightDirection"]);e&&d(j,["pointLightNumber","pointLightColor",
+j=b(r,m);c.useProgram(j);d(j,["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","enableLighting","ambientLightColor","material","mColor","mAmbient","mSpecular","mShininess","mOpacity","enableMap","tMap","enableCubeMap","tCube","mixEnvMap","mReflectivity","mRefractionRatio","useRefract","m2Near","mFarPlusNear","mFarMinusNear"]);h&&d(j,["directionalLightNumber","directionalLightColor","directionalLightDirection"]);e&&d(j,["pointLightNumber","pointLightColor",
 "pointLightPosition"]);c.uniform1i(j.uniforms.enableMap,0);c.uniform1i(j.uniforms.tMap,0);c.uniform1i(j.uniforms.enableCubeMap,0);c.uniform1i(j.uniforms.tCube,1);c.uniform1i(j.uniforms.mixEnvMap,0);c.uniform1i(j.uniforms.useRefract,0);f(j)})(a.directional,a.point);this.setSize=function(h,e){k.width=h;k.height=e;c.viewport(0,0,k.width,k.height)};this.clear=function(){c.clear(c.COLOR_BUFFER_BIT|c.DEPTH_BUFFER_BIT)};this.setupLights=function(h,e){var m,r,p,o,x,C=[],S=[],B=[];o=[];x=[];c.uniform1i(h.uniforms.enableLighting,
 e.lights.length);m=0;for(r=e.lights.length;m<r;m++){p=e.lights[m];if(p instanceof THREE.AmbientLight)C.push(p);else if(p instanceof THREE.DirectionalLight)B.push(p);else p instanceof THREE.PointLight&&S.push(p)}m=p=o=x=0;for(r=C.length;m<r;m++){p+=C[m].color.r;o+=C[m].color.g;x+=C[m].color.b}c.uniform3f(h.uniforms.ambientLightColor,p,o,x);o=[];x=[];m=0;for(r=B.length;m<r;m++){p=B[m];o.push(p.color.r*p.intensity);o.push(p.color.g*p.intensity);o.push(p.color.b*p.intensity);x.push(p.position.x);x.push(p.position.y);
 x.push(p.position.z)}if(B.length){c.uniform1i(h.uniforms.directionalLightNumber,B.length);c.uniform3fv(h.uniforms.directionalLightDirection,x);c.uniform3fv(h.uniforms.directionalLightColor,o)}o=[];x=[];m=0;for(r=S.length;m<r;m++){p=S[m];o.push(p.color.r*p.intensity);o.push(p.color.g*p.intensity);o.push(p.color.b*p.intensity);x.push(p.position.x);x.push(p.position.y);x.push(p.position.z)}if(S.length){c.uniform1i(h.uniforms.pointLightNumber,S.length);c.uniform3fv(h.uniforms.pointLightPosition,x);c.uniform3fv(h.uniforms.pointLightColor,
@@ -148,7 +147,7 @@ p;m=0;for(r=A.faces.length;m<r;m++){p=A.faces[m];o=h.geometry.faces[p];x=o.verte
 I+1,I+2);G.push(I,I+1);G.push(I,I+2);G.push(I+1,I+2);I+=3}else if(o instanceof THREE.Face4){C=h.geometry.vertices[o.a].position;S=h.geometry.vertices[o.b].position;B=h.geometry.vertices[o.c].position;o=h.geometry.vertices[o.d].position;E.push(C.x,C.y,C.z);E.push(S.x,S.y,S.z);E.push(B.x,B.y,B.z);E.push(o.x,o.y,o.z);if(x.length==4&&L)for(o=0;o<4;o++)W.push(x[o].x,x[o].y,x[o].z);else for(o=0;o<4;o++)W.push(faceNormal.x,faceNormal.y,faceNormal.z);if(p)for(o=0;o<4;o++)O.push(p[o].u,p[o].v);V.push(I,I+
 1,I+2);V.push(I,I+2,I+3);G.push(I,I+1);G.push(I,I+2);G.push(I,I+3);G.push(I+1,I+2);G.push(I+2,I+3);I+=4}}if(E.length){A.__webGLVertexBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,A.__webGLVertexBuffer);c.bufferData(c.ARRAY_BUFFER,new Float32Array(E),c.STATIC_DRAW);A.__webGLNormalBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,A.__webGLNormalBuffer);c.bufferData(c.ARRAY_BUFFER,new Float32Array(W),c.STATIC_DRAW);A.__webGLUVBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,A.__webGLUVBuffer);
 c.bufferData(c.ARRAY_BUFFER,new Float32Array(O),c.STATIC_DRAW);A.__webGLFaceBuffer=c.createBuffer();c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,A.__webGLFaceBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,new Uint16Array(V),c.STATIC_DRAW);A.__webGLLineBuffer=c.createBuffer();c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,A.__webGLLineBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,new Uint16Array(G),c.STATIC_DRAW);A.__webGLFaceCount=V.length;A.__webGLLineCount=G.length}};this.renderBuffer=function(h,e,m){var r,p,o,x,C,S,B,
-V,G,E;if(e instanceof THREE.MeshShaderMaterial){if(!e.program){e.program=b(e.fragment_shader,e.vertex_shader);C=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objMatrix","cameraPosition"];for(E in e.uniforms)C.push(E);d(e.program,C);f(e.program)}E=e.program}else E=j;if(E!=y){c.useProgram(E);y=E}if(e instanceof THREE.MeshShaderMaterial){C=E;V=e.uniforms;var W,O;for(p in V){W=V[p].type;G=V[p].value;O=C.uniforms[p];if(W=="i")c.uniform1i(O,G);else if(W=="f")c.uniform1f(O,G);else if(W==
+V,G,E;if(e instanceof THREE.MeshShaderMaterial){if(!e.program){e.program=b(e.fragment_shader,e.vertex_shader);C=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition"];for(E in e.uniforms)C.push(E);d(e.program,C);f(e.program)}E=e.program}else E=j;if(E!=y){c.useProgram(E);y=E}if(e instanceof THREE.MeshShaderMaterial){C=E;V=e.uniforms;var W,O;for(p in V){W=V[p].type;G=V[p].value;O=C.uniforms[p];if(W=="i")c.uniform1i(O,G);else if(W=="f")c.uniform1f(O,G);else if(W==
 "t"){c.uniform1i(O,G);G=V[p].texture;if(G instanceof THREE.TextureCube&&G.image.length==6){if(!G.image.__webGLTextureCube&&!G.image.__cubeMapInitialized&&G.image.loadCount==6){G.image.__webGLTextureCube=c.createTexture();c.bindTexture(c.TEXTURE_CUBE_MAP,G.image.__webGLTextureCube);c.texParameteri(c.TEXTURE_CUBE_MAP,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_CUBE_MAP,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_CUBE_MAP,c.TEXTURE_MAG_FILTER,c.LINEAR);c.texParameteri(c.TEXTURE_CUBE_MAP,
 c.TEXTURE_MIN_FILTER,c.LINEAR_MIPMAP_LINEAR);for(W=0;W<6;++W)c.texImage2D(c.TEXTURE_CUBE_MAP_POSITIVE_X+W,0,c.RGBA,c.RGBA,c.UNSIGNED_BYTE,G.image[W]);c.generateMipmap(c.TEXTURE_CUBE_MAP);c.bindTexture(c.TEXTURE_CUBE_MAP,null);G.image.__cubeMapInitialized=true}c.activeTexture(c.TEXTURE1);c.bindTexture(c.TEXTURE_CUBE_MAP,G.image.__webGLTextureCube)}}}this.loadCamera(E,h);this.loadMatrices(E)}else if(e instanceof THREE.MeshPhongMaterial||e instanceof THREE.MeshLambertMaterial||e instanceof THREE.MeshBasicMaterial){h=
 e.color;r=e.opacity;o=e.wireframe;x=e.wireframe_linewidth;S=e.map;B=e.env_map;C=e.combine==THREE.Mix;p=e.reflectivity;G=e.env_map&&e.env_map.mapping==THREE.RefractionMap;V=e.refraction_ratio;c.uniform4f(E.uniforms.mColor,h.r*r,h.g*r,h.b*r,r);c.uniform1i(E.uniforms.mixEnvMap,C);c.uniform1f(E.uniforms.mReflectivity,p);c.uniform1i(E.uniforms.useRefract,G);c.uniform1f(E.uniforms.mRefractionRatio,V)}if(e instanceof THREE.MeshNormalMaterial){r=e.opacity;c.uniform1f(E.uniforms.mOpacity,r);c.uniform1i(E.uniforms.material,
@@ -162,7 +161,7 @@ c.UNSIGNED_SHORT,0)}else{c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,m.__webGLFaceBuffer
 this.renderBuffer(h,B,m)}}};this.render=function(h,e){var m,r;this.initWebGLObjects(h);this.autoClear&&this.clear();e.autoUpdateMatrix&&e.updateMatrix();this.loadCamera(j,e);this.setupLights(j,h);m=0;for(r=h.__webGLObjects.length;m<r;m++){webGLObject=h.__webGLObjects[m];if(webGLObject.__object.visible){this.setupMatrices(webGLObject.__object,e);this.loadMatrices(j);this.renderPass(e,webGLObject.__object,webGLObject,THREE.NormalBlending,false)}}m=0;for(r=h.__webGLObjects.length;m<r;m++){webGLObject=
 h.__webGLObjects[m];if(webGLObject.__object.visible){this.setupMatrices(webGLObject.__object,e);this.loadMatrices(j);this.renderPass(e,webGLObject.__object,webGLObject,THREE.AdditiveBlending,false);this.renderPass(e,webGLObject.__object,webGLObject,THREE.SubtractiveBlending,false);this.renderPass(e,webGLObject.__object,webGLObject,THREE.AdditiveBlending,true);this.renderPass(e,webGLObject.__object,webGLObject,THREE.SubtractiveBlending,true);this.renderPass(e,webGLObject.__object,webGLObject,THREE.NormalBlending,
 true)}}};this.initWebGLObjects=function(h){var e,m,r,p,o;if(!h.__webGLObjects)h.__webGLObjects=[];e=0;for(m=h.objects.length;e<m;e++){r=h.objects[e];if(r instanceof THREE.Mesh)for(p in r.materialFaceGroup){o=r.materialFaceGroup[p];if(!o.__webGLVertexBuffer){this.createBuffers(r,p);o.__object=r;h.__webGLObjects.push(o)}}}};this.removeObject=function(h,e){var m,r;for(m=h.__webGLObjects.length-1;m>=0;m--){r=h.__webGLObjects[m].__object;e==r&&h.__webGLObjects.splice(m,1)}};this.setupMatrices=function(h,
-e){h.autoUpdateMatrix&&h.updateMatrix();s.multiply(e.matrix,h.matrix);q.set(e.matrix.flatten());w.set(s.flatten());v.set(e.projectionMatrix.flatten());D=THREE.Matrix4.makeInvert3x3(s).transpose();z.set(D.m);K.set(h.matrix.flatten())};this.loadMatrices=function(h){c.uniformMatrix4fv(h.uniforms.viewMatrix,false,q);c.uniformMatrix4fv(h.uniforms.modelViewMatrix,false,w);c.uniformMatrix4fv(h.uniforms.projectionMatrix,false,v);c.uniformMatrix3fv(h.uniforms.normalMatrix,false,z);c.uniformMatrix4fv(h.uniforms.objMatrix,
+e){h.autoUpdateMatrix&&h.updateMatrix();s.multiply(e.matrix,h.matrix);q.set(e.matrix.flatten());w.set(s.flatten());v.set(e.projectionMatrix.flatten());D=THREE.Matrix4.makeInvert3x3(s).transpose();z.set(D.m);K.set(h.matrix.flatten())};this.loadMatrices=function(h){c.uniformMatrix4fv(h.uniforms.viewMatrix,false,q);c.uniformMatrix4fv(h.uniforms.modelViewMatrix,false,w);c.uniformMatrix4fv(h.uniforms.projectionMatrix,false,v);c.uniformMatrix3fv(h.uniforms.normalMatrix,false,z);c.uniformMatrix4fv(h.uniforms.objectMatrix,
 false,K)};this.loadCamera=function(h,e){c.uniform3f(h.uniforms.cameraPosition,e.position.x,e.position.y,e.position.z)};this.setBlending=function(h){switch(h){case THREE.AdditiveBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.ONE,c.ONE);break;case THREE.SubtractiveBlending:c.blendFunc(c.DST_COLOR,c.ZERO);break;default:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA)}};this.setFaceCulling=function(h,e){if(h){!e||e=="ccw"?c.frontFace(c.CCW):c.frontFace(c.CW);if(h=="back")c.cullFace(c.BACK);
 else h=="front"?c.cullFace(c.FRONT):c.cullFace(c.FRONT_AND_BACK);c.enable(c.CULL_FACE)}else c.disable(c.CULL_FACE)}};
 THREE.RenderableFace3=function(){this.z=null;this.v1=new THREE.Vertex;this.v2=new THREE.Vertex;this.v3=new THREE.Vertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.meshMaterial=null;this.overdraw=false;this.uvs=[null,null,null]};
@@ -173,7 +172,7 @@ f;b.position.y=g;b.position.z=i;b.rotation.x=k;b.rotation.y=c;b.rotation.z=j;a.a
 f.push(new THREE.MeshBasicMaterial({map:new THREE.Texture(d[4])}));f.push(new THREE.MeshBasicMaterial({map:new THREE.Texture(d[5])}));mesh=new THREE.Mesh(new Cube(b,b,b,1,1,f,true),new THREE.MeshFaceMaterial);a.addObject(mesh);return mesh},addPanoramaCubePlanes:function(a,b,d){var f=b/2;b=new Plane(b,b);var g=Math.PI/2,i=Math.PI;SceneUtils.addMesh(a,b,1,0,0,-f,0,0,0,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[5])}));SceneUtils.addMesh(a,b,1,-f,0,0,0,g,0,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[0])}));
 SceneUtils.addMesh(a,b,1,f,0,0,0,-g,0,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[1])}));SceneUtils.addMesh(a,b,1,0,f,0,g,0,i,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[2])}));SceneUtils.addMesh(a,b,1,0,-f,0,-g,0,i,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[3])}))}},ShaderUtils={lib:{fresnel:{uniforms:{mRefractionRatio:{type:"f",value:1.02},mFresnelBias:{type:"f",value:0.1},mFresnelPower:{type:"f",value:2},mFresnelScale:{type:"f",value:1},tCube:{type:"t",value:1,texture:null}},
 fragment_shader:"uniform samplerCube tCube;\nvarying vec3 vReflect;\nvarying vec3 vRefract[3];\nvarying float vReflectionFactor;\nvoid main() {\nvec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\nvec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );\nrefractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;\nrefractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;\nrefractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;\nrefractedColor.a = 1.0;\ngl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );\n}",
-vertex_shader:"attribute vec3 position;\nattribute vec3 normal;\nattribute vec3 uv;\nuniform mat4 objMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\nuniform float mRefractionRatio;\nuniform float mFresnelBias;\nuniform float mFresnelScale;\nuniform float mFresnelPower;\nvarying vec3 vReflect;\nvarying vec3 vRefract[3];\nvarying float vReflectionFactor;\nvoid main(void) {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec4 mPosition = objMatrix * vec4( position, 1.0 );\nvec3 nWorld = normalize ( mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal );\nvec3 I = mPosition.xyz - cameraPosition;\nvReflect = reflect( I, nWorld );\nvRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );\nvRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );\nvRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );\nvReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );\ngl_Position = projectionMatrix * mvPosition;\n}"}}},
+vertex_shader:"attribute vec3 position;\nattribute vec3 normal;\nattribute vec3 uv;\nuniform float mRefractionRatio;\nuniform float mFresnelBias;\nuniform float mFresnelScale;\nuniform float mFresnelPower;\nvarying vec3 vReflect;\nvarying vec3 vRefract[3];\nvarying float vReflectionFactor;\nvoid main(void) {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );\nvec3 I = mPosition.xyz - cameraPosition;\nvReflect = reflect( I, nWorld );\nvRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );\nvRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );\nvRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );\nvReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );\ngl_Position = projectionMatrix * mvPosition;\n}"}}},
 Cube=function(a,b,d,f,g,i,k){function c(w,v,z,K,u,h,e,m){var r=f||1,p=g||1,o=r+1,x=p+1;u=u/r;h=h/p;var C=j.vertices.length,S;if(w=="x"&&v=="y"||w=="y"&&v=="x")S="z";else if(w=="x"&&v=="z"||w=="z"&&v=="x")S="y";else if(w=="z"&&v=="y"||w=="y"&&v=="z")S="x";for(iy=0;iy<x;iy++)for(ix=0;ix<o;ix++){var B=new THREE.Vector3;B[w]=(ix*u-y)*z;B[v]=(iy*h-s)*K;B[S]=e;j.vertices.push(new THREE.Vertex(B))}for(iy=0;iy<p;iy++)for(ix=0;ix<r;ix++){j.faces.push(new THREE.Face4(ix+o*iy+C,ix+o*(iy+1)+C,ix+1+o*(iy+1)+C,
 ix+1+o*iy+C,null,m));j.uvs.push([new THREE.UV(ix/r,iy/p),new THREE.UV(ix/r,(iy+1)/p),new THREE.UV((ix+1)/r,(iy+1)/p),new THREE.UV((ix+1)/r,iy/p)])}}THREE.Geometry.call(this);var j=this,y=a/2,s=b/2,D=d/2;k=k?-1:1;if(i!==undefined)if(i instanceof Array)this.materials=i;else{this.materials=[];for(var q=0;q<6;q++)this.materials.push([i])}else this.materials=[];c("z","y",1*k,-1,d,b,-y,this.materials[0]);c("z","y",-1*k,-1,d,b,y,this.materials[1]);c("x","z",1*k,1,a,d,s,this.materials[2]);c("x","z",1*k,-1,
 a,d,-s,this.materials[3]);c("x","y",1*k,-1,a,b,D,this.materials[4]);c("x","y",-1*k,-1,a,b,-D,this.materials[5]);(function(){for(var w=[],v=[],z=0,K=j.vertices.length;z<K;z++){for(var u=j.vertices[z],h=false,e=0,m=w.length;e<m;e++){var r=w[e];if(u.position.x==r.position.x&&u.position.y==r.position.y&&u.position.z==r.position.z){v[z]=e;h=true;break}}if(!h){v[z]=w.length;w.push(new THREE.Vertex(u.position.clone()))}}z=0;for(K=j.faces.length;z<K;z++){u=j.faces[z];u.a=v[u.a];u.b=v[u.b];u.c=v[u.c];u.d=

+ 1 - 1
examples/materials_cars.html

@@ -466,7 +466,7 @@
 
 					if ( ! CARS[ car ].object ) {
 
-						$( "status" ).style.display = "block";
+						loader.statusDomElement.style.display = "block";
 						loader.loadBinary( CARS[ car ].url, function( geometry ) { createScene( geometry, car ) }, CARS[ car ].path );
 
 					} else {

+ 3 - 9
src/extras/ShaderUtils.js

@@ -37,13 +37,7 @@ var ShaderUtils = {
 			
 			"attribute vec3 position;",
 			"attribute vec3 normal;",
-			"attribute vec3 uv;",
-			
-			"uniform mat4 objMatrix;",
-			"uniform mat4 modelViewMatrix;",
-			"uniform mat4 projectionMatrix;",
-			
-			"uniform vec3 cameraPosition;",
+			"attribute vec3 uv;",			
 			
 			"uniform float mRefractionRatio;",
 			"uniform float mFresnelBias;",
@@ -56,9 +50,9 @@ var ShaderUtils = {
 
 			"void main(void) {",
 				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-				"vec4 mPosition = objMatrix * vec4( position, 1.0 );",
+				"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
 				
-				"vec3 nWorld = normalize ( mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal );",
+				"vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );",
 				
 				"vec3 I = mPosition.xyz - cameraPosition;",
 				

+ 1 - 1
src/materials/MeshShaderMaterial.js

@@ -4,7 +4,7 @@
  * parameters = {
  *  fragment_shader: <string>,
  *  vertex_shader: <string>,
- *  uniforms: [ "parameter1": value1, "parameter2": value2 ],
+ *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  
  *  shading: THREE.SmoothShading,
  *  blending: THREE.NormalBlending,

+ 25 - 21
src/renderers/WebGLRenderer.js

@@ -27,7 +27,7 @@ THREE.WebGLRenderer = function ( scene ) {
 	_modelViewMatrixArray = new Float32Array(16), 
 	_projectionMatrixArray = new Float32Array(16), 
 	_normalMatrixArray = new Float32Array(9),
-	_objMatrixArray = new Float32Array(16),
+	_objectMatrixArray = new Float32Array(16),
 
 	// ubershader material constants
 	
@@ -332,7 +332,7 @@ THREE.WebGLRenderer = function ( scene ) {
 				
 				material.program = buildProgram( material.fragment_shader, material.vertex_shader );
 				
-				identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objMatrix', 'cameraPosition' ];
+				identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition' ];
 				for( u in material.uniforms ) identifiers.push(u);
 				cacheUniformLocations( material.program, identifiers );
 				cacheAttributeLocations( material.program );
@@ -740,7 +740,7 @@ THREE.WebGLRenderer = function ( scene ) {
 		_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
 		_normalMatrixArray.set( _normalMatrix.m );
 
-		_objMatrixArray.set( object.matrix.flatten() );
+		_objectMatrixArray.set( object.matrix.flatten() );
 	
 	};
 	
@@ -750,7 +750,7 @@ THREE.WebGLRenderer = function ( scene ) {
 		_gl.uniformMatrix4fv( program.uniforms.modelViewMatrix, false, _modelViewMatrixArray );
 		_gl.uniformMatrix4fv( program.uniforms.projectionMatrix, false, _projectionMatrixArray );
 		_gl.uniformMatrix3fv( program.uniforms.normalMatrix, false, _normalMatrixArray );
-		_gl.uniformMatrix4fv( program.uniforms.objMatrix, false, _objMatrixArray );
+		_gl.uniformMatrix4fv( program.uniforms.objectMatrix, false, _objectMatrixArray );
 		
 	};
 
@@ -1086,8 +1086,6 @@ THREE.WebGLRenderer = function ( scene ) {
 			"attribute vec3 normal;",
 			"attribute vec2 uv;",
 
-			"uniform vec3 cameraPosition;",
-
 			"uniform bool enableLighting;",
 			"uniform bool useRefract;",
 
@@ -1102,10 +1100,7 @@ THREE.WebGLRenderer = function ( scene ) {
 			maxPointLights ? "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];"    : "",
 			maxPointLights ? "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];" : "",
 
-			"uniform mat4 objMatrix;",
 			"uniform mat4 viewMatrix;",
-			"uniform mat4 modelViewMatrix;",
-			"uniform mat4 projectionMatrix;",
 			"uniform mat3 normalMatrix;",
 
 			"varying vec3 vNormal;",
@@ -1124,12 +1119,12 @@ THREE.WebGLRenderer = function ( scene ) {
 
 				// world space
 
-				"vec4 mPosition = objMatrix * vec4( position, 1.0 );",
+				"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
 				"vViewPosition = cameraPosition - mPosition.xyz;",
 
 				// this doesn't work on Mac
-				//"vec3 nWorld = mat3(objMatrix) * normal;",
-				"vec3 nWorld = mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal;",
+				//"vec3 nWorld = mat3(objectMatrix) * normal;",
+				"vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
 
 				// eye space
 
@@ -1188,14 +1183,23 @@ THREE.WebGLRenderer = function ( scene ) {
 		
 		var program = _gl.createProgram(),
 		
-		prefix = [ "#ifdef GL_ES",
-				   "precision highp float;",
-				   "#endif",
-				   ""
-			     ].join("\n");
-
-		_gl.attachShader( program, getShader( "fragment", prefix + fragment_shader ) );
-		_gl.attachShader( program, getShader( "vertex", vertex_shader ) );
+		prefix_fragment = [
+			"#ifdef GL_ES",
+			"precision highp float;",
+			"#endif",
+			""
+		].join("\n"),
+
+		prefix_vertex = [
+			"uniform mat4 objectMatrix;",
+			"uniform mat4 modelViewMatrix;",
+			"uniform mat4 projectionMatrix;",
+			"uniform vec3 cameraPosition;",
+			""
+		].join("\n");
+		
+		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
+		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
 		
 		_gl.linkProgram( program );
 
@@ -1322,7 +1326,7 @@ THREE.WebGLRenderer = function ( scene ) {
 		// material properties (Basic / Lambert / Blinn-Phong shader)
 		// material properties (Depth)
 
-		cacheUniformLocations( _program, [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objMatrix', 'cameraPosition',
+		cacheUniformLocations( _program, [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
 										   'enableLighting', 'ambientLightColor',
 										   'material', 'mColor', 'mAmbient', 'mSpecular', 'mShininess', 'mOpacity',
 										   'enableMap', 'tMap',