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Global: Fix more broken links. (#23030)

Michael Herzog 3 jaren geleden
bovenliggende
commit
93e11919b4
36 gewijzigde bestanden met toevoegingen van 39 en 51 verwijderingen
  1. 1 1
      examples/js/animation/MMDPhysics.js
  2. 0 2
      examples/js/curves/CurveExtras.js
  3. 1 1
      examples/js/exporters/GLTFExporter.js
  4. 3 4
      examples/js/loaders/FBXLoader.js
  5. 1 1
      examples/js/loaders/GLTFLoader.js
  6. 0 2
      examples/js/loaders/OBJLoader.js
  7. 1 1
      examples/js/math/ImprovedNoise.js
  8. 1 1
      examples/js/objects/Sky.js
  9. 2 2
      examples/js/objects/Water.js
  10. 2 2
      examples/js/objects/Water2.js
  11. 1 1
      examples/js/shaders/SSRShader.js
  12. 1 1
      examples/js/shaders/SSRrShader.js
  13. 1 1
      examples/js/utils/GeometryUtils.js
  14. 0 1
      examples/jsm/animation/MMDPhysics.js
  15. 0 2
      examples/jsm/curves/CurveExtras.js
  16. 1 1
      examples/jsm/exporters/GLTFExporter.js
  17. 3 4
      examples/jsm/loaders/FBXLoader.js
  18. 1 1
      examples/jsm/loaders/GLTFLoader.js
  19. 0 2
      examples/jsm/loaders/OBJLoader.js
  20. 1 1
      examples/jsm/math/ImprovedNoise.js
  21. 1 1
      examples/jsm/nodes/misc/BumpMapNode.js
  22. 1 1
      examples/jsm/objects/Sky.js
  23. 2 2
      examples/jsm/objects/Water.js
  24. 2 2
      examples/jsm/objects/Water2.js
  25. 1 1
      examples/jsm/shaders/SSRShader.js
  26. 1 1
      examples/jsm/shaders/SSRrShader.js
  27. 1 1
      examples/jsm/utils/GeometryUtils.js
  28. 2 2
      examples/webgl_animation_keyframes.html
  29. 1 1
      examples/webgl_effects_anaglyph.html
  30. 1 1
      examples/webgl_effects_parallaxbarrier.html
  31. 1 1
      examples/webgl_lines_colors.html
  32. 0 1
      examples/webgl_materials_nodes.html
  33. 1 1
      src/extras/core/Interpolations.js
  34. 1 1
      src/helpers/CameraHelper.js
  35. 1 1
      src/math/Ray.js
  36. 1 1
      src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js

+ 1 - 1
examples/js/animation/MMDPhysics.js

@@ -1221,7 +1221,7 @@
 
 
 				}
 				}
 
 
-			} // copy from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mytest37.js?ver=20160815
+			}
 
 
 
 
 			function createCapsuleGeometry( radius, cylinderHeight, segmentsRadius, segmentsHeight ) {
 			function createCapsuleGeometry( radius, cylinderHeight, segmentsRadius, segmentsHeight ) {

+ 0 - 2
examples/js/curves/CurveExtras.js

@@ -5,9 +5,7 @@
  *
  *
  * Formulas collected from various sources
  * Formulas collected from various sources
  * http://mathworld.wolfram.com/HeartCurve.html
  * http://mathworld.wolfram.com/HeartCurve.html
- * http://mathdl.maa.org/images/upload_library/23/stemkoski/knots/page6.html
  * http://en.wikipedia.org/wiki/Viviani%27s_curve
  * http://en.wikipedia.org/wiki/Viviani%27s_curve
- * http://mathdl.maa.org/images/upload_library/23/stemkoski/knots/page4.html
  * http://www.mi.sanu.ac.rs/vismath/taylorapril2011/Taylor.pdf
  * http://www.mi.sanu.ac.rs/vismath/taylorapril2011/Taylor.pdf
  * https://prideout.net/blog/old/blog/index.html@p=44.html
  * https://prideout.net/blog/old/blog/index.html@p=44.html
  */
  */

+ 1 - 1
examples/js/exporters/GLTFExporter.js

@@ -2034,7 +2034,7 @@
 	/**
 	/**
  * Specular-Glossiness Extension
  * Specular-Glossiness Extension
  *
  *
- * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness
+ * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness
  */
  */
 
 
 
 

+ 3 - 4
examples/js/loaders/FBXLoader.js

@@ -9,11 +9,10 @@
  *  Morph normals / blend shape normals
  *  Morph normals / blend shape normals
  *
  *
  * FBX format references:
  * FBX format references:
- * 	https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
- * 	http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
+ * 	https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
  *
  *
- * 	Binary format specification:
- *		https://code.blender.org/2013/08/fbx-binary-file-format-specification/
+ * Binary format specification:
+ *	https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  */
  */
 
 
 	let fbxTree;
 	let fbxTree;

+ 1 - 1
examples/js/loaders/GLTFLoader.js

@@ -1310,7 +1310,7 @@
 	/**
 	/**
  * Specular-Glossiness Extension
  * Specular-Glossiness Extension
  *
  *
- * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness
+ * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness
  */
  */
 
 
 	/**
 	/**

+ 0 - 2
examples/js/loaders/OBJLoader.js

@@ -583,8 +583,6 @@
 
 
 					/*
 					/*
         	 * http://paulbourke.net/dataformats/obj/
         	 * http://paulbourke.net/dataformats/obj/
-        	 * or
-        	 * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
         	 *
         	 *
         	 * From chapter "Grouping" Syntax explanation "s group_number":
         	 * From chapter "Grouping" Syntax explanation "s group_number":
         	 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
         	 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.

+ 1 - 1
examples/js/math/ImprovedNoise.js

@@ -1,6 +1,6 @@
 ( function () {
 ( function () {
 
 
-	// http://mrl.nyu.edu/~perlin/noise/
+	// https://cs.nyu.edu/~perlin/noise/
 	const _p = [ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 ];
 	const _p = [ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 ];
 
 
 	for ( let i = 0; i < 256; i ++ ) {
 	for ( let i = 0; i < 256; i ++ ) {

+ 1 - 1
examples/js/objects/Sky.js

@@ -6,7 +6,7 @@
  * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
  * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
  *
  *
  * First implemented by Simon Wallner
  * First implemented by Simon Wallner
- * http://www.simonwallner.at/projects/atmospheric-scattering
+ * http://simonwallner.at/project/atmospheric-scattering/
  *
  *
  * Improved by Martin Upitis
  * Improved by Martin Upitis
  * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
  * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR

+ 2 - 2
examples/js/objects/Water.js

@@ -2,8 +2,8 @@
 
 
 	/**
 	/**
  * Work based on :
  * Work based on :
- * http://slayvin.net : Flat mirror for three.js
- * http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
+ * https://github.com/Slayvin: Flat mirror for three.js
+ * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
  * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  */
  */
 
 

+ 2 - 2
examples/js/objects/Water2.js

@@ -2,8 +2,8 @@
 
 
 	/**
 	/**
  * References:
  * References:
- *	http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
- * 	http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
+ *	https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf
+ *	http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
  *
  *
  */
  */
 
 

+ 1 - 1
examples/js/shaders/SSRShader.js

@@ -197,7 +197,7 @@
 				vec3 vP=getViewPosition( uv, d, cW );
 				vec3 vP=getViewPosition( uv, d, cW );
 
 
 				#ifdef PERSPECTIVE_CAMERA
 				#ifdef PERSPECTIVE_CAMERA
-					// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
+					// https://comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
 					float recipVPZ=1./viewPosition.z;
 					float recipVPZ=1./viewPosition.z;
 					float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 					float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 				#else
 				#else

+ 1 - 1
examples/js/shaders/SSRrShader.js

@@ -215,7 +215,7 @@
 				vec3 vP=getViewPosition( uv, d, cW );
 				vec3 vP=getViewPosition( uv, d, cW );
 
 
 				#ifdef PERSPECTIVE_CAMERA
 				#ifdef PERSPECTIVE_CAMERA
-					// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
+					// https://comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
 					float recipVPZ=1./viewPosition.z;
 					float recipVPZ=1./viewPosition.z;
 					float viewRefractRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 					float viewRefractRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 					float sD=surfDist*cW;
 					float sD=surfDist*cW;

+ 1 - 1
examples/js/utils/GeometryUtils.js

@@ -41,7 +41,7 @@
  * Generates 3D-Coordinates in a very fast way.
  * Generates 3D-Coordinates in a very fast way.
  *
  *
  * Based on work by:
  * Based on work by:
- * @link http://www.openprocessing.org/visuals/?visualID=15599
+ * @link https://openprocessing.org/user/5654
  *
  *
  * @param center     Center of Hilbert curve.
  * @param center     Center of Hilbert curve.
  * @param size       Total width of Hilbert curve.
  * @param size       Total width of Hilbert curve.

+ 0 - 1
examples/jsm/animation/MMDPhysics.js

@@ -1368,7 +1368,6 @@ class MMDPhysicsHelper extends Object3D {
 
 
 		}
 		}
 
 
-		// copy from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mytest37.js?ver=20160815
 		function createCapsuleGeometry( radius, cylinderHeight, segmentsRadius, segmentsHeight ) {
 		function createCapsuleGeometry( radius, cylinderHeight, segmentsRadius, segmentsHeight ) {
 
 
 			var geometry = new CylinderGeometry( radius, radius, cylinderHeight, segmentsRadius, segmentsHeight, true );
 			var geometry = new CylinderGeometry( radius, radius, cylinderHeight, segmentsRadius, segmentsHeight, true );

+ 0 - 2
examples/jsm/curves/CurveExtras.js

@@ -8,9 +8,7 @@ import {
  *
  *
  * Formulas collected from various sources
  * Formulas collected from various sources
  * http://mathworld.wolfram.com/HeartCurve.html
  * http://mathworld.wolfram.com/HeartCurve.html
- * http://mathdl.maa.org/images/upload_library/23/stemkoski/knots/page6.html
  * http://en.wikipedia.org/wiki/Viviani%27s_curve
  * http://en.wikipedia.org/wiki/Viviani%27s_curve
- * http://mathdl.maa.org/images/upload_library/23/stemkoski/knots/page4.html
  * http://www.mi.sanu.ac.rs/vismath/taylorapril2011/Taylor.pdf
  * http://www.mi.sanu.ac.rs/vismath/taylorapril2011/Taylor.pdf
  * https://prideout.net/blog/old/blog/index.html@p=44.html
  * https://prideout.net/blog/old/blog/index.html@p=44.html
  */
  */

+ 1 - 1
examples/jsm/exporters/GLTFExporter.js

@@ -2199,7 +2199,7 @@ class GLTFMaterialsUnlitExtension {
 /**
 /**
  * Specular-Glossiness Extension
  * Specular-Glossiness Extension
  *
  *
- * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness
+ * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness
  */
  */
 class GLTFMaterialsPBRSpecularGlossiness {
 class GLTFMaterialsPBRSpecularGlossiness {
 
 

+ 3 - 4
examples/jsm/loaders/FBXLoader.js

@@ -53,11 +53,10 @@ import { NURBSCurve } from '../curves/NURBSCurve.js';
  *  Morph normals / blend shape normals
  *  Morph normals / blend shape normals
  *
  *
  * FBX format references:
  * FBX format references:
- * 	https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
- * 	http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
+ * 	https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
  *
  *
- * 	Binary format specification:
- *		https://code.blender.org/2013/08/fbx-binary-file-format-specification/
+ * Binary format specification:
+ *	https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  */
  */
 
 
 
 

+ 1 - 1
examples/jsm/loaders/GLTFLoader.js

@@ -1445,7 +1445,7 @@ class GLTFTextureTransformExtension {
 /**
 /**
  * Specular-Glossiness Extension
  * Specular-Glossiness Extension
  *
  *
- * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness
+ * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness
  */
  */
 
 
 /**
 /**

+ 0 - 2
examples/jsm/loaders/OBJLoader.js

@@ -684,8 +684,6 @@ class OBJLoader extends Loader {
 
 
 				/*
 				/*
 					 * http://paulbourke.net/dataformats/obj/
 					 * http://paulbourke.net/dataformats/obj/
-					 * or
-					 * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
 					 *
 					 *
 					 * From chapter "Grouping" Syntax explanation "s group_number":
 					 * From chapter "Grouping" Syntax explanation "s group_number":
 					 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
 					 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.

+ 1 - 1
examples/jsm/math/ImprovedNoise.js

@@ -1,4 +1,4 @@
-// http://mrl.nyu.edu/~perlin/noise/
+// https://cs.nyu.edu/~perlin/noise/
 
 
 const _p = [ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10,
 const _p = [ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10,
 	 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87,
 	 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87,

+ 1 - 1
examples/jsm/nodes/misc/BumpMapNode.js

@@ -90,7 +90,7 @@ class BumpMapNode extends TempNode {
 BumpMapNode.Nodes = ( function () {
 BumpMapNode.Nodes = ( function () {
 
 
 	// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
 	// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
-	// http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf
+	// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
 
 
 	// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
 	// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
 
 

+ 1 - 1
examples/jsm/objects/Sky.js

@@ -13,7 +13,7 @@ import {
  * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
  * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
  *
  *
  * First implemented by Simon Wallner
  * First implemented by Simon Wallner
- * http://www.simonwallner.at/projects/atmospheric-scattering
+ * http://simonwallner.at/project/atmospheric-scattering/
  *
  *
  * Improved by Martin Upitis
  * Improved by Martin Upitis
  * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
  * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR

+ 2 - 2
examples/jsm/objects/Water.js

@@ -18,8 +18,8 @@ import {
 
 
 /**
 /**
  * Work based on :
  * Work based on :
- * http://slayvin.net : Flat mirror for three.js
- * http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
+ * https://github.com/Slayvin: Flat mirror for three.js
+ * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
  * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  */
  */
 
 

+ 2 - 2
examples/jsm/objects/Water2.js

@@ -16,8 +16,8 @@ import { Refractor } from '../objects/Refractor.js';
 
 
 /**
 /**
  * References:
  * References:
- *	http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
- * 	http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
+ *	https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf
+ *	http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
  *
  *
  */
  */
 
 

+ 1 - 1
examples/jsm/shaders/SSRShader.js

@@ -175,7 +175,7 @@ var SSRShader = {
 				vec3 vP=getViewPosition( uv, d, cW );
 				vec3 vP=getViewPosition( uv, d, cW );
 
 
 				#ifdef PERSPECTIVE_CAMERA
 				#ifdef PERSPECTIVE_CAMERA
-					// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
+					// https://comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
 					float recipVPZ=1./viewPosition.z;
 					float recipVPZ=1./viewPosition.z;
 					float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 					float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 				#else
 				#else

+ 1 - 1
examples/jsm/shaders/SSRrShader.js

@@ -190,7 +190,7 @@ const SSRrShader = {
 				vec3 vP=getViewPosition( uv, d, cW );
 				vec3 vP=getViewPosition( uv, d, cW );
 
 
 				#ifdef PERSPECTIVE_CAMERA
 				#ifdef PERSPECTIVE_CAMERA
-					// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
+					// https://comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
 					float recipVPZ=1./viewPosition.z;
 					float recipVPZ=1./viewPosition.z;
 					float viewRefractRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 					float viewRefractRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 					float sD=surfDist*cW;
 					float sD=surfDist*cW;

+ 1 - 1
examples/jsm/utils/GeometryUtils.js

@@ -59,7 +59,7 @@ function hilbert2D( center = new Vector3( 0, 0, 0 ), size = 10, iterations = 1,
  * Generates 3D-Coordinates in a very fast way.
  * Generates 3D-Coordinates in a very fast way.
  *
  *
  * Based on work by:
  * Based on work by:
- * @link http://www.openprocessing.org/visuals/?visualID=15599
+ * @link https://openprocessing.org/user/5654
  *
  *
  * @param center     Center of Hilbert curve.
  * @param center     Center of Hilbert curve.
  * @param size       Total width of Hilbert curve.
  * @param size       Total width of Hilbert curve.

+ 2 - 2
examples/webgl_animation_keyframes.html

@@ -23,8 +23,8 @@
 
 
 		<div id="info">
 		<div id="info">
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - animation - keyframes<br/>
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - animation - keyframes<br/>
-			Model: <a href="https://www.artstation.com/artwork/1AGwX" target="_blank" rel="noopener">Littlest Tokyo</a> by
-			<a href="https://www.artstation.com/glenatron" target="_blank" rel="noopener">Glen Fox</a>, CC Attribution.
+			Model: <a href="https://artstation.com/artwork/1AGwX" target="_blank" rel="noopener">Littlest Tokyo</a> by
+			<a href="https://artstation.com/glenatron" target="_blank" rel="noopener">Glen Fox</a>, CC Attribution.
 		</div>
 		</div>
 
 
 		<script type="module">
 		<script type="module">

+ 1 - 1
examples/webgl_effects_anaglyph.html

@@ -9,7 +9,7 @@
 	<body>
 	<body>
 		<div id="info">
 		<div id="info">
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - effects - anaglyph<br/>
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - effects - anaglyph<br/>
-			skybox by <a href="http://ict.debevec.org/~debevec/" target="_blank" rel="noopener">Paul Debevec</a>
+			skybox by <a href="https://www.pauldebevec.com/" target="_blank" rel="noopener">Paul Debevec</a>
 		</div>
 		</div>
 
 
 		<script type="module">
 		<script type="module">

+ 1 - 1
examples/webgl_effects_parallaxbarrier.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		<div id="info">
 		<div id="info">
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - effects - parallax barrier<br/>
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - effects - parallax barrier<br/>
-			skybox by <a href="http://ict.debevec.org/~debevec/" target="_blank" rel="noopener">Paul Debevec</a>
+			skybox by <a href="https://www.pauldebevec.com/" target="_blank" rel="noopener">Paul Debevec</a>
 		</div>
 		</div>
 
 
 		<script type="module">
 		<script type="module">

+ 1 - 1
examples/webgl_lines_colors.html

@@ -10,7 +10,7 @@
 
 
 		<div id="info">
 		<div id="info">
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - color lines<br/>
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - color lines<br/>
-			<a href="http://en.wikipedia.org/wiki/Hilbert_curve">Hilbert curve</a> thanks to <a href="http://www.openprocessing.org/visuals/?visualID=15599">Thomas Diewald</a>
+			<a href="http://en.wikipedia.org/wiki/Hilbert_curve">Hilbert curve</a> thanks to <a href="https://openprocessing.org/user/5654">Thomas Diewald</a>
 		</div>
 		</div>
 
 
 		<script type="module">
 		<script type="module">

+ 0 - 1
examples/webgl_materials_nodes.html

@@ -1875,7 +1875,6 @@
 						].join( "\n" ) );
 						].join( "\n" ) );
 
 
 						var voronoi = new Nodes.FunctionNode( [
 						var voronoi = new Nodes.FunctionNode( [
-							// Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
 							"float voronoi(vec2 p, in float time) {",
 							"float voronoi(vec2 p, in float time) {",
 							"	vec2 n = floor(p);",
 							"	vec2 n = floor(p);",
 							"	vec2 f = fract(p);",
 							"	vec2 f = fract(p);",

+ 1 - 1
src/extras/core/Interpolations.js

@@ -1,6 +1,6 @@
 /**
 /**
  * Bezier Curves formulas obtained from
  * Bezier Curves formulas obtained from
- * https://en.wikipedia.org/wiki/Bézier_curve
+ * https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  */
  */
 
 
 function CatmullRom( t, p0, p1, p2, p3 ) {
 function CatmullRom( t, p0, p1, p2, p3 ) {

+ 1 - 1
src/helpers/CameraHelper.js

@@ -13,7 +13,7 @@ const _camera = /*@__PURE__*/ new Camera();
  *	- shows frustum, line of sight and up of the camera
  *	- shows frustum, line of sight and up of the camera
  *	- suitable for fast updates
  *	- suitable for fast updates
  * 	- based on frustum visualization in lightgl.js shadowmap example
  * 	- based on frustum visualization in lightgl.js shadowmap example
- *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
+ *		https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
  */
  */
 
 
 class CameraHelper extends LineSegments {
 class CameraHelper extends LineSegments {

+ 1 - 1
src/math/Ray.js

@@ -399,7 +399,7 @@ class Ray {
 
 
 		// Compute the offset origin, edges, and normal.
 		// Compute the offset origin, edges, and normal.
 
 
-		// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
+		// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
 
 
 		_edge1.subVectors( b, a );
 		_edge1.subVectors( b, a );
 		_edge2.subVectors( c, a );
 		_edge2.subVectors( c, a );

+ 1 - 1
src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js

@@ -5,7 +5,7 @@ export default /* glsl */`
 	uniform float bumpScale;
 	uniform float bumpScale;
 
 
 	// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
 	// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
-	// http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf
+	// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
 
 
 	// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
 	// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)