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@@ -353,7 +353,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var uniforms = material.uniforms;
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var uniforms = material.uniforms;
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- if ( uniforms.shininess !== undefined ) uniforms.shininess = new THREE.Uniform( uniforms.shininess.value );
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+ if ( uniforms.shininess !== undefined ) uniforms.shininess = uniforms.shininess.clone();
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return material;
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return material;
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@@ -461,11 +461,10 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var uniforms = material.uniforms;
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var uniforms = material.uniforms;
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- uniforms.diffuse = new THREE.Uniform( uniforms.diffuse.value.clone() );
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- uniforms.emissive = new THREE.Uniform( uniforms.emissive.value.clone() );
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- uniforms.specular = new THREE.Uniform( uniforms.specular.value.clone() );
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-
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- uniforms.shininess = new THREE.Uniform( uniforms.shininess.value );
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+ uniforms.diffuse = uniforms.diffuse.clone();
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+ uniforms.emissive = uniforms.emissive.clone();
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+ uniforms.specular = uniforms.specular.clone();
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+ uniforms.shininess = uniforms.shininess.clone();
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if ( originalMaterial.map !== undefined ) material.map = originalMaterial.map;
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if ( originalMaterial.map !== undefined ) material.map = originalMaterial.map;
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@@ -854,10 +853,10 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var uniforms = material.uniforms;
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var uniforms = material.uniforms;
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- uniforms.lightColor = new THREE.Uniform( uniforms.lightColor.value.clone() );
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- uniforms.lightRadius = new THREE.Uniform( uniforms.lightRadius.value );
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- uniforms.lightIntensity = new THREE.Uniform( uniforms.lightIntensity.value );
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- uniforms.lightPositionVS = new THREE.Uniform( uniforms.lightPositionVS.value.clone() );
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+ uniforms.lightColor = uniforms.lightColor.clone();
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+ uniforms.lightRadius = uniforms.lightRadius.clone();
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+ uniforms.lightIntensity = uniforms.lightIntensity.clone();
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+ uniforms.lightPositionVS = uniforms.lightPositionVS.clone();
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return material;
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return material;
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@@ -903,11 +902,11 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var uniforms = material.uniforms;
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var uniforms = material.uniforms;
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- uniforms.lightColor = new THREE.Uniform( uniforms.lightColor.value.clone() );
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- uniforms.lightAngle = new THREE.Uniform( uniforms.lightAngle.value );
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- uniforms.lightIntensity = new THREE.Uniform( uniforms.lightIntensity.value );
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- uniforms.lightPositionVS = new THREE.Uniform( uniforms.lightPositionVS.value.clone() );
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- uniforms.lightDirectionVS = new THREE.Uniform( uniforms.lightDirectionVS.value.clone() );
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+ uniforms.lightColor = uniforms.lightColor.clone();
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+ uniforms.lightAngle = uniforms.lightAngle.clone();
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+ uniforms.lightIntensity = uniforms.lightIntensity.clone();
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+ uniforms.lightPositionVS = uniforms.lightPositionVS.clone();
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+ uniforms.lightDirectionVS = uniforms.lightDirectionVS.clone();
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return material;
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return material;
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@@ -948,9 +947,9 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var uniforms = material.uniforms;
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var uniforms = material.uniforms;
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- uniforms.lightColor = new THREE.Uniform( uniforms.lightColor.value.clone() );
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- uniforms.lightIntensity = new THREE.Uniform( uniforms.lightIntensity.value );
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- uniforms.lightDirectionVS = new THREE.Uniform( uniforms.lightDirectionVS.value.clone() );
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+ uniforms.lightColor = uniforms.lightColor.clone();
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+ uniforms.lightIntensity = uniforms.lightIntensity.clone();
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+ uniforms.lightDirectionVS = uniforms.lightDirectionVS.clone();
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return material;
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return material;
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@@ -1596,10 +1595,10 @@ THREE.ShaderDeferredCommon = {
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commonUniforms: {
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commonUniforms: {
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- matProjInverse: { value: new THREE.Matrix4() },
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+ matProjInverse: new THREE.Uniform( new THREE.Matrix4() ),
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- viewWidth: { value: 800 },
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- viewHeight: { value: 600 }
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+ viewWidth: new THREE.Uniform( 800 ),
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+ viewHeight: new THREE.Uniform( 600 )
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}
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}
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@@ -1661,13 +1660,13 @@ THREE.ShaderDeferred = {
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uniforms: {
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uniforms: {
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- map: { value: null },
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- offsetRepeat: { value: new THREE.Vector4( 0, 0, 1, 1 ) },
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+ map: new THREE.Uniform( null ),
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+ offsetRepeat: new THREE.Uniform( new THREE.Vector4( 0, 0, 1, 1 ) ),
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- diffuse: { value: new THREE.Color( 0x000000 ) },
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- emissive: { value: new THREE.Color( 0x000000 ) },
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- specular: { value: new THREE.Color( 0x000000 ) },
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- shininess: { value: 30.0 }
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+ diffuse: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ emissive: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ specular: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ shininess: new THREE.Uniform( 30.0 )
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},
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},
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@@ -1723,9 +1722,11 @@ THREE.ShaderDeferred = {
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emissiveLight: {
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emissiveLight: {
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- uniforms: Object.assign( {
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+ uniforms: Object.assign(
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+
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+ {
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- samplerColor: { value: null }
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+ samplerColor: new THREE.Uniform( null )
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},
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},
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@@ -1767,15 +1768,17 @@ THREE.ShaderDeferred = {
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pointLight: {
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pointLight: {
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- uniforms: Object.assign( {
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+ uniforms: Object.assign(
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+
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+ {
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- samplerNormalDepth: { value: null },
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- samplerColor: { value: null },
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+ samplerNormalDepth: new THREE.Uniform( null ),
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+ samplerColor: new THREE.Uniform( null ),
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- lightColor: { value: new THREE.Color( 0x000000 ) },
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- lightPositionVS: { value: new THREE.Vector3( 0, 1, 0 ) },
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- lightIntensity: { value: 1.0 },
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- lightRadius: { value: 1.0 }
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+ lightColor: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ lightPositionVS: new THREE.Uniform( new THREE.Vector3( 0, 1, 0 ) ),
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+ lightIntensity: new THREE.Uniform( 1.0 ),
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+ lightRadius: new THREE.Uniform( 1.0 )
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},
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},
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@@ -1848,16 +1851,18 @@ THREE.ShaderDeferred = {
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spotLight: {
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spotLight: {
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- uniforms: Object.assign( {
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+ uniforms: Object.assign(
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- samplerNormalDepth: { value: null },
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- samplerColor: { value: null },
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+ {
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- lightColor: { value: new THREE.Color( 0x000000 ) },
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- lightDirectionVS: { value: new THREE.Vector3( 0, 1, 0 ) },
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- lightPositionVS: { value: new THREE.Vector3( 0, 1, 0 ) },
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- lightAngle: { value: 1.0 },
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- lightIntensity: { value: 1.0 }
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+ samplerNormalDepth: new THREE.Uniform( null ),
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+ samplerColor: new THREE.Uniform( null ),
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+
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+ lightColor: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ lightDirectionVS: new THREE.Uniform( new THREE.Vector3( 0, 1, 0 ) ),
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+ lightPositionVS: new THREE.Uniform( new THREE.Vector3( 0, 1, 0 ) ),
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+ lightAngle: new THREE.Uniform( 1.0 ),
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+ lightIntensity: new THREE.Uniform( 1.0 )
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},
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},
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@@ -1943,14 +1948,16 @@ THREE.ShaderDeferred = {
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directionalLight: {
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directionalLight: {
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- uniforms: Object.assign( {
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+ uniforms: Object.assign(
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+
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+ {
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- samplerNormalDepth: { value: null },
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- samplerColor: { value: null },
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+ samplerNormalDepth: new THREE.Uniform( null ),
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+ samplerColor: new THREE.Uniform( null ),
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- lightColor: { value: new THREE.Color( 0x000000 ) },
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- lightDirectionVS : { value: new THREE.Vector3( 0, 1, 0 ) },
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- lightIntensity: { value: 1.0 }
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+ lightColor: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ lightDirectionVS: new THREE.Uniform( new THREE.Vector3( 0, 1, 0 ) ),
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+ lightIntensity: new THREE.Uniform( 1.0 )
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},
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},
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THREE.ShaderDeferredCommon[ 'commonUniforms' ]
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THREE.ShaderDeferredCommon[ 'commonUniforms' ]
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@@ -2008,7 +2015,7 @@ THREE.ShaderDeferred = {
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uniforms: {
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uniforms: {
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- shininess: { value: 30.0 }
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+ shininess: new THREE.Uniform( 30.0 )
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},
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},
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@@ -2064,14 +2071,16 @@ THREE.ShaderDeferred = {
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pointLightPre: {
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pointLightPre: {
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- uniforms: Object.assign( {
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+ uniforms: Object.assign(
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- samplerNormalDepthShininess: { value: null },
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+ {
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- lightColor: { value: new THREE.Color( 0x000000 ) },
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- lightPositionVS: { value: new THREE.Vector3( 0, 1, 0 ) },
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- lightIntensity: { value: 1.0 },
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- lightRadius: { value: 1.0 }
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+ samplerNormalDepthShininess: new THREE.Uniform( null ),
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+
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+ lightColor: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ lightPositionVS: new THREE.Uniform( new THREE.Vector3( 0, 1, 0 ) ),
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+ lightIntensity: new THREE.Uniform( 1.0 ),
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+ lightRadius: new THREE.Uniform( 1.0 )
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},
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},
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THREE.ShaderDeferredCommon[ 'commonUniforms' ]
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THREE.ShaderDeferredCommon[ 'commonUniforms' ]
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@@ -2134,15 +2143,17 @@ THREE.ShaderDeferred = {
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spotLightPre: {
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spotLightPre: {
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- uniforms: Object.assign( {
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+ uniforms: Object.assign(
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+
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+ {
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- samplerNormalDepthShininess: { value: null },
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+ samplerNormalDepthShininess: new THREE.Uniform( null ),
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- lightColor: { value: new THREE.Color( 0x000000 ) },
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- lightDirectionVS: { value: new THREE.Vector3( 0, 1, 0 ) },
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- lightPositionVS: { value: new THREE.Vector3( 0, 1, 0 ) },
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- lightAngle: { value: 1.0 },
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- lightIntensity: { value: 1.0 }
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+ lightColor: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ lightDirectionVS: new THREE.Uniform( new THREE.Vector3( 0, 1, 0 ) ),
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+ lightPositionVS: new THREE.Uniform( new THREE.Vector3( 0, 1, 0 ) ),
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+ lightAngle: new THREE.Uniform( 1.0 ),
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+ lightIntensity: new THREE.Uniform( 1.0 )
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},
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},
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@@ -2226,13 +2237,15 @@ THREE.ShaderDeferred = {
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directionalLightPre: {
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directionalLightPre: {
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- uniforms: Object.assign( {
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+ uniforms: Object.assign(
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- samplerNormalDepthShininess: { value: null },
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+ {
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- lightColor: { value: new THREE.Color( 0x000000 ) },
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- lightDirectionVS : { value: new THREE.Vector3( 0, 1, 0 ) },
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- lightIntensity: { value: 1.0 }
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+ samplerNormalDepthShininess: new THREE.Uniform( null ),
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+
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+ lightColor: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ lightDirectionVS: new THREE.Uniform( new THREE.Vector3( 0, 1, 0 ) ),
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+ lightIntensity: new THREE.Uniform( 1.0 )
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},
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},
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@@ -2289,17 +2302,19 @@ THREE.ShaderDeferred = {
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reconstruction: {
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reconstruction: {
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- uniforms: Object.assign( {
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+ uniforms: Object.assign(
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+
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+ {
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- samplerLight: { value: null },
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+ samplerLight: new THREE.Uniform( null ),
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- map: { value: null },
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- offsetRepeat: { value: new THREE.Vector4( 0, 0, 1, 1 ) },
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+ map: new THREE.Uniform( null ),
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+ offsetRepeat: new THREE.Uniform( new THREE.Vector4( 0, 0, 1, 1 ) ),
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- diffuse: { value: new THREE.Color( 0x000000 ) },
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- emissive: { value: new THREE.Color( 0x000000 ) },
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- specular: { value: new THREE.Color( 0x000000 ) },
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- shininess: { value: 30.0 }
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+ diffuse: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ emissive: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ specular: new THREE.Uniform( new THREE.Color( 0x000000 ) ),
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+ shininess: new THREE.Uniform( 30.0 )
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},
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},
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@@ -2375,7 +2390,7 @@ THREE.ShaderDeferred = {
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uniforms: {
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uniforms: {
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- samplerResult: { value: null }
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+ samplerResult: new THREE.Uniform( null )
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},
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},
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