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Mr.doob 8 年之前
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bf54dba12f
共有 3 个文件被更改,包括 277 次插入281 次删除
  1. 13 15
      build/three.js
  2. 251 251
      build/three.min.js
  3. 13 15
      build/three.module.js

+ 13 - 15
build/three.js

@@ -17034,15 +17034,15 @@
 
 	}
 
-	function WebGLProgram( renderer, code, material, parameters ) {
+	function WebGLProgram( renderer, code, material, shader, parameters ) {
 
 		var gl = renderer.context;
 
 		var extensions = material.extensions;
 		var defines = material.defines;
 
-		var vertexShader = material.__webglShader.vertexShader;
-		var fragmentShader = material.__webglShader.fragmentShader;
+		var vertexShader = shader.vertexShader;
+		var fragmentShader = shader.fragmentShader;
 
 		var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
 
@@ -17154,7 +17154,7 @@
 				'precision ' + parameters.precision + ' float;',
 				'precision ' + parameters.precision + ' int;',
 
-				'#define SHADER_NAME ' + material.__webglShader.name,
+				'#define SHADER_NAME ' + shader.name,
 
 				customDefines,
 
@@ -17261,7 +17261,7 @@
 				'precision ' + parameters.precision + ' float;',
 				'precision ' + parameters.precision + ' int;',
 
-				'#define SHADER_NAME ' + material.__webglShader.name,
+				'#define SHADER_NAME ' + shader.name,
 
 				customDefines,
 
@@ -17757,7 +17757,7 @@
 
 		};
 
-		this.acquireProgram = function ( material, parameters, code ) {
+		this.acquireProgram = function ( material, shader, parameters, code ) {
 
 			var program;
 
@@ -17779,7 +17779,7 @@
 
 			if ( program === undefined ) {
 
-				program = new WebGLProgram( renderer, code, material, parameters );
+				program = new WebGLProgram( renderer, code, material, shader, parameters );
 				programs.push( program );
 
 			}
@@ -21419,7 +21419,7 @@
 
 					var shader = ShaderLib[ parameters.shaderID ];
 
-					materialProperties.__webglShader = {
+					materialProperties.shader = {
 						name: material.type,
 						uniforms: UniformsUtils.clone( shader.uniforms ),
 						vertexShader: shader.vertexShader,
@@ -21428,7 +21428,7 @@
 
 				} else {
 
-					materialProperties.__webglShader = {
+					materialProperties.shader = {
 						name: material.type,
 						uniforms: material.uniforms,
 						vertexShader: material.vertexShader,
@@ -21437,11 +21437,9 @@
 
 				}
 
-				material.onBeforeCompile( materialProperties.__webglShader );
+				material.onBeforeCompile( materialProperties.shader );
 
-				material.__webglShader = materialProperties.__webglShader; // TODO: Remove?
-
-				program = programCache.acquireProgram( material, parameters, code );
+				program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
 
 				materialProperties.program = program;
 				material.program = program;
@@ -21482,7 +21480,7 @@
 
 			}
 
-			var uniforms = materialProperties.__webglShader.uniforms;
+			var uniforms = materialProperties.shader.uniforms;
 
 			if ( ! material.isShaderMaterial &&
 				! material.isRawShaderMaterial ||
@@ -21591,7 +21589,7 @@
 
 			var program = materialProperties.program,
 				p_uniforms = program.getUniforms(),
-				m_uniforms = materialProperties.__webglShader.uniforms;
+				m_uniforms = materialProperties.shader.uniforms;
 
 			if ( program.id !== _currentProgram ) {
 

文件差异内容过多而无法显示
+ 251 - 251
build/three.min.js


+ 13 - 15
build/three.module.js

@@ -17028,15 +17028,15 @@ function unrollLoops( string ) {
 
 }
 
-function WebGLProgram( renderer, code, material, parameters ) {
+function WebGLProgram( renderer, code, material, shader, parameters ) {
 
 	var gl = renderer.context;
 
 	var extensions = material.extensions;
 	var defines = material.defines;
 
-	var vertexShader = material.__webglShader.vertexShader;
-	var fragmentShader = material.__webglShader.fragmentShader;
+	var vertexShader = shader.vertexShader;
+	var fragmentShader = shader.fragmentShader;
 
 	var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
 
@@ -17148,7 +17148,7 @@ function WebGLProgram( renderer, code, material, parameters ) {
 			'precision ' + parameters.precision + ' float;',
 			'precision ' + parameters.precision + ' int;',
 
-			'#define SHADER_NAME ' + material.__webglShader.name,
+			'#define SHADER_NAME ' + shader.name,
 
 			customDefines,
 
@@ -17255,7 +17255,7 @@ function WebGLProgram( renderer, code, material, parameters ) {
 			'precision ' + parameters.precision + ' float;',
 			'precision ' + parameters.precision + ' int;',
 
-			'#define SHADER_NAME ' + material.__webglShader.name,
+			'#define SHADER_NAME ' + shader.name,
 
 			customDefines,
 
@@ -17751,7 +17751,7 @@ function WebGLPrograms( renderer, capabilities ) {
 
 	};
 
-	this.acquireProgram = function ( material, parameters, code ) {
+	this.acquireProgram = function ( material, shader, parameters, code ) {
 
 		var program;
 
@@ -17773,7 +17773,7 @@ function WebGLPrograms( renderer, capabilities ) {
 
 		if ( program === undefined ) {
 
-			program = new WebGLProgram( renderer, code, material, parameters );
+			program = new WebGLProgram( renderer, code, material, shader, parameters );
 			programs.push( program );
 
 		}
@@ -21413,7 +21413,7 @@ function WebGLRenderer( parameters ) {
 
 				var shader = ShaderLib[ parameters.shaderID ];
 
-				materialProperties.__webglShader = {
+				materialProperties.shader = {
 					name: material.type,
 					uniforms: UniformsUtils.clone( shader.uniforms ),
 					vertexShader: shader.vertexShader,
@@ -21422,7 +21422,7 @@ function WebGLRenderer( parameters ) {
 
 			} else {
 
-				materialProperties.__webglShader = {
+				materialProperties.shader = {
 					name: material.type,
 					uniforms: material.uniforms,
 					vertexShader: material.vertexShader,
@@ -21431,11 +21431,9 @@ function WebGLRenderer( parameters ) {
 
 			}
 
-			material.onBeforeCompile( materialProperties.__webglShader );
+			material.onBeforeCompile( materialProperties.shader );
 
-			material.__webglShader = materialProperties.__webglShader; // TODO: Remove?
-
-			program = programCache.acquireProgram( material, parameters, code );
+			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
 
 			materialProperties.program = program;
 			material.program = program;
@@ -21476,7 +21474,7 @@ function WebGLRenderer( parameters ) {
 
 		}
 
-		var uniforms = materialProperties.__webglShader.uniforms;
+		var uniforms = materialProperties.shader.uniforms;
 
 		if ( ! material.isShaderMaterial &&
 			! material.isRawShaderMaterial ||
@@ -21585,7 +21583,7 @@ function WebGLRenderer( parameters ) {
 
 		var program = materialProperties.program,
 			p_uniforms = program.getUniforms(),
-			m_uniforms = materialProperties.__webglShader.uniforms;
+			m_uniforms = materialProperties.shader.uniforms;
 
 		if ( program.id !== _currentProgram ) {
 

部分文件因为文件数量过多而无法显示