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Updated builds.

Mr.doob 9 年 前
コミット
c685246bfb
2 ファイル変更3 行追加3 行削除
  1. 3 3
      build/three.js
  2. 0 0
      build/three.min.js

+ 3 - 3
build/three.js

@@ -22921,15 +22921,15 @@ THREE.ShaderChunk[ 'lights_phong_fragment'] = "BlinnPhongMaterial material;\nmat
 
 // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
 
-THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n	varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n	vec3	diffuseColor;\n	vec3	specularColor;\n	float	specularShininess;\n	float	specularStrength;\n};\nvoid BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight directReflectedLight ) {\n	float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n	directReflectedLight.diffuse += dotNL * directLight.color * BRDF_Diffuse_Lambert( material.diffuseColor );\n	directReflectedLight.specular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\n#define Material_RE_DirectLight    BlinnPhongMaterial_RE_DirectLight\nvoid BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 indirectDiffuseColor, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight indirectReflectedLight ) {\n	indirectReflectedLight.diffuse += indirectDiffuseColor * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define Material_RE_IndirectDiffuseLight    BlinnPhongMaterial_RE_IndirectDiffuseLight\n#define Material_LightProbeLOD( material )   (0)\n";
+THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "#ifdef USE_ENVMAP\n	varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n	vec3	diffuseColor;\n	vec3	specularColor;\n	float	specularShininess;\n	float	specularStrength;\n};\nvoid BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight directReflectedLight ) {\n	float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n	directReflectedLight.diffuse += dotNL * directLight.color * BRDF_Diffuse_Lambert( material.diffuseColor );\n	directReflectedLight.specular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\n#define Material_RE_DirectLight    BlinnPhongMaterial_RE_DirectLight\nvoid BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 indirectDiffuseColor, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight indirectReflectedLight ) {\n	indirectReflectedLight.diffuse += indirectDiffuseColor * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define Material_RE_IndirectDiffuseLight    BlinnPhongMaterial_RE_IndirectDiffuseLight\n#define Material_LightProbeLOD( material )   (0)\n";
 
 // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
 
-THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n	varying vec3 vWorldPosition;\n#endif\n#if MAX_POINT_LIGHTS > 0\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#endif\n";
+THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#ifdef USE_ENVMAP\n	varying vec3 vWorldPosition;\n#endif\n#if MAX_POINT_LIGHTS > 0\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
 
-THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n	vWorldPosition = worldPosition.xyz;\n#endif\n";
+THREE.ShaderChunk[ 'lights_phong_vertex'] = "#ifdef USE_ENVMAP\n	vWorldPosition = worldPosition.xyz;\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl
 

ファイルの差分が大きいため隠しています
+ 0 - 0
build/three.min.js


この差分においてかなりの量のファイルが変更されているため、一部のファイルを表示していません