Browse Source

WebGLRenderer: Removed dupe blending.

Mr.doob 14 years ago
parent
commit
d5cff3fd37
3 changed files with 44 additions and 51 deletions
  1. 22 22
      build/Three.js
  2. 22 22
      build/custom/ThreeWebGL.js
  3. 0 7
      src/renderers/WebGLRenderer.js

+ 22 - 22
build/Three.js

@@ -274,28 +274,28 @@ d.bufferData(d.ARRAY_BUFFER,T,B);d.bindBuffer(d.ARRAY_BUFFER,p.__webglSkinWeight
 ka=Ea.length;F=B.length;va=k.__vertexArray;H=k.__colorArray;La=k.__dirtyColors;if(k.__dirtyVertices){for(ua=0;ua<ka;ua++){sa=Ea[ua].position;p=ua*3;va[p]=sa.x;va[p+1]=sa.y;va[p+2]=sa.z}d.bindBuffer(d.ARRAY_BUFFER,k.__webglVertexBuffer);d.bufferData(d.ARRAY_BUFFER,va,A)}if(La){for(ua=0;ua<F;ua++){color=B[ua];p=ua*3;H[p]=color.r;H[p+1]=color.g;H[p+2]=color.b}d.bindBuffer(d.ARRAY_BUFFER,k.__webglColorBuffer);d.bufferData(d.ARRAY_BUFFER,H,A)}}x.__dirtyVertices=!1;x.__dirtyColors=!1}else if(k instanceof
 THREE.ParticleSystem){x=k.geometry;(x.__dirtyVertices||x.__dirtyColors||k.sortParticles)&&c(x,d.DYNAMIC_DRAW,k);x.__dirtyVertices=!1;x.__dirtyColors=!1}}function S(k){function A(Y){var ua=[];x=0;for(p=Y.length;x<p;x++)Y[x]==undefined?ua.push("undefined"):ua.push(Y[x].id);return ua.join("_")}var x,p,B,F,H,K,C,$,I={},la=k.morphTargets!==undefined?k.morphTargets.length:0;k.geometryGroups={};B=0;for(F=k.faces.length;B<F;B++){H=k.faces[B];K=H.materials;C=A(K);I[C]==undefined&&(I[C]={hash:C,counter:0});
 $=I[C].hash+"_"+I[C].counter;k.geometryGroups[$]==undefined&&(k.geometryGroups[$]={faces:[],materials:K,vertices:0,numMorphTargets:la});H=H instanceof THREE.Face3?3:4;if(k.geometryGroups[$].vertices+H>65535){I[C].counter+=1;$=I[C].hash+"_"+I[C].counter;k.geometryGroups[$]==undefined&&(k.geometryGroups[$]={faces:[],materials:K,vertices:0,numMorphTargets:la})}k.geometryGroups[$].faces.push(B);k.geometryGroups[$].vertices+=H}}function D(k,A,x){k.push({buffer:A,object:x,opaque:{list:[],count:0},transparent:{list:[],
-count:0}})}function L(k){if(k!=za){switch(k){case THREE.AdditiveAlphaBlending:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.SRC_ALPHA,d.ONE);break;case THREE.AdditiveBlending:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.SRC_ALPHA,d.ONE);break;case THREE.SubtractiveBlending:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.ZERO,d.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.ZERO,d.SRC_COLOR);break;default:d.blendEquationSeparate(d.FUNC_ADD,d.FUNC_ADD);d.blendFuncSeparate(d.SRC_ALPHA,
-d.ONE_MINUS_SRC_ALPHA,d.ONE,d.ONE_MINUS_SRC_ALPHA)}za=k}}function N(k,A,x){if((x.width&x.width-1)==0&&(x.height&x.height-1)==0){d.texParameteri(k,d.TEXTURE_WRAP_S,W(A.wrapS));d.texParameteri(k,d.TEXTURE_WRAP_T,W(A.wrapT));d.texParameteri(k,d.TEXTURE_MAG_FILTER,W(A.magFilter));d.texParameteri(k,d.TEXTURE_MIN_FILTER,W(A.minFilter));d.generateMipmap(k)}else{d.texParameteri(k,d.TEXTURE_WRAP_S,d.CLAMP_TO_EDGE);d.texParameteri(k,d.TEXTURE_WRAP_T,d.CLAMP_TO_EDGE);d.texParameteri(k,d.TEXTURE_MAG_FILTER,xa(A.magFilter));
-d.texParameteri(k,d.TEXTURE_MIN_FILTER,xa(A.minFilter))}}function O(k,A){if(k.needsUpdate){if(k.__webglInit){d.bindTexture(d.TEXTURE_2D,k.__webglTexture);d.texSubImage2D(d.TEXTURE_2D,0,0,0,d.RGBA,d.UNSIGNED_BYTE,k.image)}else{k.__webglTexture=d.createTexture();d.bindTexture(d.TEXTURE_2D,k.__webglTexture);d.texImage2D(d.TEXTURE_2D,0,d.RGBA,d.RGBA,d.UNSIGNED_BYTE,k.image);k.__webglInit=!0}N(d.TEXTURE_2D,k,k.image);d.bindTexture(d.TEXTURE_2D,null);k.needsUpdate=!1}d.activeTexture(d.TEXTURE0+A);d.bindTexture(d.TEXTURE_2D,
-k.__webglTexture)}function Fa(k){if(k&&!k.__webglFramebuffer){k.__webglFramebuffer=d.createFramebuffer();k.__webglRenderbuffer=d.createRenderbuffer();k.__webglTexture=d.createTexture();d.bindRenderbuffer(d.RENDERBUFFER,k.__webglRenderbuffer);d.renderbufferStorage(d.RENDERBUFFER,d.DEPTH_COMPONENT16,k.width,k.height);d.bindTexture(d.TEXTURE_2D,k.__webglTexture);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_WRAP_S,W(k.wrapS));d.texParameteri(d.TEXTURE_2D,d.TEXTURE_WRAP_T,W(k.wrapT));d.texParameteri(d.TEXTURE_2D,
-d.TEXTURE_MAG_FILTER,W(k.magFilter));d.texParameteri(d.TEXTURE_2D,d.TEXTURE_MIN_FILTER,W(k.minFilter));d.texImage2D(d.TEXTURE_2D,0,W(k.format),k.width,k.height,0,W(k.format),W(k.type),null);d.bindFramebuffer(d.FRAMEBUFFER,k.__webglFramebuffer);d.framebufferTexture2D(d.FRAMEBUFFER,d.COLOR_ATTACHMENT0,d.TEXTURE_2D,k.__webglTexture,0);d.framebufferRenderbuffer(d.FRAMEBUFFER,d.DEPTH_ATTACHMENT,d.RENDERBUFFER,k.__webglRenderbuffer);d.bindTexture(d.TEXTURE_2D,null);d.bindRenderbuffer(d.RENDERBUFFER,null);
-d.bindFramebuffer(d.FRAMEBUFFER,null)}var A,x;if(k){A=k.__webglFramebuffer;x=k.width;k=k.height}else{A=null;x=Ca;k=fa}if(A!=Ga){d.bindFramebuffer(d.FRAMEBUFFER,A);d.viewport(U,ma,x,k);Ga=A}}function oa(k,A){var x;if(k=="fragment")x=d.createShader(d.FRAGMENT_SHADER);else k=="vertex"&&(x=d.createShader(d.VERTEX_SHADER));d.shaderSource(x,A);d.compileShader(x);if(!d.getShaderParameter(x,d.COMPILE_STATUS)){console.error(d.getShaderInfoLog(x));console.error(A);return null}return x}function xa(k){switch(k){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return d.NEAREST;
-default:return d.LINEAR}}function W(k){switch(k){case THREE.RepeatWrapping:return d.REPEAT;case THREE.ClampToEdgeWrapping:return d.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return d.MIRRORED_REPEAT;case THREE.NearestFilter:return d.NEAREST;case THREE.NearestMipMapNearestFilter:return d.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return d.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return d.LINEAR;case THREE.LinearMipMapNearestFilter:return d.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return d.LINEAR_MIPMAP_LINEAR;
-case THREE.ByteType:return d.BYTE;case THREE.UnsignedByteType:return d.UNSIGNED_BYTE;case THREE.ShortType:return d.SHORT;case THREE.UnsignedShortType:return d.UNSIGNED_SHORT;case THREE.IntType:return d.INT;case THREE.UnsignedShortType:return d.UNSIGNED_INT;case THREE.FloatType:return d.FLOAT;case THREE.AlphaFormat:return d.ALPHA;case THREE.RGBFormat:return d.RGB;case THREE.RGBAFormat:return d.RGBA;case THREE.LuminanceFormat:return d.LUMINANCE;case THREE.LuminanceAlphaFormat:return d.LUMINANCE_ALPHA}return 0}
-var d,Z=document.createElement("canvas"),ya=null,Ga=null,Ha=!0,ra=this,X=null,qa=null,za=null,ea=null,U=0,ma=0,Ca=0,fa=0,ja=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],Da=new THREE.Matrix4,Sa=new Float32Array(16),Xa=new Float32Array(16),Wa=new THREE.Vector4,Ta={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},M=!0,V=!0,na=new THREE.Color(0),Aa=0;if(a){if(a.stencil!=
-undefined)M=a.stencil;if(a.antialias!==undefined)V=a.antialias;a.clearColor!==undefined&&na.setHex(a.clearColor);if(a.clearAlpha!==undefined)Aa=a.clearAlpha}this.maxMorphTargets=8;this.domElement=Z;this.autoClear=!0;this.sortObjects=!0;(function(k,A,x,p){try{if(!(d=Z.getContext("experimental-webgl",{antialias:k,stencil:p})))throw"Error creating WebGL context.";}catch(B){console.error(B)}d.clearColor(0,0,0,1);d.clearDepth(1);d.enable(d.DEPTH_TEST);d.depthFunc(d.LEQUAL);d.frontFace(d.CCW);d.cullFace(d.BACK);
-d.enable(d.CULL_FACE);d.enable(d.BLEND);d.blendEquation(d.FUNC_ADD);d.blendFunc(d.SRC_ALPHA,d.ONE_MINUS_SRC_ALPHA);d.clearColor(A.r,A.g,A.b,x)})(V,na,Aa,M);this.context=d;if(M){var ca={};ca.vertices=new Float32Array(12);ca.faces=new Uint16Array(6);ca.darkness=0.5;ca.vertices[0]=-2;ca.vertices[1]=-1;ca.vertices[2]=-1;ca.vertices[3]=2;ca.vertices[4]=-1;ca.vertices[5]=-1;ca.vertices[6]=2;ca.vertices[7]=1;ca.vertices[8]=-1;ca.vertices[9]=-2;ca.vertices[10]=1;ca.vertices[11]=-1;ca.faces[0]=0;ca.faces[1]=
-1;ca.faces[2]=2;ca.faces[3]=0;ca.faces[4]=2;ca.faces[5]=3;ca.vertexBuffer=d.createBuffer();ca.elementBuffer=d.createBuffer();d.bindBuffer(d.ARRAY_BUFFER,ca.vertexBuffer);d.bufferData(d.ARRAY_BUFFER,ca.vertices,d.STATIC_DRAW);d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,ca.elementBuffer);d.bufferData(d.ELEMENT_ARRAY_BUFFER,ca.faces,d.STATIC_DRAW);ca.program=d.createProgram();d.attachShader(ca.program,oa("fragment",THREE.ShaderLib.shadowPost.fragmentShader));d.attachShader(ca.program,oa("vertex",THREE.ShaderLib.shadowPost.vertexShader));
-d.linkProgram(ca.program);ca.vertexLocation=d.getAttribLocation(ca.program,"position");ca.projectionLocation=d.getUniformLocation(ca.program,"projectionMatrix");ca.darknessLocation=d.getUniformLocation(ca.program,"darkness")}var ga={};ga.vertices=new Float32Array(16);ga.faces=new Uint16Array(6);ga.transparency=0.5;a=0;ga.vertices[a++]=-1;ga.vertices[a++]=-1;ga.vertices[a++]=0;ga.vertices[a++]=0;ga.vertices[a++]=1;ga.vertices[a++]=-1;ga.vertices[a++]=1;ga.vertices[a++]=0;ga.vertices[a++]=1;ga.vertices[a++]=
-1;ga.vertices[a++]=1;ga.vertices[a++]=1;ga.vertices[a++]=-1;ga.vertices[a++]=1;ga.vertices[a++]=0;ga.vertices[a++]=1;a=0;ga.faces[a++]=0;ga.faces[a++]=1;ga.faces[a++]=2;ga.faces[a++]=0;ga.faces[a++]=2;ga.faces[a++]=3;ga.vertexBuffer=d.createBuffer();ga.elementBuffer=d.createBuffer();ga.tempTexture=d.createTexture();ga.readBackPixels=new Uint8Array(1024);d.bindBuffer(d.ARRAY_BUFFER,ga.vertexBuffer);d.bufferData(d.ARRAY_BUFFER,ga.vertices,d.STATIC_DRAW);d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,ga.elementBuffer);
-d.bufferData(d.ELEMENT_ARRAY_BUFFER,ga.faces,d.STATIC_DRAW);d.bindTexture(d.TEXTURE_2D,ga.tempTexture);d.texImage2D(d.TEXTURE_2D,0,d.RGB,16,16,0,d.RGB,d.UNSIGNED_BYTE,null);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_WRAP_S,d.CLAMP_TO_EDGE);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_WRAP_T,d.CLAMP_TO_EDGE);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_MAG_FILTER,d.NEAREST);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_MIN_FILTER,d.NEAREST);ga.program=d.createProgram();d.attachShader(ga.program,oa("fragment",THREE.ShaderLib.lensFlare.fragmentShader));
-d.attachShader(ga.program,oa("vertex",THREE.ShaderLib.lensFlare.vertexShader));d.linkProgram(ga.program);ga.attributes={};ga.uniforms={};ga.attributes.vertex=d.getAttribLocation(ga.program,"position");ga.attributes.uv=d.getAttribLocation(ga.program,"UV");ga.uniforms.map=d.getUniformLocation(ga.program,"map");ga.uniforms.opacity=d.getUniformLocation(ga.program,"opacity");ga.uniforms.scale=d.getUniformLocation(ga.program,"scale");ga.uniforms.rotation=d.getUniformLocation(ga.program,"rotation");ga.uniforms.screenPosition=
-d.getUniformLocation(ga.program,"screenPosition");ga.uniforms.renderPink=d.getUniformLocation(ga.program,"renderPink");this.setSize=function(k,A){Z.width=k;Z.height=A;this.setViewport(0,0,Z.width,Z.height)};this.setViewport=function(k,A,x,p){U=k;ma=A;Ca=x;fa=p;d.viewport(U,ma,Ca,fa)};this.setScissor=function(k,A,x,p){d.scissor(k,A,x,p)};this.enableScissorTest=function(k){k?d.enable(d.SCISSOR_TEST):d.disable(d.SCISSOR_TEST)};this.enableDepthBufferWrite=function(k){Ha=k;d.depthMask(k)};this.setClearColorHex=
-function(k,A){var x=new THREE.Color(k);d.clearColor(x.r,x.g,x.b,A)};this.setClearColor=function(k,A){d.clearColor(k.r,k.g,k.b,A)};this.clear=function(){d.clear(d.COLOR_BUFFER_BIT|d.DEPTH_BUFFER_BIT|d.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(k){ca.darkness=k};this.initMaterial=function(k,A,x,p){var B,F,H,K;if(k instanceof THREE.MeshDepthMaterial)b(k,THREE.ShaderLib.depth);else if(k instanceof THREE.ShadowVolumeDynamicMaterial)b(k,THREE.ShaderLib.shadowVolumeDynamic);else if(k instanceof
-THREE.MeshNormalMaterial)b(k,THREE.ShaderLib.normal);else if(k instanceof THREE.MeshBasicMaterial)b(k,THREE.ShaderLib.basic);else if(k instanceof THREE.MeshLambertMaterial)b(k,THREE.ShaderLib.lambert);else if(k instanceof THREE.MeshPhongMaterial)b(k,THREE.ShaderLib.phong);else if(k instanceof THREE.LineBasicMaterial)b(k,THREE.ShaderLib.basic);else k instanceof THREE.ParticleBasicMaterial&&b(k,THREE.ShaderLib.particle_basic);if(!k.program){var C,$,I;C=I=K=0;for(H=A.length;C<H;C++){$=A[C];$ instanceof
-THREE.DirectionalLight&&I++;$ instanceof THREE.PointLight&&K++}if(K+I<=4)A=I;else{A=Math.ceil(4*I/(K+I));K=4-A}K={directional:A,point:K};A=50;if(p!==undefined&&p instanceof THREE.SkinnedMesh)A=p.bones.length;H={map:k.map,envMap:k.envMap,lightMap:k.lightMap,vertexColors:k.vertexColors,fog:x,sizeAttenuation:k.sizeAttenuation,skinning:k.skinning,morphTargets:k.morphTargets,maxDirLights:K.directional,maxPointLights:K.point,maxBones:A};x=k.fragmentShader;K=k.vertexShader;A=d.createProgram();C=["#ifdef GL_ES\nprecision highp float;\n#endif",
-"#define MAX_DIR_LIGHTS "+H.maxDirLights,"#define MAX_POINT_LIGHTS "+H.maxPointLights,H.fog?"#define USE_FOG":"",H.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",H.map?"#define USE_MAP":"",H.envMap?"#define USE_ENVMAP":"",H.lightMap?"#define USE_LIGHTMAP":"",H.vertexColors?"#define USE_COLOR":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");H=[d.getParameter(d.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+H.maxDirLights,"#define MAX_POINT_LIGHTS "+
-H.maxPointLights,"#define MAX_BONES "+H.maxBones,H.map?"#define USE_MAP":"",H.envMap?"#define USE_ENVMAP":"",H.lightMap?"#define USE_LIGHTMAP":"",H.vertexColors?"#define USE_COLOR":"",H.skinning?"#define USE_SKINNING":"",H.morphTargets?"#define USE_MORPHTARGETS":"",H.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
+count:0}})}function L(k){if(k!=za){switch(k){case THREE.AdditiveBlending:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.SRC_ALPHA,d.ONE);break;case THREE.SubtractiveBlending:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.ZERO,d.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:d.blendEquation(d.FUNC_ADD);d.blendFunc(d.ZERO,d.SRC_COLOR);break;default:d.blendEquationSeparate(d.FUNC_ADD,d.FUNC_ADD);d.blendFuncSeparate(d.SRC_ALPHA,d.ONE_MINUS_SRC_ALPHA,d.ONE,d.ONE_MINUS_SRC_ALPHA)}za=k}}function N(k,A,x){if((x.width&
+x.width-1)==0&&(x.height&x.height-1)==0){d.texParameteri(k,d.TEXTURE_WRAP_S,W(A.wrapS));d.texParameteri(k,d.TEXTURE_WRAP_T,W(A.wrapT));d.texParameteri(k,d.TEXTURE_MAG_FILTER,W(A.magFilter));d.texParameteri(k,d.TEXTURE_MIN_FILTER,W(A.minFilter));d.generateMipmap(k)}else{d.texParameteri(k,d.TEXTURE_WRAP_S,d.CLAMP_TO_EDGE);d.texParameteri(k,d.TEXTURE_WRAP_T,d.CLAMP_TO_EDGE);d.texParameteri(k,d.TEXTURE_MAG_FILTER,xa(A.magFilter));d.texParameteri(k,d.TEXTURE_MIN_FILTER,xa(A.minFilter))}}function O(k,A){if(k.needsUpdate){if(k.__webglInit){d.bindTexture(d.TEXTURE_2D,
+k.__webglTexture);d.texSubImage2D(d.TEXTURE_2D,0,0,0,d.RGBA,d.UNSIGNED_BYTE,k.image)}else{k.__webglTexture=d.createTexture();d.bindTexture(d.TEXTURE_2D,k.__webglTexture);d.texImage2D(d.TEXTURE_2D,0,d.RGBA,d.RGBA,d.UNSIGNED_BYTE,k.image);k.__webglInit=!0}N(d.TEXTURE_2D,k,k.image);d.bindTexture(d.TEXTURE_2D,null);k.needsUpdate=!1}d.activeTexture(d.TEXTURE0+A);d.bindTexture(d.TEXTURE_2D,k.__webglTexture)}function Fa(k){if(k&&!k.__webglFramebuffer){k.__webglFramebuffer=d.createFramebuffer();k.__webglRenderbuffer=
+d.createRenderbuffer();k.__webglTexture=d.createTexture();d.bindRenderbuffer(d.RENDERBUFFER,k.__webglRenderbuffer);d.renderbufferStorage(d.RENDERBUFFER,d.DEPTH_COMPONENT16,k.width,k.height);d.bindTexture(d.TEXTURE_2D,k.__webglTexture);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_WRAP_S,W(k.wrapS));d.texParameteri(d.TEXTURE_2D,d.TEXTURE_WRAP_T,W(k.wrapT));d.texParameteri(d.TEXTURE_2D,d.TEXTURE_MAG_FILTER,W(k.magFilter));d.texParameteri(d.TEXTURE_2D,d.TEXTURE_MIN_FILTER,W(k.minFilter));d.texImage2D(d.TEXTURE_2D,
+0,W(k.format),k.width,k.height,0,W(k.format),W(k.type),null);d.bindFramebuffer(d.FRAMEBUFFER,k.__webglFramebuffer);d.framebufferTexture2D(d.FRAMEBUFFER,d.COLOR_ATTACHMENT0,d.TEXTURE_2D,k.__webglTexture,0);d.framebufferRenderbuffer(d.FRAMEBUFFER,d.DEPTH_ATTACHMENT,d.RENDERBUFFER,k.__webglRenderbuffer);d.bindTexture(d.TEXTURE_2D,null);d.bindRenderbuffer(d.RENDERBUFFER,null);d.bindFramebuffer(d.FRAMEBUFFER,null)}var A,x;if(k){A=k.__webglFramebuffer;x=k.width;k=k.height}else{A=null;x=Ca;k=fa}if(A!=Ga){d.bindFramebuffer(d.FRAMEBUFFER,
+A);d.viewport(U,ma,x,k);Ga=A}}function oa(k,A){var x;if(k=="fragment")x=d.createShader(d.FRAGMENT_SHADER);else k=="vertex"&&(x=d.createShader(d.VERTEX_SHADER));d.shaderSource(x,A);d.compileShader(x);if(!d.getShaderParameter(x,d.COMPILE_STATUS)){console.error(d.getShaderInfoLog(x));console.error(A);return null}return x}function xa(k){switch(k){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return d.NEAREST;default:return d.LINEAR}}function W(k){switch(k){case THREE.RepeatWrapping:return d.REPEAT;
+case THREE.ClampToEdgeWrapping:return d.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return d.MIRRORED_REPEAT;case THREE.NearestFilter:return d.NEAREST;case THREE.NearestMipMapNearestFilter:return d.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return d.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return d.LINEAR;case THREE.LinearMipMapNearestFilter:return d.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return d.LINEAR_MIPMAP_LINEAR;case THREE.ByteType:return d.BYTE;
+case THREE.UnsignedByteType:return d.UNSIGNED_BYTE;case THREE.ShortType:return d.SHORT;case THREE.UnsignedShortType:return d.UNSIGNED_SHORT;case THREE.IntType:return d.INT;case THREE.UnsignedShortType:return d.UNSIGNED_INT;case THREE.FloatType:return d.FLOAT;case THREE.AlphaFormat:return d.ALPHA;case THREE.RGBFormat:return d.RGB;case THREE.RGBAFormat:return d.RGBA;case THREE.LuminanceFormat:return d.LUMINANCE;case THREE.LuminanceAlphaFormat:return d.LUMINANCE_ALPHA}return 0}var d,Z=document.createElement("canvas"),
+ya=null,Ga=null,Ha=!0,ra=this,X=null,qa=null,za=null,ea=null,U=0,ma=0,Ca=0,fa=0,ja=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],Da=new THREE.Matrix4,Sa=new Float32Array(16),Xa=new Float32Array(16),Wa=new THREE.Vector4,Ta={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},M=!0,V=!0,na=new THREE.Color(0),Aa=0;if(a){if(a.stencil!=undefined)M=a.stencil;if(a.antialias!==undefined)V=
+a.antialias;a.clearColor!==undefined&&na.setHex(a.clearColor);if(a.clearAlpha!==undefined)Aa=a.clearAlpha}this.maxMorphTargets=8;this.domElement=Z;this.autoClear=!0;this.sortObjects=!0;(function(k,A,x,p){try{if(!(d=Z.getContext("experimental-webgl",{antialias:k,stencil:p})))throw"Error creating WebGL context.";}catch(B){console.error(B)}d.clearColor(0,0,0,1);d.clearDepth(1);d.enable(d.DEPTH_TEST);d.depthFunc(d.LEQUAL);d.frontFace(d.CCW);d.cullFace(d.BACK);d.enable(d.CULL_FACE);d.enable(d.BLEND);d.blendEquation(d.FUNC_ADD);
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+d.createBuffer();ca.elementBuffer=d.createBuffer();d.bindBuffer(d.ARRAY_BUFFER,ca.vertexBuffer);d.bufferData(d.ARRAY_BUFFER,ca.vertices,d.STATIC_DRAW);d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,ca.elementBuffer);d.bufferData(d.ELEMENT_ARRAY_BUFFER,ca.faces,d.STATIC_DRAW);ca.program=d.createProgram();d.attachShader(ca.program,oa("fragment",THREE.ShaderLib.shadowPost.fragmentShader));d.attachShader(ca.program,oa("vertex",THREE.ShaderLib.shadowPost.vertexShader));d.linkProgram(ca.program);ca.vertexLocation=
+d.getAttribLocation(ca.program,"position");ca.projectionLocation=d.getUniformLocation(ca.program,"projectionMatrix");ca.darknessLocation=d.getUniformLocation(ca.program,"darkness")}var ga={};ga.vertices=new Float32Array(16);ga.faces=new Uint16Array(6);ga.transparency=0.5;a=0;ga.vertices[a++]=-1;ga.vertices[a++]=-1;ga.vertices[a++]=0;ga.vertices[a++]=0;ga.vertices[a++]=1;ga.vertices[a++]=-1;ga.vertices[a++]=1;ga.vertices[a++]=0;ga.vertices[a++]=1;ga.vertices[a++]=1;ga.vertices[a++]=1;ga.vertices[a++]=
+1;ga.vertices[a++]=-1;ga.vertices[a++]=1;ga.vertices[a++]=0;ga.vertices[a++]=1;a=0;ga.faces[a++]=0;ga.faces[a++]=1;ga.faces[a++]=2;ga.faces[a++]=0;ga.faces[a++]=2;ga.faces[a++]=3;ga.vertexBuffer=d.createBuffer();ga.elementBuffer=d.createBuffer();ga.tempTexture=d.createTexture();ga.readBackPixels=new Uint8Array(1024);d.bindBuffer(d.ARRAY_BUFFER,ga.vertexBuffer);d.bufferData(d.ARRAY_BUFFER,ga.vertices,d.STATIC_DRAW);d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,ga.elementBuffer);d.bufferData(d.ELEMENT_ARRAY_BUFFER,
+ga.faces,d.STATIC_DRAW);d.bindTexture(d.TEXTURE_2D,ga.tempTexture);d.texImage2D(d.TEXTURE_2D,0,d.RGB,16,16,0,d.RGB,d.UNSIGNED_BYTE,null);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_WRAP_S,d.CLAMP_TO_EDGE);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_WRAP_T,d.CLAMP_TO_EDGE);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_MAG_FILTER,d.NEAREST);d.texParameteri(d.TEXTURE_2D,d.TEXTURE_MIN_FILTER,d.NEAREST);ga.program=d.createProgram();d.attachShader(ga.program,oa("fragment",THREE.ShaderLib.lensFlare.fragmentShader));d.attachShader(ga.program,
+oa("vertex",THREE.ShaderLib.lensFlare.vertexShader));d.linkProgram(ga.program);ga.attributes={};ga.uniforms={};ga.attributes.vertex=d.getAttribLocation(ga.program,"position");ga.attributes.uv=d.getAttribLocation(ga.program,"UV");ga.uniforms.map=d.getUniformLocation(ga.program,"map");ga.uniforms.opacity=d.getUniformLocation(ga.program,"opacity");ga.uniforms.scale=d.getUniformLocation(ga.program,"scale");ga.uniforms.rotation=d.getUniformLocation(ga.program,"rotation");ga.uniforms.screenPosition=d.getUniformLocation(ga.program,
+"screenPosition");ga.uniforms.renderPink=d.getUniformLocation(ga.program,"renderPink");this.setSize=function(k,A){Z.width=k;Z.height=A;this.setViewport(0,0,Z.width,Z.height)};this.setViewport=function(k,A,x,p){U=k;ma=A;Ca=x;fa=p;d.viewport(U,ma,Ca,fa)};this.setScissor=function(k,A,x,p){d.scissor(k,A,x,p)};this.enableScissorTest=function(k){k?d.enable(d.SCISSOR_TEST):d.disable(d.SCISSOR_TEST)};this.enableDepthBufferWrite=function(k){Ha=k;d.depthMask(k)};this.setClearColorHex=function(k,A){var x=new THREE.Color(k);
+d.clearColor(x.r,x.g,x.b,A)};this.setClearColor=function(k,A){d.clearColor(k.r,k.g,k.b,A)};this.clear=function(){d.clear(d.COLOR_BUFFER_BIT|d.DEPTH_BUFFER_BIT|d.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(k){ca.darkness=k};this.initMaterial=function(k,A,x,p){var B,F,H,K;if(k instanceof THREE.MeshDepthMaterial)b(k,THREE.ShaderLib.depth);else if(k instanceof THREE.ShadowVolumeDynamicMaterial)b(k,THREE.ShaderLib.shadowVolumeDynamic);else if(k instanceof THREE.MeshNormalMaterial)b(k,THREE.ShaderLib.normal);
+else if(k instanceof THREE.MeshBasicMaterial)b(k,THREE.ShaderLib.basic);else if(k instanceof THREE.MeshLambertMaterial)b(k,THREE.ShaderLib.lambert);else if(k instanceof THREE.MeshPhongMaterial)b(k,THREE.ShaderLib.phong);else if(k instanceof THREE.LineBasicMaterial)b(k,THREE.ShaderLib.basic);else k instanceof THREE.ParticleBasicMaterial&&b(k,THREE.ShaderLib.particle_basic);if(!k.program){var C,$,I;C=I=K=0;for(H=A.length;C<H;C++){$=A[C];$ instanceof THREE.DirectionalLight&&I++;$ instanceof THREE.PointLight&&
+K++}if(K+I<=4)A=I;else{A=Math.ceil(4*I/(K+I));K=4-A}K={directional:A,point:K};A=50;if(p!==undefined&&p instanceof THREE.SkinnedMesh)A=p.bones.length;H={map:k.map,envMap:k.envMap,lightMap:k.lightMap,vertexColors:k.vertexColors,fog:x,sizeAttenuation:k.sizeAttenuation,skinning:k.skinning,morphTargets:k.morphTargets,maxDirLights:K.directional,maxPointLights:K.point,maxBones:A};x=k.fragmentShader;K=k.vertexShader;A=d.createProgram();C=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+
+H.maxDirLights,"#define MAX_POINT_LIGHTS "+H.maxPointLights,H.fog?"#define USE_FOG":"",H.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",H.map?"#define USE_MAP":"",H.envMap?"#define USE_ENVMAP":"",H.lightMap?"#define USE_LIGHTMAP":"",H.vertexColors?"#define USE_COLOR":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");H=[d.getParameter(d.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+H.maxDirLights,"#define MAX_POINT_LIGHTS "+H.maxPointLights,
+"#define MAX_BONES "+H.maxBones,H.map?"#define USE_MAP":"",H.envMap?"#define USE_ENVMAP":"",H.lightMap?"#define USE_LIGHTMAP":"",H.vertexColors?"#define USE_COLOR":"",H.skinning?"#define USE_SKINNING":"",H.morphTargets?"#define USE_MORPHTARGETS":"",H.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
 d.attachShader(A,oa("fragment",C+x));d.attachShader(A,oa("vertex",H+K));d.linkProgram(A);d.getProgramParameter(A,d.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+d.getProgramParameter(A,d.VALIDATE_STATUS)+", gl error ["+d.getError()+"]");A.uniforms={};A.attributes={};k.program=A;x=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(B in k.uniforms)x.push(B);
 B=k.program;K=0;for(A=x.length;K<A;K++){C=x[K];B.uniforms[C]=d.getUniformLocation(B,C)}x=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];for(B=0;B<this.maxMorphTargets;B++)x.push("morphTarget"+B);for(F in k.attributes)x.push(F);F=k.program;B=x;x=0;for(K=B.length;x<K;x++){A=B[x];F.attributes[A]=d.getAttribLocation(F,A)}F=k.program.attributes;d.enableVertexAttribArray(F.position);F.color>=0&&d.enableVertexAttribArray(F.color);F.normal>=0&&d.enableVertexAttribArray(F.normal);
 F.tangent>=0&&d.enableVertexAttribArray(F.tangent);if(k.skinning&&F.skinVertexA>=0&&F.skinVertexB>=0&&F.skinIndex>=0&&F.skinWeight>=0){d.enableVertexAttribArray(F.skinVertexA);d.enableVertexAttribArray(F.skinVertexB);d.enableVertexAttribArray(F.skinIndex);d.enableVertexAttribArray(F.skinWeight)}if(k.morphTargets){k.numSupportedMorphTargets=0;if(F.morphTarget0>=0){d.enableVertexAttribArray(F.morphTarget0);k.numSupportedMorphTargets++}if(F.morphTarget1>=0){d.enableVertexAttribArray(F.morphTarget1);

+ 22 - 22
build/custom/ThreeWebGL.js

@@ -226,28 +226,28 @@ u=n.length;R=e.__vertexArray;r=e.__colorArray;X=e.__dirtyColors;if(e.__dirtyVert
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-opaque:{list:[],count:0},transparent:{list:[],count:0}})}function qa(e){if(e!=aa){switch(e){case THREE.AdditiveAlphaBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.SRC_ALPHA,b.ONE);break;case THREE.AdditiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.SRC_ALPHA,b.ONE);break;case THREE.SubtractiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ZERO,b.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ZERO,b.SRC_COLOR);break;default:b.blendEquationSeparate(b.FUNC_ADD,
-b.FUNC_ADD);b.blendFuncSeparate(b.SRC_ALPHA,b.ONE_MINUS_SRC_ALPHA,b.ONE,b.ONE_MINUS_SRC_ALPHA)}aa=e}}function V(e,m,k){if((k.width&k.width-1)==0&&(k.height&k.height-1)==0){b.texParameteri(e,b.TEXTURE_WRAP_S,$(m.wrapS));b.texParameteri(e,b.TEXTURE_WRAP_T,$(m.wrapT));b.texParameteri(e,b.TEXTURE_MAG_FILTER,$(m.magFilter));b.texParameteri(e,b.TEXTURE_MIN_FILTER,$(m.minFilter));b.generateMipmap(e)}else{b.texParameteri(e,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(e,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);
-b.texParameteri(e,b.TEXTURE_MAG_FILTER,Da(m.magFilter));b.texParameteri(e,b.TEXTURE_MIN_FILTER,Da(m.minFilter))}}function E(e,m){if(e.needsUpdate){if(e.__webglInit){b.bindTexture(b.TEXTURE_2D,e.__webglTexture);b.texSubImage2D(b.TEXTURE_2D,0,0,0,b.RGBA,b.UNSIGNED_BYTE,e.image)}else{e.__webglTexture=b.createTexture();b.bindTexture(b.TEXTURE_2D,e.__webglTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,e.image);e.__webglInit=!0}V(b.TEXTURE_2D,e,e.image);b.bindTexture(b.TEXTURE_2D,null);
-e.needsUpdate=!1}b.activeTexture(b.TEXTURE0+m);b.bindTexture(b.TEXTURE_2D,e.__webglTexture)}function Fa(e){if(e&&!e.__webglFramebuffer){e.__webglFramebuffer=b.createFramebuffer();e.__webglRenderbuffer=b.createRenderbuffer();e.__webglTexture=b.createTexture();b.bindRenderbuffer(b.RENDERBUFFER,e.__webglRenderbuffer);b.renderbufferStorage(b.RENDERBUFFER,b.DEPTH_COMPONENT16,e.width,e.height);b.bindTexture(b.TEXTURE_2D,e.__webglTexture);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,$(e.wrapS));b.texParameteri(b.TEXTURE_2D,
-b.TEXTURE_WRAP_T,$(e.wrapT));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,$(e.magFilter));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,$(e.minFilter));b.texImage2D(b.TEXTURE_2D,0,$(e.format),e.width,e.height,0,$(e.format),$(e.type),null);b.bindFramebuffer(b.FRAMEBUFFER,e.__webglFramebuffer);b.framebufferTexture2D(b.FRAMEBUFFER,b.COLOR_ATTACHMENT0,b.TEXTURE_2D,e.__webglTexture,0);b.framebufferRenderbuffer(b.FRAMEBUFFER,b.DEPTH_ATTACHMENT,b.RENDERBUFFER,e.__webglRenderbuffer);b.bindTexture(b.TEXTURE_2D,
-null);b.bindRenderbuffer(b.RENDERBUFFER,null);b.bindFramebuffer(b.FRAMEBUFFER,null)}var m,k;if(e){m=e.__webglFramebuffer;k=e.width;e=e.height}else{m=null;k=ma;e=xa}if(m!=Ba){b.bindFramebuffer(b.FRAMEBUFFER,m);b.viewport(U,ra,k,e);Ba=m}}function ka(e,m){var k;if(e=="fragment")k=b.createShader(b.FRAGMENT_SHADER);else e=="vertex"&&(k=b.createShader(b.VERTEX_SHADER));b.shaderSource(k,m);b.compileShader(k);if(!b.getShaderParameter(k,b.COMPILE_STATUS)){console.error(b.getShaderInfoLog(k));console.error(m);
-return null}return k}function Da(e){switch(e){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return b.NEAREST;default:return b.LINEAR}}function $(e){switch(e){case THREE.RepeatWrapping:return b.REPEAT;case THREE.ClampToEdgeWrapping:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return b.MIRRORED_REPEAT;case THREE.NearestFilter:return b.NEAREST;case THREE.NearestMipMapNearestFilter:return b.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return b.NEAREST_MIPMAP_LINEAR;
-case THREE.LinearFilter:return b.LINEAR;case THREE.LinearMipMapNearestFilter:return b.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return b.LINEAR_MIPMAP_LINEAR;case THREE.ByteType:return b.BYTE;case THREE.UnsignedByteType:return b.UNSIGNED_BYTE;case THREE.ShortType:return b.SHORT;case THREE.UnsignedShortType:return b.UNSIGNED_SHORT;case THREE.IntType:return b.INT;case THREE.UnsignedShortType:return b.UNSIGNED_INT;case THREE.FloatType:return b.FLOAT;case THREE.AlphaFormat:return b.ALPHA;
-case THREE.RGBFormat:return b.RGB;case THREE.RGBAFormat:return b.RGBA;case THREE.LuminanceFormat:return b.LUMINANCE;case THREE.LuminanceAlphaFormat:return b.LUMINANCE_ALPHA}return 0}var b,Q=document.createElement("canvas"),la=null,Ba=null,Ca=!0,ta=this,W=null,na=null,aa=null,oa=null,U=0,ra=0,ma=0,xa=0,ua=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],ca=new THREE.Matrix4,La=new Float32Array(16),Qa=new Float32Array(16),Ra=new THREE.Vector4,
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-}catch(n){console.error(n)}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.blendEquation(b.FUNC_ADD);b.blendFunc(b.SRC_ALPHA,b.ONE_MINUS_SRC_ALPHA);b.clearColor(m.r,m.g,m.b,k)})(ab,Ta,qb,Na);this.context=b;if(Na){var S={};S.vertices=new Float32Array(12);S.faces=new Uint16Array(6);S.darkness=0.5;S.vertices[0]=-2;S.vertices[1]=-1;S.vertices[2]=-1;S.vertices[3]=2;S.vertices[4]=-1;S.vertices[5]=
--1;S.vertices[6]=2;S.vertices[7]=1;S.vertices[8]=-1;S.vertices[9]=-2;S.vertices[10]=1;S.vertices[11]=-1;S.faces[0]=0;S.faces[1]=1;S.faces[2]=2;S.faces[3]=0;S.faces[4]=2;S.faces[5]=3;S.vertexBuffer=b.createBuffer();S.elementBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,S.vertexBuffer);b.bufferData(b.ARRAY_BUFFER,S.vertices,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,S.elementBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,S.faces,b.STATIC_DRAW);S.program=b.createProgram();b.attachShader(S.program,
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-b.bufferData(b.ARRAY_BUFFER,H.vertices,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,H.elementBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,H.faces,b.STATIC_DRAW);b.bindTexture(b.TEXTURE_2D,H.tempTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,
-b.NEAREST);H.program=b.createProgram();b.attachShader(H.program,ka("fragment",THREE.ShaderLib.lensFlare.fragmentShader));b.attachShader(H.program,ka("vertex",THREE.ShaderLib.lensFlare.vertexShader));b.linkProgram(H.program);H.attributes={};H.uniforms={};H.attributes.vertex=b.getAttribLocation(H.program,"position");H.attributes.uv=b.getAttribLocation(H.program,"UV");H.uniforms.map=b.getUniformLocation(H.program,"map");H.uniforms.opacity=b.getUniformLocation(H.program,"opacity");H.uniforms.scale=b.getUniformLocation(H.program,
-"scale");H.uniforms.rotation=b.getUniformLocation(H.program,"rotation");H.uniforms.screenPosition=b.getUniformLocation(H.program,"screenPosition");H.uniforms.renderPink=b.getUniformLocation(H.program,"renderPink");this.setSize=function(e,m){Q.width=e;Q.height=m;this.setViewport(0,0,Q.width,Q.height)};this.setViewport=function(e,m,k,h){U=e;ra=m;ma=k;xa=h;b.viewport(U,ra,ma,xa)};this.setScissor=function(e,m,k,h){b.scissor(e,m,k,h)};this.enableScissorTest=function(e){e?b.enable(b.SCISSOR_TEST):b.disable(b.SCISSOR_TEST)};
-this.enableDepthBufferWrite=function(e){Ca=e;b.depthMask(e)};this.setClearColorHex=function(e,m){var k=new THREE.Color(e);b.clearColor(k.r,k.g,k.b,m)};this.setClearColor=function(e,m){b.clearColor(e.r,e.g,e.b,m)};this.clear=function(){b.clear(b.COLOR_BUFFER_BIT|b.DEPTH_BUFFER_BIT|b.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(e){S.darkness=e};this.initMaterial=function(e,m,k,h){var n,u,r,t;if(e instanceof THREE.MeshDepthMaterial)d(e,THREE.ShaderLib.depth);else if(e instanceof THREE.ShadowVolumeDynamicMaterial)d(e,
-THREE.ShaderLib.shadowVolumeDynamic);else if(e instanceof THREE.MeshNormalMaterial)d(e,THREE.ShaderLib.normal);else if(e instanceof THREE.MeshBasicMaterial)d(e,THREE.ShaderLib.basic);else if(e instanceof THREE.MeshLambertMaterial)d(e,THREE.ShaderLib.lambert);else if(e instanceof THREE.MeshPhongMaterial)d(e,THREE.ShaderLib.phong);else if(e instanceof THREE.LineBasicMaterial)d(e,THREE.ShaderLib.basic);else e instanceof THREE.ParticleBasicMaterial&&d(e,THREE.ShaderLib.particle_basic);if(!e.program){var q,
-A,s;q=s=t=0;for(r=m.length;q<r;q++){A=m[q];A instanceof THREE.DirectionalLight&&s++;A instanceof THREE.PointLight&&t++}if(t+s<=4)m=s;else{m=Math.ceil(4*s/(t+s));t=4-m}t={directional:m,point:t};m=50;if(h!==undefined&&h instanceof THREE.SkinnedMesh)m=h.bones.length;r={map:e.map,envMap:e.envMap,lightMap:e.lightMap,vertexColors:e.vertexColors,fog:k,sizeAttenuation:e.sizeAttenuation,skinning:e.skinning,morphTargets:e.morphTargets,maxDirLights:t.directional,maxPointLights:t.point,maxBones:m};k=e.fragmentShader;
-t=e.vertexShader;m=b.createProgram();q=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+r.maxDirLights,"#define MAX_POINT_LIGHTS "+r.maxPointLights,r.fog?"#define USE_FOG":"",r.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",r.map?"#define USE_MAP":"",r.envMap?"#define USE_ENVMAP":"",r.lightMap?"#define USE_LIGHTMAP":"",r.vertexColors?"#define USE_COLOR":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");r=[b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>
-0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+r.maxDirLights,"#define MAX_POINT_LIGHTS "+r.maxPointLights,"#define MAX_BONES "+r.maxBones,r.map?"#define USE_MAP":"",r.envMap?"#define USE_ENVMAP":"",r.lightMap?"#define USE_LIGHTMAP":"",r.vertexColors?"#define USE_COLOR":"",r.skinning?"#define USE_SKINNING":"",r.morphTargets?"#define USE_MORPHTARGETS":"",r.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
+opaque:{list:[],count:0},transparent:{list:[],count:0}})}function qa(e){if(e!=aa){switch(e){case THREE.AdditiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.SRC_ALPHA,b.ONE);break;case THREE.SubtractiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ZERO,b.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ZERO,b.SRC_COLOR);break;default:b.blendEquationSeparate(b.FUNC_ADD,b.FUNC_ADD);b.blendFuncSeparate(b.SRC_ALPHA,b.ONE_MINUS_SRC_ALPHA,b.ONE,
+b.ONE_MINUS_SRC_ALPHA)}aa=e}}function V(e,m,k){if((k.width&k.width-1)==0&&(k.height&k.height-1)==0){b.texParameteri(e,b.TEXTURE_WRAP_S,$(m.wrapS));b.texParameteri(e,b.TEXTURE_WRAP_T,$(m.wrapT));b.texParameteri(e,b.TEXTURE_MAG_FILTER,$(m.magFilter));b.texParameteri(e,b.TEXTURE_MIN_FILTER,$(m.minFilter));b.generateMipmap(e)}else{b.texParameteri(e,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(e,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(e,b.TEXTURE_MAG_FILTER,Da(m.magFilter));b.texParameteri(e,
+b.TEXTURE_MIN_FILTER,Da(m.minFilter))}}function E(e,m){if(e.needsUpdate){if(e.__webglInit){b.bindTexture(b.TEXTURE_2D,e.__webglTexture);b.texSubImage2D(b.TEXTURE_2D,0,0,0,b.RGBA,b.UNSIGNED_BYTE,e.image)}else{e.__webglTexture=b.createTexture();b.bindTexture(b.TEXTURE_2D,e.__webglTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,e.image);e.__webglInit=!0}V(b.TEXTURE_2D,e,e.image);b.bindTexture(b.TEXTURE_2D,null);e.needsUpdate=!1}b.activeTexture(b.TEXTURE0+m);b.bindTexture(b.TEXTURE_2D,
+e.__webglTexture)}function Fa(e){if(e&&!e.__webglFramebuffer){e.__webglFramebuffer=b.createFramebuffer();e.__webglRenderbuffer=b.createRenderbuffer();e.__webglTexture=b.createTexture();b.bindRenderbuffer(b.RENDERBUFFER,e.__webglRenderbuffer);b.renderbufferStorage(b.RENDERBUFFER,b.DEPTH_COMPONENT16,e.width,e.height);b.bindTexture(b.TEXTURE_2D,e.__webglTexture);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,$(e.wrapS));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,$(e.wrapT));b.texParameteri(b.TEXTURE_2D,
+b.TEXTURE_MAG_FILTER,$(e.magFilter));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,$(e.minFilter));b.texImage2D(b.TEXTURE_2D,0,$(e.format),e.width,e.height,0,$(e.format),$(e.type),null);b.bindFramebuffer(b.FRAMEBUFFER,e.__webglFramebuffer);b.framebufferTexture2D(b.FRAMEBUFFER,b.COLOR_ATTACHMENT0,b.TEXTURE_2D,e.__webglTexture,0);b.framebufferRenderbuffer(b.FRAMEBUFFER,b.DEPTH_ATTACHMENT,b.RENDERBUFFER,e.__webglRenderbuffer);b.bindTexture(b.TEXTURE_2D,null);b.bindRenderbuffer(b.RENDERBUFFER,null);
+b.bindFramebuffer(b.FRAMEBUFFER,null)}var m,k;if(e){m=e.__webglFramebuffer;k=e.width;e=e.height}else{m=null;k=ma;e=xa}if(m!=Ba){b.bindFramebuffer(b.FRAMEBUFFER,m);b.viewport(U,ra,k,e);Ba=m}}function ka(e,m){var k;if(e=="fragment")k=b.createShader(b.FRAGMENT_SHADER);else e=="vertex"&&(k=b.createShader(b.VERTEX_SHADER));b.shaderSource(k,m);b.compileShader(k);if(!b.getShaderParameter(k,b.COMPILE_STATUS)){console.error(b.getShaderInfoLog(k));console.error(m);return null}return k}function Da(e){switch(e){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return b.NEAREST;
+default:return b.LINEAR}}function $(e){switch(e){case THREE.RepeatWrapping:return b.REPEAT;case THREE.ClampToEdgeWrapping:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return b.MIRRORED_REPEAT;case THREE.NearestFilter:return b.NEAREST;case THREE.NearestMipMapNearestFilter:return b.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return b.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return b.LINEAR;case THREE.LinearMipMapNearestFilter:return b.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return b.LINEAR_MIPMAP_LINEAR;
+case THREE.ByteType:return b.BYTE;case THREE.UnsignedByteType:return b.UNSIGNED_BYTE;case THREE.ShortType:return b.SHORT;case THREE.UnsignedShortType:return b.UNSIGNED_SHORT;case THREE.IntType:return b.INT;case THREE.UnsignedShortType:return b.UNSIGNED_INT;case THREE.FloatType:return b.FLOAT;case THREE.AlphaFormat:return b.ALPHA;case THREE.RGBFormat:return b.RGB;case THREE.RGBAFormat:return b.RGBA;case THREE.LuminanceFormat:return b.LUMINANCE;case THREE.LuminanceAlphaFormat:return b.LUMINANCE_ALPHA}return 0}
+var b,Q=document.createElement("canvas"),la=null,Ba=null,Ca=!0,ta=this,W=null,na=null,aa=null,oa=null,U=0,ra=0,ma=0,xa=0,ua=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],ca=new THREE.Matrix4,La=new Float32Array(16),Qa=new Float32Array(16),Ra=new THREE.Vector4,cb={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},Na=!0,ab=!0,Ta=new THREE.Color(0),qb=0;if(a){if(a.stencil!=
+undefined)Na=a.stencil;if(a.antialias!==undefined)ab=a.antialias;a.clearColor!==undefined&&Ta.setHex(a.clearColor);if(a.clearAlpha!==undefined)qb=a.clearAlpha}this.maxMorphTargets=8;this.domElement=Q;this.autoClear=!0;this.sortObjects=!0;(function(e,m,k,h){try{if(!(b=Q.getContext("experimental-webgl",{antialias:e,stencil:h})))throw"Error creating WebGL context.";}catch(n){console.error(n)}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.blendEquation(b.FUNC_ADD);b.blendFunc(b.SRC_ALPHA,b.ONE_MINUS_SRC_ALPHA);b.clearColor(m.r,m.g,m.b,k)})(ab,Ta,qb,Na);this.context=b;if(Na){var S={};S.vertices=new Float32Array(12);S.faces=new Uint16Array(6);S.darkness=0.5;S.vertices[0]=-2;S.vertices[1]=-1;S.vertices[2]=-1;S.vertices[3]=2;S.vertices[4]=-1;S.vertices[5]=-1;S.vertices[6]=2;S.vertices[7]=1;S.vertices[8]=-1;S.vertices[9]=-2;S.vertices[10]=1;S.vertices[11]=-1;S.faces[0]=0;S.faces[1]=1;S.faces[2]=
+2;S.faces[3]=0;S.faces[4]=2;S.faces[5]=3;S.vertexBuffer=b.createBuffer();S.elementBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,S.vertexBuffer);b.bufferData(b.ARRAY_BUFFER,S.vertices,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,S.elementBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,S.faces,b.STATIC_DRAW);S.program=b.createProgram();b.attachShader(S.program,ka("fragment",THREE.ShaderLib.shadowPost.fragmentShader));b.attachShader(S.program,ka("vertex",THREE.ShaderLib.shadowPost.vertexShader));
+b.linkProgram(S.program);S.vertexLocation=b.getAttribLocation(S.program,"position");S.projectionLocation=b.getUniformLocation(S.program,"projectionMatrix");S.darknessLocation=b.getUniformLocation(S.program,"darkness")}var H={};H.vertices=new Float32Array(16);H.faces=new Uint16Array(6);H.transparency=0.5;a=0;H.vertices[a++]=-1;H.vertices[a++]=-1;H.vertices[a++]=0;H.vertices[a++]=0;H.vertices[a++]=1;H.vertices[a++]=-1;H.vertices[a++]=1;H.vertices[a++]=0;H.vertices[a++]=1;H.vertices[a++]=1;H.vertices[a++]=
+1;H.vertices[a++]=1;H.vertices[a++]=-1;H.vertices[a++]=1;H.vertices[a++]=0;H.vertices[a++]=1;a=0;H.faces[a++]=0;H.faces[a++]=1;H.faces[a++]=2;H.faces[a++]=0;H.faces[a++]=2;H.faces[a++]=3;H.vertexBuffer=b.createBuffer();H.elementBuffer=b.createBuffer();H.tempTexture=b.createTexture();H.readBackPixels=new Uint8Array(1024);b.bindBuffer(b.ARRAY_BUFFER,H.vertexBuffer);b.bufferData(b.ARRAY_BUFFER,H.vertices,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,H.elementBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,
+H.faces,b.STATIC_DRAW);b.bindTexture(b.TEXTURE_2D,H.tempTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);H.program=b.createProgram();b.attachShader(H.program,ka("fragment",THREE.ShaderLib.lensFlare.fragmentShader));b.attachShader(H.program,
+ka("vertex",THREE.ShaderLib.lensFlare.vertexShader));b.linkProgram(H.program);H.attributes={};H.uniforms={};H.attributes.vertex=b.getAttribLocation(H.program,"position");H.attributes.uv=b.getAttribLocation(H.program,"UV");H.uniforms.map=b.getUniformLocation(H.program,"map");H.uniforms.opacity=b.getUniformLocation(H.program,"opacity");H.uniforms.scale=b.getUniformLocation(H.program,"scale");H.uniforms.rotation=b.getUniformLocation(H.program,"rotation");H.uniforms.screenPosition=b.getUniformLocation(H.program,
+"screenPosition");H.uniforms.renderPink=b.getUniformLocation(H.program,"renderPink");this.setSize=function(e,m){Q.width=e;Q.height=m;this.setViewport(0,0,Q.width,Q.height)};this.setViewport=function(e,m,k,h){U=e;ra=m;ma=k;xa=h;b.viewport(U,ra,ma,xa)};this.setScissor=function(e,m,k,h){b.scissor(e,m,k,h)};this.enableScissorTest=function(e){e?b.enable(b.SCISSOR_TEST):b.disable(b.SCISSOR_TEST)};this.enableDepthBufferWrite=function(e){Ca=e;b.depthMask(e)};this.setClearColorHex=function(e,m){var k=new THREE.Color(e);
+b.clearColor(k.r,k.g,k.b,m)};this.setClearColor=function(e,m){b.clearColor(e.r,e.g,e.b,m)};this.clear=function(){b.clear(b.COLOR_BUFFER_BIT|b.DEPTH_BUFFER_BIT|b.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(e){S.darkness=e};this.initMaterial=function(e,m,k,h){var n,u,r,t;if(e instanceof THREE.MeshDepthMaterial)d(e,THREE.ShaderLib.depth);else if(e instanceof THREE.ShadowVolumeDynamicMaterial)d(e,THREE.ShaderLib.shadowVolumeDynamic);else if(e instanceof THREE.MeshNormalMaterial)d(e,THREE.ShaderLib.normal);
+else if(e instanceof THREE.MeshBasicMaterial)d(e,THREE.ShaderLib.basic);else if(e instanceof THREE.MeshLambertMaterial)d(e,THREE.ShaderLib.lambert);else if(e instanceof THREE.MeshPhongMaterial)d(e,THREE.ShaderLib.phong);else if(e instanceof THREE.LineBasicMaterial)d(e,THREE.ShaderLib.basic);else e instanceof THREE.ParticleBasicMaterial&&d(e,THREE.ShaderLib.particle_basic);if(!e.program){var q,A,s;q=s=t=0;for(r=m.length;q<r;q++){A=m[q];A instanceof THREE.DirectionalLight&&s++;A instanceof THREE.PointLight&&
+t++}if(t+s<=4)m=s;else{m=Math.ceil(4*s/(t+s));t=4-m}t={directional:m,point:t};m=50;if(h!==undefined&&h instanceof THREE.SkinnedMesh)m=h.bones.length;r={map:e.map,envMap:e.envMap,lightMap:e.lightMap,vertexColors:e.vertexColors,fog:k,sizeAttenuation:e.sizeAttenuation,skinning:e.skinning,morphTargets:e.morphTargets,maxDirLights:t.directional,maxPointLights:t.point,maxBones:m};k=e.fragmentShader;t=e.vertexShader;m=b.createProgram();q=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+
+r.maxDirLights,"#define MAX_POINT_LIGHTS "+r.maxPointLights,r.fog?"#define USE_FOG":"",r.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",r.map?"#define USE_MAP":"",r.envMap?"#define USE_ENVMAP":"",r.lightMap?"#define USE_LIGHTMAP":"",r.vertexColors?"#define USE_COLOR":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");r=[b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+r.maxDirLights,"#define MAX_POINT_LIGHTS "+r.maxPointLights,
+"#define MAX_BONES "+r.maxBones,r.map?"#define USE_MAP":"",r.envMap?"#define USE_ENVMAP":"",r.lightMap?"#define USE_LIGHTMAP":"",r.vertexColors?"#define USE_COLOR":"",r.skinning?"#define USE_SKINNING":"",r.morphTargets?"#define USE_MORPHTARGETS":"",r.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
 b.attachShader(m,ka("fragment",q+k));b.attachShader(m,ka("vertex",r+t));b.linkProgram(m);b.getProgramParameter(m,b.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+b.getProgramParameter(m,b.VALIDATE_STATUS)+", gl error ["+b.getError()+"]");m.uniforms={};m.attributes={};e.program=m;k=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(n in e.uniforms)k.push(n);
 n=e.program;t=0;for(m=k.length;t<m;t++){q=k[t];n.uniforms[q]=b.getUniformLocation(n,q)}k=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];for(n=0;n<this.maxMorphTargets;n++)k.push("morphTarget"+n);for(u in e.attributes)k.push(u);u=e.program;n=k;k=0;for(t=n.length;k<t;k++){m=n[k];u.attributes[m]=b.getAttribLocation(u,m)}u=e.program.attributes;b.enableVertexAttribArray(u.position);u.color>=0&&b.enableVertexAttribArray(u.color);u.normal>=0&&b.enableVertexAttribArray(u.normal);
 u.tangent>=0&&b.enableVertexAttribArray(u.tangent);if(e.skinning&&u.skinVertexA>=0&&u.skinVertexB>=0&&u.skinIndex>=0&&u.skinWeight>=0){b.enableVertexAttribArray(u.skinVertexA);b.enableVertexAttribArray(u.skinVertexB);b.enableVertexAttribArray(u.skinIndex);b.enableVertexAttribArray(u.skinWeight)}if(e.morphTargets){e.numSupportedMorphTargets=0;if(u.morphTarget0>=0){b.enableVertexAttribArray(u.morphTarget0);e.numSupportedMorphTargets++}if(u.morphTarget1>=0){b.enableVertexAttribArray(u.morphTarget1);

+ 0 - 7
src/renderers/WebGLRenderer.js

@@ -3675,13 +3675,6 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			switch ( blending ) {
 
-				case THREE.AdditiveAlphaBlending:
-
-					_gl.blendEquation( _gl.FUNC_ADD );
-					_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
-
-					break;
-
 				case THREE.AdditiveBlending:
 
 					_gl.blendEquation( _gl.FUNC_ADD );