|
@@ -593,17 +593,20 @@ THREE.ShaderLib = {
|
|
|
|
|
|
"if( renderType == 2 ) {",
|
|
|
|
|
|
- "float visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 )).a +",
|
|
|
- "texture2D( occlusionMap, vec2( 0.5, 0.1 )).a +",
|
|
|
- "texture2D( occlusionMap, vec2( 0.9, 0.1 )).a +",
|
|
|
- "texture2D( occlusionMap, vec2( 0.9, 0.5 )).a +",
|
|
|
- "texture2D( occlusionMap, vec2( 0.9, 0.9 )).a +",
|
|
|
- "texture2D( occlusionMap, vec2( 0.5, 0.9 )).a +",
|
|
|
- "texture2D( occlusionMap, vec2( 0.1, 0.9 )).a +",
|
|
|
- "texture2D( occlusionMap, vec2( 0.1, 0.5 )).a +",
|
|
|
- "texture2D( occlusionMap, vec2( 0.5, 0.5 )).a;",
|
|
|
-
|
|
|
- "vVisibility = ( 1.0 - visibility / 9.0 );",
|
|
|
+ "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 )) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.5, 0.1 )) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.9, 0.1 )) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.9, 0.5 )) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.9, 0.9 )) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.5, 0.9 )) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.1, 0.9 )) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.1, 0.5 )) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.5, 0.5 ));",
|
|
|
+
|
|
|
+ "vVisibility = ( visibility.r / 9.0 ) *",
|
|
|
+ "( 1.0 - visibility.g / 9.0 ) *",
|
|
|
+ "( visibility.b / 9.0 ) *",
|
|
|
+ "( 1.0 - visibility.a / 9.0 );",
|
|
|
|
|
|
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
|
|
|
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
|
|
@@ -633,8 +636,7 @@ THREE.ShaderLib = {
|
|
|
|
|
|
"if( renderType == 0 ) {",
|
|
|
|
|
|
- "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
|
|
|
-// "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
|
|
|
+ "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
|
|
|
|
|
|
// restore
|
|
|
|