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@@ -938,7 +938,7 @@ function(a){this.object=a;this.update();return this};wb.prototype.copy=function(
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ve.prototype.constructor=ve;ve.prototype.updateMatrixWorld=function(a){var b=-this.plane.constant;1E-8>Math.abs(b)&&(b=1E-8);this.scale.set(.5*this.size,.5*this.size,b);this.children[0].material.side=0>b?1:0;this.lookAt(this.plane.normal);F.prototype.updateMatrixWorld.call(this,a)};var nj=new n,zf,Sg;xb.prototype=Object.create(F.prototype);xb.prototype.constructor=xb;xb.prototype.setDirection=function(a){.99999<a.y?this.quaternion.set(0,0,0,1):-.99999>a.y?this.quaternion.set(1,0,0,0):(nj.set(a.z,
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0,-a.x).normalize(),this.quaternion.setFromAxisAngle(nj,Math.acos(a.y)))};xb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(1E-4,a-b),1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};xb.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)};xb.prototype.copy=function(a){F.prototype.copy.call(this,a,!1);this.line.copy(a.line);this.cone.copy(a.cone);
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return this};xb.prototype.clone=function(){return(new this.constructor).copy(this)};we.prototype=Object.create(ma.prototype);we.prototype.constructor=we;var kb=Math.pow(2,8),oj=[.125,.215,.35,.446,.526,.582],yi=5+oj.length,lb={3E3:0,3001:1,3002:2,3004:3,3005:4,3006:5,3007:6},Wg=new hd,Af=function(a){var b=new Float32Array(a),c=new n(0,1,0);a=new ub({defines:{n:a},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:b},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:c},
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-inputEncoding:{value:lb[3E3]},outputEncoding:{value:lb[3E3]}},vertexShader:Yg(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n"+Zg()+"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t",
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+inputEncoding:{value:lb[3E3]},outputEncoding:{value:lb[3E3]}},vertexShader:Yg(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n"+Zg()+"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t",
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blending:0,depthTest:!1,depthWrite:!1});a.type="SphericalGaussianBlur";return a}(20),Rb=null,Sb=null,wh=function(){for(var a=[],b=[],c=[],d=8,e=0;e<yi;e++){var f=Math.pow(2,d);b.push(f);var g=1/f;4<e?g=oj[e-8+4-1]:0==e&&(g=0);c.push(g);g=1/(f-1);f=-g/2;g=1+g/2;var h=[f,f,g,f,g,g,f,f,g,g,f,g];f=new Float32Array(108);g=new Float32Array(72);for(var k=new Float32Array(36),m=0;6>m;m++){var n=m%3*2/3-1,p=2<m?0:-1;f.set([n,p,0,n+2/3,p,0,n+2/3,p+1,0,n,p,0,n+2/3,p+1,0,n,p+1,0],18*m);g.set(h,12*m);k.set([m,
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m,m,m,m,m],6*m)}h=new C;h.setAttribute("position",new M(f,3));h.setAttribute("uv",new M(g,2));h.setAttribute("faceIndex",new M(k,1));a.push(h);4<d&&d--}return{_lodPlanes:a,_sizeLods:b,_sigmas:c}}(),xe=wh._lodPlanes,Ci=wh._sizeLods,Cf=wh._sigmas,Bf=null,T=null,Vg=null,Ac=(1+Math.sqrt(5))/2,Ad=1/Ac,Ai=[new n(1,1,1),new n(-1,1,1),new n(1,1,-1),new n(-1,1,-1),new n(0,Ac,Ad),new n(0,Ac,-Ad),new n(Ad,0,Ac),new n(-Ad,0,Ac),new n(Ac,Ad,0),new n(-Ac,Ad,0)];Tg.prototype={constructor:Tg,fromScene:function(a,
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b,c,d){void 0===b&&(b=0);void 0===c&&(c=.1);void 0===d&&(d=100);Vg=T.getRenderTarget();var e=ui();c=new aa(90,1,c,d);d=[1,1,1,1,-1,1];var f=[1,1,-1,-1,-1,1],g=T.outputEncoding,h=T.toneMapping,k=T.toneMappingExposure,m=T.getClearColor(),n=T.getClearAlpha();T.toneMapping=1;T.toneMappingExposure=1;T.outputEncoding=3E3;a.scale.z*=-1;var p=a.background;if(p&&p.isColor){p.convertSRGBToLinear();var t=Math.min(Math.max(Math.ceil(Math.log2(Math.max(p.r,p.g,p.b))),-128),127);p=p.multiplyScalar(Math.pow(2,-t));
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