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Mr.doob 10 vuotta sitten
vanhempi
commit
ef8bc6c750
2 muutettua tiedostoa jossa 6 lisäystä ja 681 poistoa
  1. 4 676
      build/three.js
  2. 2 5
      build/three.min.js

+ 4 - 676
build/three.js

@@ -11469,71 +11469,14 @@ THREE.Loader.prototype = {
 
 		}
 
-		// special case for normal mapped material
+		if ( m.mapNormalFactor ) {
 
-		if ( m.mapNormal ) {
-
-			var shader = THREE.ShaderLib[ 'normalmap' ];
-			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
-
-			uniforms[ 'tNormal' ].value = mpars.normalMap;
-
-			if ( m.mapNormalFactor ) {
-
-				uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
-
-			}
-
-			if ( mpars.map ) {
-
-				uniforms[ 'tDiffuse' ].value = mpars.map;
-				uniforms[ 'enableDiffuse' ].value = true;
-
-			}
-
-			if ( mpars.specularMap ) {
-
-				uniforms[ 'tSpecular' ].value = mpars.specularMap;
-				uniforms[ 'enableSpecular' ].value = true;
-
-			}
-
-			if ( mpars.lightMap ) {
-
-				uniforms[ 'tAO' ].value = mpars.lightMap;
-				uniforms[ 'enableAO' ].value = true;
-
-			}
-
-			// for the moment don't handle displacement texture
-
-			uniforms[ 'diffuse' ].value.setHex( mpars.color );
-			uniforms[ 'specular' ].value.setHex( mpars.specular );
-			uniforms[ 'ambient' ].value.setHex( mpars.ambient );
-
-			uniforms[ 'shininess' ].value = mpars.shininess;
-
-			if ( mpars.opacity !== undefined ) {
-
-				uniforms[ 'opacity' ].value = mpars.opacity;
-
-			}
-
-			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
-			var material = new THREE.ShaderMaterial( parameters );
-
-			if ( mpars.transparent ) {
-
-				material.transparent = true;
-
-			}
-
-		} else {
-
-			var material = new THREE[ mtype ]( mpars );
+			mpars.normalScale = new THREE.Vector2( m.mapNormalFactor, m.mapNormalFactor );
 
 		}
 
+		var material = new THREE[ mtype ]( mpars );
+
 		if ( m.DbgName !== undefined ) material.name = m.DbgName;
 
 		return material;
@@ -17236,621 +17179,6 @@ THREE.ShaderLib = {
 
 	},
 
-	/* -------------------------------------------------------------------------
-	//	Normal map shader
-	//		- Blinn-Phong
-	//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
-	//		- point and directional lights (use with "lights: true" material option)
-	 ------------------------------------------------------------------------- */
-
-	'normalmap' : {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-
-			"enableAO"          : { type: "i", value: 0 },
-			"enableDiffuse"     : { type: "i", value: 0 },
-			"enableSpecular"    : { type: "i", value: 0 },
-			"enableReflection"  : { type: "i", value: 0 },
-			"enableDisplacement": { type: "i", value: 0 },
-
-			"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
-			"tDiffuse"     : { type: "t", value: null },
-			"tCube"        : { type: "t", value: null },
-			"tNormal"      : { type: "t", value: null },
-			"tSpecular"    : { type: "t", value: null },
-			"tAO"          : { type: "t", value: null },
-
-			"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-			"uDisplacementBias": { type: "f", value: 0.0 },
-			"uDisplacementScale": { type: "f", value: 1.0 },
-
-			"diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
-			"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
-			"ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
-			"shininess": { type: "f", value: 30 },
-			"opacity": { type: "f", value: 1 },
-
-			"refractionRatio": { type: "f", value: 0.98 },
-			"reflectivity": { type: "f", value: 0.5 },
-
-			"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
-			"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-			"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-
-			}
-
-		] ),
-
-		fragmentShader: [
-
-			"uniform vec3 ambient;",
-			"uniform vec3 diffuse;",
-			"uniform vec3 specular;",
-			"uniform float shininess;",
-			"uniform float opacity;",
-
-			"uniform bool enableDiffuse;",
-			"uniform bool enableSpecular;",
-			"uniform bool enableAO;",
-			"uniform bool enableReflection;",
-
-			"uniform sampler2D tDiffuse;",
-			"uniform sampler2D tNormal;",
-			"uniform sampler2D tSpecular;",
-			"uniform sampler2D tAO;",
-
-			"uniform samplerCube tCube;",
-
-			"uniform vec2 uNormalScale;",
-
-			"uniform float refractionRatio;",
-			"uniform float reflectivity;",
-
-			"varying vec3 vTangent;",
-			"varying vec3 vBinormal;",
-			"varying vec3 vNormal;",
-			"varying vec2 vUv;",
-
-			"uniform vec3 ambientLightColor;",
-
-			"#if MAX_DIR_LIGHTS > 0",
-
-			"	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-			"	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_HEMI_LIGHTS > 0",
-
-			"	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-			"	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-			"	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_POINT_LIGHTS > 0",
-
-			"	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-			"	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-			"	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_SPOT_LIGHTS > 0",
-
-			"	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-			"	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-			"	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-			"	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
-			"	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-			"	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-			"#endif",
-
-			"#ifdef WRAP_AROUND",
-
-			"	uniform vec3 wrapRGB;",
-
-			"#endif",
-
-			"varying vec3 vWorldPosition;",
-			"varying vec3 vViewPosition;",
-
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
-			"void main() {",
-				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
-			"	gl_FragColor = vec4( vec3( 1.0 ), opacity );",
-
-			"	vec3 specularTex = vec3( 1.0 );",
-
-			"	vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
-			"	normalTex.xy *= uNormalScale;",
-			"	normalTex = normalize( normalTex );",
-
-			"	if( enableDiffuse ) {",
-
-			"		#ifdef GAMMA_INPUT",
-
-			"			vec4 texelColor = texture2D( tDiffuse, vUv );",
-			"			texelColor.xyz *= texelColor.xyz;",
-
-			"			gl_FragColor = gl_FragColor * texelColor;",
-
-			"		#else",
-
-			"			gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
-
-			"		#endif",
-
-			"	}",
-
-			"	if( enableAO ) {",
-
-			"		#ifdef GAMMA_INPUT",
-
-			"			vec4 aoColor = texture2D( tAO, vUv );",
-			"			aoColor.xyz *= aoColor.xyz;",
-
-			"			gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
-
-			"		#else",
-
-			"			gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
-
-			"		#endif",
-
-			"	}",
-			
-			THREE.ShaderChunk[ "alphatest_fragment" ],
-
-			"	if( enableSpecular )",
-			"		specularTex = texture2D( tSpecular, vUv ).xyz;",
-
-			"	mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
-			"	vec3 finalNormal = tsb * normalTex;",
-
-			"	#ifdef FLIP_SIDED",
-
-			"		finalNormal = -finalNormal;",
-
-			"	#endif",
-
-			"	vec3 normal = normalize( finalNormal );",
-			"	vec3 viewPosition = normalize( vViewPosition );",
-
-				// point lights
-
-			"	#if MAX_POINT_LIGHTS > 0",
-
-			"		vec3 pointDiffuse = vec3( 0.0 );",
-			"		vec3 pointSpecular = vec3( 0.0 );",
-
-			"		for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-			"			vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-			"			vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
-
-			"			float pointDistance = 1.0;",
-			"			if ( pointLightDistance[ i ] > 0.0 )",
-			"				pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-			"			pointVector = normalize( pointVector );",
-
-						// diffuse
-
-			"			#ifdef WRAP_AROUND",
-
-			"				float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
-			"				float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
-
-			"				vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
-
-			"			#else",
-
-			"				float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
-
-			"			#endif",
-
-			"			pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
-
-						// specular
-
-			"			vec3 pointHalfVector = normalize( pointVector + viewPosition );",
-			"			float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-			"			float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
-
-			"			float specularNormalization = ( shininess + 2.0 ) / 8.0;",
-
-			"			vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
-			"			pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
-
-			"		}",
-
-			"	#endif",
-
-				// spot lights
-
-			"	#if MAX_SPOT_LIGHTS > 0",
-
-			"		vec3 spotDiffuse = vec3( 0.0 );",
-			"		vec3 spotSpecular = vec3( 0.0 );",
-
-			"		for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-			"			vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-			"			vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
-
-			"			float spotDistance = 1.0;",
-			"			if ( spotLightDistance[ i ] > 0.0 )",
-			"				spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-			"			spotVector = normalize( spotVector );",
-
-			"			float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
-
-			"			if ( spotEffect > spotLightAngleCos[ i ] ) {",
-
-			"				spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
-
-							// diffuse
-
-			"				#ifdef WRAP_AROUND",
-
-			"					float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
-			"					float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
-
-			"					vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
-
-			"				#else",
-
-			"					float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
-
-			"				#endif",
-
-			"				spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
-
-							// specular
-
-			"				vec3 spotHalfVector = normalize( spotVector + viewPosition );",
-			"				float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
-			"				float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
-
-			"				float specularNormalization = ( shininess + 2.0 ) / 8.0;",
-
-			"				vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
-			"				spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
-
-			"			}",
-
-			"		}",
-
-			"	#endif",
-
-				// directional lights
-
-			"	#if MAX_DIR_LIGHTS > 0",
-
-			"		vec3 dirDiffuse = vec3( 0.0 );",
-			"		vec3 dirSpecular = vec3( 0.0 );",
-
-			"		for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
-
-			"			vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-			"			vec3 dirVector = normalize( lDirection.xyz );",
-
-						// diffuse
-
-			"			#ifdef WRAP_AROUND",
-
-			"				float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
-			"				float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
-
-			"				vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
-
-			"			#else",
-
-			"				float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
-			"			#endif",
-
-			"			dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
-
-						// specular
-
-			"			vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-			"			float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-			"			float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
-
-			"			float specularNormalization = ( shininess + 2.0 ) / 8.0;",
-
-			"			vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
-			"			dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
-
-			"		}",
-
-			"	#endif",
-
-				// hemisphere lights
-
-			"	#if MAX_HEMI_LIGHTS > 0",
-
-			"		vec3 hemiDiffuse = vec3( 0.0 );",
-			"		vec3 hemiSpecular = vec3( 0.0 );" ,
-
-			"		for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-			"			vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
-			"			vec3 lVector = normalize( lDirection.xyz );",
-
-						// diffuse
-
-			"			float dotProduct = dot( normal, lVector );",
-			"			float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-			"			vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
-
-			"			hemiDiffuse += diffuse * hemiColor;",
-
-						// specular (sky light)
-
-
-			"			vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
-			"			float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
-			"			float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
-
-						// specular (ground light)
-
-			"			vec3 lVectorGround = -lVector;",
-
-			"			vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
-			"			float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
-			"			float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
-
-			"			float dotProductGround = dot( normal, lVectorGround );",
-
-			"			float specularNormalization = ( shininess + 2.0 ) / 8.0;",
-
-			"			vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
-			"			vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
-			"			hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
-
-			"		}",
-
-			"	#endif",
-
-				// all lights contribution summation
-
-			"	vec3 totalDiffuse = vec3( 0.0 );",
-			"	vec3 totalSpecular = vec3( 0.0 );",
-
-			"	#if MAX_DIR_LIGHTS > 0",
-
-			"		totalDiffuse += dirDiffuse;",
-			"		totalSpecular += dirSpecular;",
-
-			"	#endif",
-
-			"	#if MAX_HEMI_LIGHTS > 0",
-
-			"		totalDiffuse += hemiDiffuse;",
-			"		totalSpecular += hemiSpecular;",
-
-			"	#endif",
-
-			"	#if MAX_POINT_LIGHTS > 0",
-
-			"		totalDiffuse += pointDiffuse;",
-			"		totalSpecular += pointSpecular;",
-
-			"	#endif",
-
-			"	#if MAX_SPOT_LIGHTS > 0",
-
-			"		totalDiffuse += spotDiffuse;",
-			"		totalSpecular += spotSpecular;",
-
-			"	#endif",
-
-			"	#ifdef METAL",
-
-			"		gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
-
-			"	#else",
-
-			"		gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
-
-			"	#endif",
-
-			"	if ( enableReflection ) {",
-
-			"		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
-
-			"		#ifdef ENVMAP_MODE_REFLECTION",
-
-			"			vec3 vReflect = reflect( cameraToVertex, normal );",
-
-			"		#else",
-
-			"			vec3 vReflect = refract( cameraToVertex, normal, refractionRatio );",
-
-			"		#endif",
-
-			"		vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
-
-			"		#ifdef GAMMA_INPUT",
-
-			"			cubeColor.xyz *= cubeColor.xyz;",
-
-			"		#endif",
-
-			"		gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
-
-			"	}",
-
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n"),
-
-		vertexShader: [
-
-			"attribute vec4 tangent;",
-
-			"uniform vec2 uOffset;",
-			"uniform vec2 uRepeat;",
-
-			"uniform bool enableDisplacement;",
-
-			"#ifdef VERTEX_TEXTURES",
-
-			"	uniform sampler2D tDisplacement;",
-			"	uniform float uDisplacementScale;",
-			"	uniform float uDisplacementBias;",
-
-			"#endif",
-
-			"varying vec3 vTangent;",
-			"varying vec3 vBinormal;",
-			"varying vec3 vNormal;",
-			"varying vec2 vUv;",
-
-			"varying vec3 vWorldPosition;",
-			"varying vec3 vViewPosition;",
-
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-
-				// normal, tangent and binormal vectors
-
-			"	#ifdef USE_SKINNING",
-
-			"		vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
-
-			"		vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
-			"		vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
-
-			"	#else",
-
-			"		vNormal = normalize( normalMatrix * normal );",
-			"		vTangent = normalize( normalMatrix * tangent.xyz );",
-
-			"	#endif",
-
-			"	vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
-
-			"	vUv = uv * uRepeat + uOffset;",
-
-				// displacement mapping
-
-			"	vec3 displacedPosition;",
-
-			"	#ifdef VERTEX_TEXTURES",
-
-			"		if ( enableDisplacement ) {",
-
-			"			vec3 dv = texture2D( tDisplacement, uv ).xyz;",
-			"			float df = uDisplacementScale * dv.x + uDisplacementBias;",
-			"			displacedPosition = position + normalize( normal ) * df;",
-
-			"		} else {",
-
-			"			#ifdef USE_SKINNING",
-
-			"				vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
-
-			"				vec4 skinned = vec4( 0.0 );",
-			"				skinned += boneMatX * skinVertex * skinWeight.x;",
-			"				skinned += boneMatY * skinVertex * skinWeight.y;",
-			"				skinned += boneMatZ * skinVertex * skinWeight.z;",
-			"				skinned += boneMatW * skinVertex * skinWeight.w;",
-			"				skinned  = bindMatrixInverse * skinned;",
-
-			"				displacedPosition = skinned.xyz;",
-
-			"			#else",
-
-			"				displacedPosition = position;",
-
-			"			#endif",
-
-			"		}",
-
-			"	#else",
-
-			"		#ifdef USE_SKINNING",
-
-			"			vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
-
-			"			vec4 skinned = vec4( 0.0 );",
-			"			skinned += boneMatX * skinVertex * skinWeight.x;",
-			"			skinned += boneMatY * skinVertex * skinWeight.y;",
-			"			skinned += boneMatZ * skinVertex * skinWeight.z;",
-			"			skinned += boneMatW * skinVertex * skinWeight.w;",
-			"			skinned  = bindMatrixInverse * skinned;",
-
-			"			displacedPosition = skinned.xyz;",
-
-			"		#else",
-
-			"			displacedPosition = position;",
-
-			"		#endif",
-
-			"	#endif",
-
-				//
-
-			"	vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
-			"	vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
-
-			"	gl_Position = projectionMatrix * mvPosition;",
-
-				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
-				//
-
-			"	vWorldPosition = worldPosition.xyz;",
-			"	vViewPosition = -mvPosition.xyz;",
-
-				// shadows
-
-			"	#ifdef USE_SHADOWMAP",
-
-			"		for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
-
-			"			vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
-
-			"		}",
-
-			"	#endif",
-
-			"}"
-
-		].join("\n")
-
-	},
-
 	/* -------------------------------------------------------------------------
 	//	Cube map shader
 	 ------------------------------------------------------------------------- */

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 5
build/three.min.js


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