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- THREE.WebGLCapabilities = function( gl, extensions, parameters ) {
- this.getMaxPrecision = function ( precision ) {
- if ( precision === 'highp' ) {
- if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
- gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
- return 'highp';
- }
- precision = 'mediump';
- }
- if ( precision === 'mediump' ) {
- if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
- gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
- return 'mediump';
- }
- }
- return 'lowp';
- };
- // GPU capabilities
- this.precision = parameters.precision !== undefined ? parameters.precision : 'highp',
- this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false;
- this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
- this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
- this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
- this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
- this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
- this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
- this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
- this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
- this.vertexTextures = this.maxVertexTextures > 0;
- this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
- this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures;
- var _maxPrecision = this.getMaxPrecision( this.precision );
- if ( _maxPrecision !== this.precision ) {
- console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' );
- this.precision = _maxPrecision;
- }
- if ( this.logarithmicDepthBuffer ) {
- this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' );
- }
- };
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