Moved 2d filter shaders from ShaderUtils to ShaderExtras.

This commit is contained in:
alteredq
2011-08-31 13:16:49 +02:00
parent 10e12a8305
commit 797530e4f7
20 changed files with 693 additions and 770 deletions
+56 -64
View File
@@ -222,46 +222,46 @@ THREE.WebGLRenderer=function(b){function c(b,c,e){var f,h,g,j=b.vertices,k=j.len
for(f=0;f<m;f++)g=f*3,color=t[p[f][1]],u[g]=color.r,u[g+1]=color.g,u[g+2]=color.b;if(A)for(w in A){f=A[w];t=f.value.length;for(g=0;g<t;g++){index=p[g][1];m=f.offset;if(f.size===1){if(f.boundTo===void 0||f.boundTo==="vertices")f.array[m]=f.value[index]}else{if(f.boundTo===void 0||f.boundTo==="vertices")y=f.value[index];f.size===2?(f.array[m]=y.x,f.array[m+1]=y.y):f.size===3?f.type==="c"?(f.array[m]=y.r,f.array[m+1]=y.g,f.array[m+2]=y.b):(f.array[m]=y.x,f.array[m+1]=y.y,f.array[m+2]=y.z):(f.array[m]=
y.x,f.array[m+1]=y.y,f.array[m+2]=y.z,f.array[m+3]=y.w)}f.offset+=f.size}}}else{if(v)for(f=0;f<k;f++)h=j[f].position,g=f*3,o[g]=h.x,o[g+1]=h.y,o[g+2]=h.z;if(x)for(f=0;f<m;f++)color=t[f],g=f*3,u[g]=color.r,u[g+1]=color.g,u[g+2]=color.b;if(A)for(w in A)if(f=A[w],f.__original.needsUpdate){t=f.value.length;for(g=0;g<t;g++){m=f.offset;if(f.size===1){if(f.boundTo===void 0||f.boundTo==="vertices")f.array[m]=f.value[g]}else{if(f.boundTo===void 0||f.boundTo==="vertices")y=f.value[g];f.size===2?(f.array[m]=
y.x,f.array[m+1]=y.y):f.size===3?f.type==="c"?(f.array[m]=y.r,f.array[m+1]=y.g,f.array[m+2]=y.b):(f.array[m]=y.x,f.array[m+1]=y.y,f.array[m+2]=y.z):(f.array[m]=y.x,f.array[m+1]=y.y,f.array[m+2]=y.z,f.array[m+3]=y.w)}f.offset+=f.size}}}if(v||e.sortParticles)n.bindBuffer(n.ARRAY_BUFFER,b.__webglVertexBuffer),n.bufferData(n.ARRAY_BUFFER,o,c);if(x||e.sortParticles)n.bindBuffer(n.ARRAY_BUFFER,b.__webglColorBuffer),n.bufferData(n.ARRAY_BUFFER,u,c);if(A)for(w in A)if(f=A[w],f.__original.needsUpdate||e.sortParticles)n.bindBuffer(n.ARRAY_BUFFER,
f.buffer),n.bufferData(n.ARRAY_BUFFER,f.array,c)}function e(b,c,e,f,g){f.program||Q.initMaterial(f,c,e,g);if(f.morphTargets&&!g.__webglMorphTargetInfluences){g.__webglMorphTargetInfluences=new Float32Array(Q.maxMorphTargets);for(var h=0,j=Q.maxMorphTargets;h<j;h++)g.__webglMorphTargetInfluences[h]=0}var h=f.program,j=h.uniforms,k=f.uniforms;h!=X&&(n.useProgram(h),X=h);n.uniformMatrix4fv(j.projectionMatrix,!1,pa);if(e&&(f instanceof THREE.MeshBasicMaterial||f instanceof THREE.MeshLambertMaterial||
f.buffer),n.bufferData(n.ARRAY_BUFFER,f.array,c)}function e(b,c,e,f,h){f.program||Q.initMaterial(f,c,e,h);if(f.morphTargets&&!h.__webglMorphTargetInfluences){h.__webglMorphTargetInfluences=new Float32Array(Q.maxMorphTargets);for(var g=0,j=Q.maxMorphTargets;g<j;g++)h.__webglMorphTargetInfluences[g]=0}var g=f.program,j=g.uniforms,k=f.uniforms;g!=X&&(n.useProgram(g),X=g);n.uniformMatrix4fv(j.projectionMatrix,!1,pa);if(e&&(f instanceof THREE.MeshBasicMaterial||f instanceof THREE.MeshLambertMaterial||
f instanceof THREE.MeshPhongMaterial||f instanceof THREE.LineBasicMaterial||f instanceof THREE.ParticleBasicMaterial||f.fog))if(k.fogColor.value=e.color,e instanceof THREE.Fog)k.fogNear.value=e.near,k.fogFar.value=e.far;else if(e instanceof THREE.FogExp2)k.fogDensity.value=e.density;if(f instanceof THREE.MeshPhongMaterial||f instanceof THREE.MeshLambertMaterial||f.lights){var m,t,o,u=0,p=0,v=0,x,y,A,w=Fa,D=w.directional.colors,G=w.directional.positions,I=w.point.colors,U=w.point.positions,C=w.point.distances,
J=0,E=0,e=t=A=0;for(m=c.length;e<m;e++)if(t=c[e],o=t.color,x=t.position,y=t.intensity,A=t.distance,t instanceof THREE.AmbientLight)u+=o.r,p+=o.g,v+=o.b;else if(t instanceof THREE.DirectionalLight)A=J*3,D[A]=o.r*y,D[A+1]=o.g*y,D[A+2]=o.b*y,G[A]=x.x,G[A+1]=x.y,G[A+2]=x.z,J+=1;else if(t instanceof THREE.SpotLight)A=J*3,D[A]=o.r*y,D[A+1]=o.g*y,D[A+2]=o.b*y,o=1/x.length(),G[A]=x.x*o,G[A+1]=x.y*o,G[A+2]=x.z*o,J+=1;else if(t instanceof THREE.PointLight)t=E*3,I[t]=o.r*y,I[t+1]=o.g*y,I[t+2]=o.b*y,U[t]=x.x,
U[t+1]=x.y,U[t+2]=x.z,C[E]=A,E+=1;for(e=J*3;e<D.length;e++)D[e]=0;for(e=E*3;e<I.length;e++)I[e]=0;w.point.length=E;w.directional.length=J;w.ambient[0]=u;w.ambient[1]=p;w.ambient[2]=v;c=Fa;k.enableLighting.value=c.directional.length+c.point.length;k.ambientLightColor.value=c.ambient;k.directionalLightColor.value=c.directional.colors;k.directionalLightDirection.value=c.directional.positions;k.pointLightColor.value=c.point.colors;k.pointLightPosition.value=c.point.positions;k.pointLightDistance.value=
c.point.distances}if(f instanceof THREE.MeshBasicMaterial||f instanceof THREE.MeshLambertMaterial||f instanceof THREE.MeshPhongMaterial)k.diffuse.value=f.color,k.opacity.value=f.opacity,(k.map.texture=f.map)&&k.offsetRepeat.value.set(f.map.offset.x,f.map.offset.y,f.map.repeat.x,f.map.repeat.y),k.lightMap.texture=f.lightMap,k.envMap.texture=f.envMap,k.reflectivity.value=f.reflectivity,k.refractionRatio.value=f.refractionRatio,k.combine.value=f.combine,k.useRefract.value=f.envMap&&f.envMap.mapping instanceof
THREE.CubeRefractionMapping;if(f instanceof THREE.LineBasicMaterial)k.diffuse.value=f.color,k.opacity.value=f.opacity;else if(f instanceof THREE.ParticleBasicMaterial)k.psColor.value=f.color,k.opacity.value=f.opacity,k.size.value=f.size,k.scale.value=ya.height/2,k.map.texture=f.map;else if(f instanceof THREE.MeshPhongMaterial)k.ambient.value=f.ambient,k.specular.value=f.specular,k.shininess.value=f.shininess;else if(f instanceof THREE.MeshDepthMaterial)k.mNear.value=b.near,k.mFar.value=b.far,k.opacity.value=
f.opacity;else if(f instanceof THREE.MeshNormalMaterial)k.opacity.value=f.opacity;if(g.receiveShadow&&!f._shadowPass&&k.shadowMatrix){for(c=0;c<xa.length;c++)k.shadowMatrix.value[c]=xa[c],k.shadowMap.texture[c]=Q.shadowMap[c];k.shadowDarkness.value=Q.shadowMapDarkness;k.shadowBias.value=Q.shadowMapBias}for(var ja in k)if(m=h.uniforms[ja])if(e=k[ja],u=e.type,c=e.value,u=="i")n.uniform1i(m,c);else if(u=="f")n.uniform1f(m,c);else if(u=="v2")n.uniform2f(m,c.x,c.y);else if(u=="v3")n.uniform3f(m,c.x,c.y,
f.opacity;else if(f instanceof THREE.MeshNormalMaterial)k.opacity.value=f.opacity;if(h.receiveShadow&&!f._shadowPass&&k.shadowMatrix){for(c=0;c<xa.length;c++)k.shadowMatrix.value[c]=xa[c],k.shadowMap.texture[c]=Q.shadowMap[c];k.shadowDarkness.value=Q.shadowMapDarkness;k.shadowBias.value=Q.shadowMapBias}for(var ja in k)if(m=g.uniforms[ja])if(e=k[ja],u=e.type,c=e.value,u=="i")n.uniform1i(m,c);else if(u=="f")n.uniform1f(m,c);else if(u=="v2")n.uniform2f(m,c.x,c.y);else if(u=="v3")n.uniform3f(m,c.x,c.y,
c.z);else if(u=="v4")n.uniform4f(m,c.x,c.y,c.z,c.w);else if(u=="c")n.uniform3f(m,c.r,c.g,c.b);else if(u=="fv1")n.uniform1fv(m,c);else if(u=="fv")n.uniform3fv(m,c);else if(u=="v3v"){if(!e._array)e._array=new Float32Array(3*c.length);u=0;for(p=c.length;u<p;u++)v=u*3,e._array[v]=c[u].x,e._array[v+1]=c[u].y,e._array[v+2]=c[u].z;n.uniform3fv(m,e._array)}else if(u=="m4"){if(!e._array)e._array=new Float32Array(16);c.flattenToArray(e._array);n.uniformMatrix4fv(m,!1,e._array)}else if(u=="m4v"){if(!e._array)e._array=
new Float32Array(16*c.length);u=0;for(p=c.length;u<p;u++)c[u].flattenToArrayOffset(e._array,u*16);n.uniformMatrix4fv(m,!1,e._array)}else if(u=="t"){if(n.uniform1i(m,c),m=e.texture)if(m.image instanceof Array&&m.image.length==6){if(e=m,e.image.length==6)if(e.needsUpdate){if(!e.image.__webglTextureCube)e.image.__webglTextureCube=n.createTexture();n.activeTexture(n.TEXTURE0+c);n.bindTexture(n.TEXTURE_CUBE_MAP,e.image.__webglTextureCube);for(c=0;c<6;c++)n.texImage2D(n.TEXTURE_CUBE_MAP_POSITIVE_X+c,0,
n.RGBA,n.RGBA,n.UNSIGNED_BYTE,e.image[c]);B(n.TEXTURE_CUBE_MAP,e,e.image[0]);e.needsUpdate=!1}else n.activeTexture(n.TEXTURE0+c),n.bindTexture(n.TEXTURE_CUBE_MAP,e.image.__webglTextureCube)}else m instanceof THREE.WebGLRenderTargetCube?(e=m,n.activeTexture(n.TEXTURE0+c),n.bindTexture(n.TEXTURE_CUBE_MAP,e.__webglTexture)):L(m,c)}else if(u=="tv"){if(!e._array){e._array=[];u=0;for(p=e.texture.length;u<p;u++)e._array[u]=c+u}n.uniform1iv(m,e._array);u=0;for(p=e.texture.length;u<p;u++)(m=e.texture[u])&&
L(m,e._array[u])}n.uniformMatrix4fv(j.modelViewMatrix,!1,g._modelViewMatrixArray);n.uniformMatrix3fv(j.normalMatrix,!1,g._normalMatrixArray);(f instanceof THREE.MeshShaderMaterial||f instanceof THREE.MeshPhongMaterial||f.envMap)&&j.cameraPosition!==null&&n.uniform3f(j.cameraPosition,b.position.x,b.position.y,b.position.z);(f instanceof THREE.MeshShaderMaterial||f.envMap||f.skinning||g.receiveShadow)&&j.objectMatrix!==null&&n.uniformMatrix4fv(j.objectMatrix,!1,g._objectMatrixArray);(f instanceof THREE.MeshPhongMaterial||
f instanceof THREE.MeshLambertMaterial||f instanceof THREE.MeshShaderMaterial||f.skinning)&&j.viewMatrix!==null&&n.uniformMatrix4fv(j.viewMatrix,!1,la);f.skinning&&(n.uniformMatrix4fv(j.cameraInverseMatrix,!1,la),n.uniformMatrix4fv(j.boneGlobalMatrices,!1,g.boneMatrices));return h}function f(b,c,f,g,h,j){if(g.opacity!=0){var k,b=e(b,c,f,g,j).attributes;if(!g.morphTargets&&b.position>=0)n.bindBuffer(n.ARRAY_BUFFER,h.__webglVertexBuffer),n.vertexAttribPointer(b.position,3,n.FLOAT,!1,0,0);else if(j.morphTargetBase){c=
g.program.attributes;j.morphTargetBase!==-1?(n.bindBuffer(n.ARRAY_BUFFER,h.__webglMorphTargetsBuffers[j.morphTargetBase]),n.vertexAttribPointer(c.position,3,n.FLOAT,!1,0,0)):c.position>=0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglVertexBuffer),n.vertexAttribPointer(c.position,3,n.FLOAT,!1,0,0));if(j.morphTargetForcedOrder.length)for(var f=0,m=j.morphTargetForcedOrder,t=j.morphTargetInfluences;f<g.numSupportedMorphTargets&&f<m.length;)n.bindBuffer(n.ARRAY_BUFFER,h.__webglMorphTargetsBuffers[m[f]]),n.vertexAttribPointer(c["morphTarget"+
f],3,n.FLOAT,!1,0,0),j.__webglMorphTargetInfluences[f]=t[m[f]],f++;else{var m=[],o=-1,u=0,t=j.morphTargetInfluences,p,v=t.length,f=0;for(j.morphTargetBase!==-1&&(m[j.morphTargetBase]=!0);f<g.numSupportedMorphTargets;){for(p=0;p<v;p++)!m[p]&&t[p]>o&&(u=p,o=t[u]);n.bindBuffer(n.ARRAY_BUFFER,h.__webglMorphTargetsBuffers[u]);n.vertexAttribPointer(c["morphTarget"+f],3,n.FLOAT,!1,0,0);j.__webglMorphTargetInfluences[f]=o;m[u]=1;o=-1;f++}}g.program.uniforms.morphTargetInfluences!==null&&n.uniform1fv(g.program.uniforms.morphTargetInfluences,
j.__webglMorphTargetInfluences)}if(h.__webglCustomAttributes)for(k in h.__webglCustomAttributes)b[k]>=0&&(c=h.__webglCustomAttributes[k],n.bindBuffer(n.ARRAY_BUFFER,c.buffer),n.vertexAttribPointer(b[k],c.size,n.FLOAT,!1,0,0));b.color>=0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglColorBuffer),n.vertexAttribPointer(b.color,3,n.FLOAT,!1,0,0));b.normal>=0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglNormalBuffer),n.vertexAttribPointer(b.normal,3,n.FLOAT,!1,0,0));b.tangent>=0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglTangentBuffer),
n.vertexAttribPointer(b.tangent,4,n.FLOAT,!1,0,0));b.uv>=0&&(h.__webglUVBuffer?(n.bindBuffer(n.ARRAY_BUFFER,h.__webglUVBuffer),n.vertexAttribPointer(b.uv,2,n.FLOAT,!1,0,0),n.enableVertexAttribArray(b.uv)):n.disableVertexAttribArray(b.uv));b.uv2>=0&&(h.__webglUV2Buffer?(n.bindBuffer(n.ARRAY_BUFFER,h.__webglUV2Buffer),n.vertexAttribPointer(b.uv2,2,n.FLOAT,!1,0,0),n.enableVertexAttribArray(b.uv2)):n.disableVertexAttribArray(b.uv2));g.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=
0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglSkinVertexABuffer),n.vertexAttribPointer(b.skinVertexA,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,h.__webglSkinVertexBBuffer),n.vertexAttribPointer(b.skinVertexB,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,h.__webglSkinIndicesBuffer),n.vertexAttribPointer(b.skinIndex,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,h.__webglSkinWeightsBuffer),n.vertexAttribPointer(b.skinWeight,4,n.FLOAT,!1,0,0));j instanceof THREE.Mesh?(g.wireframe?(n.lineWidth(g.wireframeLinewidth),
n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,h.__webglLineBuffer),n.drawElements(n.LINES,h.__webglLineCount,n.UNSIGNED_SHORT,0)):(n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,h.__webglFaceBuffer),n.drawElements(n.TRIANGLES,h.__webglFaceCount,n.UNSIGNED_SHORT,0)),Q.data.vertices+=h.__webglFaceCount,Q.data.faces+=h.__webglFaceCount/3,Q.data.drawCalls++):j instanceof THREE.Line?(j=j.type==THREE.LineStrip?n.LINE_STRIP:n.LINES,n.lineWidth(g.linewidth),n.drawArrays(j,0,h.__webglLineCount),Q.data.drawCalls++):j instanceof
THREE.ParticleSystem?(n.drawArrays(n.POINTS,0,h.__webglParticleCount),Q.data.drawCalls++):j instanceof THREE.Ribbon&&(n.drawArrays(n.TRIANGLE_STRIP,0,h.__webglVertexCount),Q.data.drawCalls++)}}function g(b,c,e){if(!b.__webglVertexBuffer)b.__webglVertexBuffer=n.createBuffer();if(!b.__webglNormalBuffer)b.__webglNormalBuffer=n.createBuffer();b.hasPos&&(n.bindBuffer(n.ARRAY_BUFFER,b.__webglVertexBuffer),n.bufferData(n.ARRAY_BUFFER,b.positionArray,n.DYNAMIC_DRAW),n.enableVertexAttribArray(c.attributes.position),
n.vertexAttribPointer(c.attributes.position,3,n.FLOAT,!1,0,0));if(b.hasNormal){n.bindBuffer(n.ARRAY_BUFFER,b.__webglNormalBuffer);if(e==THREE.FlatShading){var f,h,g,j,k,m,t,o,u,p,v=b.count*3;for(p=0;p<v;p+=9)e=b.normalArray,f=e[p],h=e[p+1],g=e[p+2],j=e[p+3],m=e[p+4],o=e[p+5],k=e[p+6],t=e[p+7],u=e[p+8],f=(f+j+k)/3,h=(h+m+t)/3,g=(g+o+u)/3,e[p]=f,e[p+1]=h,e[p+2]=g,e[p+3]=f,e[p+4]=h,e[p+5]=g,e[p+6]=f,e[p+7]=h,e[p+8]=g}n.bufferData(n.ARRAY_BUFFER,b.normalArray,n.DYNAMIC_DRAW);n.enableVertexAttribArray(c.attributes.normal);
L(m,e._array[u])}n.uniformMatrix4fv(j.modelViewMatrix,!1,h._modelViewMatrixArray);n.uniformMatrix3fv(j.normalMatrix,!1,h._normalMatrixArray);(f instanceof THREE.MeshShaderMaterial||f instanceof THREE.MeshPhongMaterial||f.envMap)&&j.cameraPosition!==null&&n.uniform3f(j.cameraPosition,b.position.x,b.position.y,b.position.z);(f instanceof THREE.MeshShaderMaterial||f.envMap||f.skinning||h.receiveShadow)&&j.objectMatrix!==null&&n.uniformMatrix4fv(j.objectMatrix,!1,h._objectMatrixArray);(f instanceof THREE.MeshPhongMaterial||
f instanceof THREE.MeshLambertMaterial||f instanceof THREE.MeshShaderMaterial||f.skinning)&&j.viewMatrix!==null&&n.uniformMatrix4fv(j.viewMatrix,!1,la);f.skinning&&(n.uniformMatrix4fv(j.cameraInverseMatrix,!1,la),n.uniformMatrix4fv(j.boneGlobalMatrices,!1,h.boneMatrices));return g}function f(b,c,f,h,g,j){if(h.opacity!=0){var k,b=e(b,c,f,h,j).attributes;if(!h.morphTargets&&b.position>=0)n.bindBuffer(n.ARRAY_BUFFER,g.__webglVertexBuffer),n.vertexAttribPointer(b.position,3,n.FLOAT,!1,0,0);else if(j.morphTargetBase){c=
h.program.attributes;j.morphTargetBase!==-1?(n.bindBuffer(n.ARRAY_BUFFER,g.__webglMorphTargetsBuffers[j.morphTargetBase]),n.vertexAttribPointer(c.position,3,n.FLOAT,!1,0,0)):c.position>=0&&(n.bindBuffer(n.ARRAY_BUFFER,g.__webglVertexBuffer),n.vertexAttribPointer(c.position,3,n.FLOAT,!1,0,0));if(j.morphTargetForcedOrder.length)for(var f=0,m=j.morphTargetForcedOrder,t=j.morphTargetInfluences;f<h.numSupportedMorphTargets&&f<m.length;)n.bindBuffer(n.ARRAY_BUFFER,g.__webglMorphTargetsBuffers[m[f]]),n.vertexAttribPointer(c["morphTarget"+
f],3,n.FLOAT,!1,0,0),j.__webglMorphTargetInfluences[f]=t[m[f]],f++;else{var m=[],o=-1,u=0,t=j.morphTargetInfluences,p,v=t.length,f=0;for(j.morphTargetBase!==-1&&(m[j.morphTargetBase]=!0);f<h.numSupportedMorphTargets;){for(p=0;p<v;p++)!m[p]&&t[p]>o&&(u=p,o=t[u]);n.bindBuffer(n.ARRAY_BUFFER,g.__webglMorphTargetsBuffers[u]);n.vertexAttribPointer(c["morphTarget"+f],3,n.FLOAT,!1,0,0);j.__webglMorphTargetInfluences[f]=o;m[u]=1;o=-1;f++}}h.program.uniforms.morphTargetInfluences!==null&&n.uniform1fv(h.program.uniforms.morphTargetInfluences,
j.__webglMorphTargetInfluences)}if(g.__webglCustomAttributes)for(k in g.__webglCustomAttributes)b[k]>=0&&(c=g.__webglCustomAttributes[k],n.bindBuffer(n.ARRAY_BUFFER,c.buffer),n.vertexAttribPointer(b[k],c.size,n.FLOAT,!1,0,0));b.color>=0&&(n.bindBuffer(n.ARRAY_BUFFER,g.__webglColorBuffer),n.vertexAttribPointer(b.color,3,n.FLOAT,!1,0,0));b.normal>=0&&(n.bindBuffer(n.ARRAY_BUFFER,g.__webglNormalBuffer),n.vertexAttribPointer(b.normal,3,n.FLOAT,!1,0,0));b.tangent>=0&&(n.bindBuffer(n.ARRAY_BUFFER,g.__webglTangentBuffer),
n.vertexAttribPointer(b.tangent,4,n.FLOAT,!1,0,0));b.uv>=0&&(g.__webglUVBuffer?(n.bindBuffer(n.ARRAY_BUFFER,g.__webglUVBuffer),n.vertexAttribPointer(b.uv,2,n.FLOAT,!1,0,0),n.enableVertexAttribArray(b.uv)):n.disableVertexAttribArray(b.uv));b.uv2>=0&&(g.__webglUV2Buffer?(n.bindBuffer(n.ARRAY_BUFFER,g.__webglUV2Buffer),n.vertexAttribPointer(b.uv2,2,n.FLOAT,!1,0,0),n.enableVertexAttribArray(b.uv2)):n.disableVertexAttribArray(b.uv2));h.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=
0&&(n.bindBuffer(n.ARRAY_BUFFER,g.__webglSkinVertexABuffer),n.vertexAttribPointer(b.skinVertexA,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,g.__webglSkinVertexBBuffer),n.vertexAttribPointer(b.skinVertexB,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,g.__webglSkinIndicesBuffer),n.vertexAttribPointer(b.skinIndex,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,g.__webglSkinWeightsBuffer),n.vertexAttribPointer(b.skinWeight,4,n.FLOAT,!1,0,0));j instanceof THREE.Mesh?(h.wireframe?(n.lineWidth(h.wireframeLinewidth),
n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,g.__webglLineBuffer),n.drawElements(n.LINES,g.__webglLineCount,n.UNSIGNED_SHORT,0)):(n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,g.__webglFaceBuffer),n.drawElements(n.TRIANGLES,g.__webglFaceCount,n.UNSIGNED_SHORT,0)),Q.data.vertices+=g.__webglFaceCount,Q.data.faces+=g.__webglFaceCount/3,Q.data.drawCalls++):j instanceof THREE.Line?(j=j.type==THREE.LineStrip?n.LINE_STRIP:n.LINES,n.lineWidth(h.linewidth),n.drawArrays(j,0,g.__webglLineCount),Q.data.drawCalls++):j instanceof
THREE.ParticleSystem?(n.drawArrays(n.POINTS,0,g.__webglParticleCount),Q.data.drawCalls++):j instanceof THREE.Ribbon&&(n.drawArrays(n.TRIANGLE_STRIP,0,g.__webglVertexCount),Q.data.drawCalls++)}}function g(b,c,e){if(!b.__webglVertexBuffer)b.__webglVertexBuffer=n.createBuffer();if(!b.__webglNormalBuffer)b.__webglNormalBuffer=n.createBuffer();b.hasPos&&(n.bindBuffer(n.ARRAY_BUFFER,b.__webglVertexBuffer),n.bufferData(n.ARRAY_BUFFER,b.positionArray,n.DYNAMIC_DRAW),n.enableVertexAttribArray(c.attributes.position),
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n.RGBA4,b.width,b.height);c?n.bindTexture(n.TEXTURE_CUBE_MAP,null):n.bindTexture(n.TEXTURE_2D,null);n.bindRenderbuffer(n.RENDERBUFFER,null);n.bindFramebuffer(n.FRAMEBUFFER,null)}var f,h;b?(c=c?b.__webglFramebuffer[b.activeCubeFace]:b.__webglFramebuffer,e=b.width,b=b.height,h=f=0):(c=null,e=da,b=ia,f=ea,h=Z);c!=M&&(n.bindFramebuffer(n.FRAMEBUFFER,c),n.viewport(f,h,e,b),M=c)}function V(b){b instanceof THREE.WebGLRenderTargetCube?(n.bindTexture(n.TEXTURE_CUBE_MAP,b.__webglTexture),n.generateMipmap(n.TEXTURE_CUBE_MAP),
n.RGBA4,b.width,b.height);c?n.bindTexture(n.TEXTURE_CUBE_MAP,null):n.bindTexture(n.TEXTURE_2D,null);n.bindRenderbuffer(n.RENDERBUFFER,null);n.bindFramebuffer(n.FRAMEBUFFER,null)}var f,g;b?(c=c?b.__webglFramebuffer[b.activeCubeFace]:b.__webglFramebuffer,e=b.width,b=b.height,g=f=0):(c=null,e=da,b=ia,f=ea,g=Z);c!=M&&(n.bindFramebuffer(n.FRAMEBUFFER,c),n.viewport(f,g,e,b),M=c)}function V(b){b instanceof THREE.WebGLRenderTargetCube?(n.bindTexture(n.TEXTURE_CUBE_MAP,b.__webglTexture),n.generateMipmap(n.TEXTURE_CUBE_MAP),
n.bindTexture(n.TEXTURE_CUBE_MAP,null)):(n.bindTexture(n.TEXTURE_2D,b.__webglTexture),n.generateMipmap(n.TEXTURE_2D),n.bindTexture(n.TEXTURE_2D,null))}function H(b,c){var e;b=="fragment"?e=n.createShader(n.FRAGMENT_SHADER):b=="vertex"&&(e=n.createShader(n.VERTEX_SHADER));n.shaderSource(e,c);n.compileShader(e);if(!n.getShaderParameter(e,n.COMPILE_STATUS))return console.error(n.getShaderInfoLog(e)),console.error(c),null;return e}function S(b){switch(b){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return n.NEAREST;
default:return n.LINEAR}}function K(b){switch(b){case THREE.RepeatWrapping:return n.REPEAT;case THREE.ClampToEdgeWrapping:return n.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return n.MIRRORED_REPEAT;case THREE.NearestFilter:return n.NEAREST;case THREE.NearestMipMapNearestFilter:return n.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return n.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return n.LINEAR;case THREE.LinearMipMapNearestFilter:return n.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return n.LINEAR_MIPMAP_LINEAR;
case THREE.ByteType:return n.BYTE;case THREE.UnsignedByteType:return n.UNSIGNED_BYTE;case THREE.ShortType:return n.SHORT;case THREE.UnsignedShortType:return n.UNSIGNED_SHORT;case THREE.IntType:return n.INT;case THREE.UnsignedShortType:return n.UNSIGNED_INT;case THREE.FloatType:return n.FLOAT;case THREE.AlphaFormat:return n.ALPHA;case THREE.RGBFormat:return n.RGB;case THREE.RGBAFormat:return n.RGBA;case THREE.LuminanceFormat:return n.LUMINANCE;case THREE.LuminanceAlphaFormat:return n.LUMINANCE_ALPHA}return 0}
@@ -274,36 +274,36 @@ n.blendFunc(n.SRC_ALPHA,n.ONE_MINUS_SRC_ALPHA);n.clearColor(ra.r,ra.g,ra.b,na);t
THREE.ShaderLib.sprite.vertexShader));n.linkProgram(R.program);R.attributes={};R.uniforms={};R.attributes.position=n.getAttribLocation(R.program,"position");R.attributes.uv=n.getAttribLocation(R.program,"uv");R.uniforms.uvOffset=n.getUniformLocation(R.program,"uvOffset");R.uniforms.uvScale=n.getUniformLocation(R.program,"uvScale");R.uniforms.rotation=n.getUniformLocation(R.program,"rotation");R.uniforms.scale=n.getUniformLocation(R.program,"scale");R.uniforms.alignment=n.getUniformLocation(R.program,
"alignment");R.uniforms.map=n.getUniformLocation(R.program,"map");R.uniforms.opacity=n.getUniformLocation(R.program,"opacity");R.uniforms.useScreenCoordinates=n.getUniformLocation(R.program,"useScreenCoordinates");R.uniforms.affectedByDistance=n.getUniformLocation(R.program,"affectedByDistance");R.uniforms.screenPosition=n.getUniformLocation(R.program,"screenPosition");R.uniforms.modelViewMatrix=n.getUniformLocation(R.program,"modelViewMatrix");R.uniforms.projectionMatrix=n.getUniformLocation(R.program,
"projectionMatrix");var Aa=!1;this.setSize=function(b,c){ya.width=b;ya.height=c;this.setViewport(0,0,ya.width,ya.height)};this.setViewport=function(b,c,e,f){ea=b;Z=c;da=e;ia=f;n.viewport(ea,Z,da,ia)};this.setScissor=function(b,c,e,f){n.scissor(b,c,e,f)};this.enableScissorTest=function(b){b?n.enable(n.SCISSOR_TEST):n.disable(n.SCISSOR_TEST)};this.enableDepthBufferWrite=function(b){W=b;n.depthMask(b)};this.setClearColorHex=function(b,c){ra.setHex(b);na=c;n.clearColor(ra.r,ra.g,ra.b,na)};this.setClearColor=
function(b,c){ra.copy(b);na=c;n.clearColor(ra.r,ra.g,ra.b,na)};this.clear=function(){n.clear(n.COLOR_BUFFER_BIT|n.DEPTH_BUFFER_BIT|n.STENCIL_BUFFER_BIT)};this.getContext=function(){return n};this.initMaterial=function(b,c,e,f){var h,g,j;b instanceof THREE.MeshDepthMaterial?j="depth":b instanceof THREE.MeshNormalMaterial?j="normal":b instanceof THREE.MeshBasicMaterial?j="basic":b instanceof THREE.MeshLambertMaterial?j="lambert":b instanceof THREE.MeshPhongMaterial?j="phong":b instanceof THREE.LineBasicMaterial?
j="basic":b instanceof THREE.ParticleBasicMaterial&&(j="particle_basic");if(j){var k=THREE.ShaderLib[j];b.uniforms=THREE.UniformsUtils.clone(k.uniforms);b.vertexShader=k.vertexShader;b.fragmentShader=k.fragmentShader}var m,t,u;m=u=k=0;for(t=c.length;m<t;m++)g=c[m],g instanceof THREE.SpotLight&&u++,g instanceof THREE.DirectionalLight&&u++,g instanceof THREE.PointLight&&k++;k+u<=_maxLights?m=u:(m=Math.ceil(_maxLights*u/(k+u)),k=_maxLights-m);g={directional:m,point:k};k=u=0;for(m=c.length;k<m;k++)t=
c[k],t instanceof THREE.SpotLight&&t.castShadow&&u++;var o=50;if(f!==void 0&&f instanceof THREE.SkinnedMesh)o=f.bones.length;var p;a:{m=b.fragmentShader;t=b.vertexShader;var k=b.uniforms,c=b.attributes,e={map:!!b.map,envMap:!!b.envMap,lightMap:!!b.lightMap,vertexColors:b.vertexColors,fog:e,sizeAttenuation:b.sizeAttenuation,skinning:b.skinning,morphTargets:b.morphTargets,maxMorphTargets:this.maxMorphTargets,maxDirLights:g.directional,maxPointLights:g.point,maxBones:o,shadowMapEnabled:this.shadowMapEnabled&&
function(b,c){ra.copy(b);na=c;n.clearColor(ra.r,ra.g,ra.b,na)};this.clear=function(){n.clear(n.COLOR_BUFFER_BIT|n.DEPTH_BUFFER_BIT|n.STENCIL_BUFFER_BIT)};this.getContext=function(){return n};this.initMaterial=function(b,c,e,f){var g,h,j;b instanceof THREE.MeshDepthMaterial?j="depth":b instanceof THREE.MeshNormalMaterial?j="normal":b instanceof THREE.MeshBasicMaterial?j="basic":b instanceof THREE.MeshLambertMaterial?j="lambert":b instanceof THREE.MeshPhongMaterial?j="phong":b instanceof THREE.LineBasicMaterial?
j="basic":b instanceof THREE.ParticleBasicMaterial&&(j="particle_basic");if(j){var k=THREE.ShaderLib[j];b.uniforms=THREE.UniformsUtils.clone(k.uniforms);b.vertexShader=k.vertexShader;b.fragmentShader=k.fragmentShader}var m,t,u;m=u=k=0;for(t=c.length;m<t;m++)h=c[m],h instanceof THREE.SpotLight&&u++,h instanceof THREE.DirectionalLight&&u++,h instanceof THREE.PointLight&&k++;k+u<=_maxLights?m=u:(m=Math.ceil(_maxLights*u/(k+u)),k=_maxLights-m);h={directional:m,point:k};k=u=0;for(m=c.length;k<m;k++)t=
c[k],t instanceof THREE.SpotLight&&t.castShadow&&u++;var o=50;if(f!==void 0&&f instanceof THREE.SkinnedMesh)o=f.bones.length;var p;a:{m=b.fragmentShader;t=b.vertexShader;var k=b.uniforms,c=b.attributes,e={map:!!b.map,envMap:!!b.envMap,lightMap:!!b.lightMap,vertexColors:b.vertexColors,fog:e,sizeAttenuation:b.sizeAttenuation,skinning:b.skinning,morphTargets:b.morphTargets,maxMorphTargets:this.maxMorphTargets,maxDirLights:h.directional,maxPointLights:h.point,maxBones:o,shadowMapEnabled:this.shadowMapEnabled&&
f.receiveShadow,shadowMapSoft:this.shadowMapSoft,shadowMapWidth:this.shadowMapWidth,shadowMapHeight:this.shadowMapHeight,maxShadows:u,alphaTest:b.alphaTest},v,f=[];j?f.push(j):(f.push(m),f.push(t));for(v in e)f.push(v),f.push(e[v]);j=f.join();v=0;for(f=T.length;v<f;v++)if(T[v].code==j){p=T[v].program;break a}v=n.createProgram();f=[sa?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SHADOWS "+e.maxShadows,"#define MAX_BONES "+
e.maxBones,e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.vertexColors?"#define USE_COLOR":"",e.skinning?"#define USE_SKINNING":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapSoft?"#define SHADOWMAP_SOFT":"",e.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");
g=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SHADOWS "+e.maxShadows,e.alphaTest?"#define ALPHATEST "+e.alphaTest:"",e.fog?"#define USE_FOG":"",e.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.vertexColors?"#define USE_COLOR":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapSoft?"#define SHADOWMAP_SOFT":
"",e.shadowMapSoft?"#define SHADOWMAP_WIDTH "+e.shadowMapWidth.toFixed(1):"",e.shadowMapSoft?"#define SHADOWMAP_HEIGHT "+e.shadowMapHeight.toFixed(1):"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");n.attachShader(v,H("fragment",g+m));n.attachShader(v,H("vertex",f+t));n.linkProgram(v);n.getProgramParameter(v,n.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+n.getProgramParameter(v,n.VALIDATE_STATUS)+", gl error ["+n.getError()+"]");v.uniforms=
h=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SHADOWS "+e.maxShadows,e.alphaTest?"#define ALPHATEST "+e.alphaTest:"",e.fog?"#define USE_FOG":"",e.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.vertexColors?"#define USE_COLOR":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapSoft?"#define SHADOWMAP_SOFT":
"",e.shadowMapSoft?"#define SHADOWMAP_WIDTH "+e.shadowMapWidth.toFixed(1):"",e.shadowMapSoft?"#define SHADOWMAP_HEIGHT "+e.shadowMapHeight.toFixed(1):"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");n.attachShader(v,H("fragment",h+m));n.attachShader(v,H("vertex",f+t));n.linkProgram(v);n.getProgramParameter(v,n.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+n.getProgramParameter(v,n.VALIDATE_STATUS)+", gl error ["+n.getError()+"]");v.uniforms=
{};v.attributes={};var x,f=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(x in k)f.push(x);x=f;f=0;for(k=x.length;f<k;f++)m=x[f],v.uniforms[m]=n.getUniformLocation(v,m);f=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];for(x=0;x<e.maxMorphTargets;x++)f.push("morphTarget"+x);for(p in c)f.push(p);p=f;x=0;for(c=p.length;x<c;x++)e=
p[x],v.attributes[e]=n.getAttribLocation(v,e);T.push({program:v,code:j});p=v}b.program=p;p=b.program.attributes;p.position>=0&&n.enableVertexAttribArray(p.position);p.color>=0&&n.enableVertexAttribArray(p.color);p.normal>=0&&n.enableVertexAttribArray(p.normal);p.tangent>=0&&n.enableVertexAttribArray(p.tangent);b.skinning&&p.skinVertexA>=0&&p.skinVertexB>=0&&p.skinIndex>=0&&p.skinWeight>=0&&(n.enableVertexAttribArray(p.skinVertexA),n.enableVertexAttribArray(p.skinVertexB),n.enableVertexAttribArray(p.skinIndex),
n.enableVertexAttribArray(p.skinWeight));if(b.attributes)for(h in b.attributes)p[h]!==void 0&&p[h]>=0&&n.enableVertexAttribArray(p[h]);if(b.morphTargets)for(h=b.numSupportedMorphTargets=0;h<this.maxMorphTargets;h++)x="morphTarget"+h,p[x]>=0&&(n.enableVertexAttribArray(p[x]),b.numSupportedMorphTargets++)};this.render=function(b,c,n,p){var y,D,G,I,U,J,H,B,L=b.lights,P=b.fog;this.shadowMapEnabled&&x(b,c);Q.data.vertices=0;Q.data.faces=0;Q.data.drawCalls=0;c.matrixAutoUpdate&&c.update(void 0,!0);b.update(void 0,
n.enableVertexAttribArray(p.skinWeight));if(b.attributes)for(g in b.attributes)p[g]!==void 0&&p[g]>=0&&n.enableVertexAttribArray(p[g]);if(b.morphTargets)for(g=b.numSupportedMorphTargets=0;g<this.maxMorphTargets;g++)x="morphTarget"+g,p[x]>=0&&(n.enableVertexAttribArray(p[x]),b.numSupportedMorphTargets++)};this.render=function(b,c,n,p){var y,D,G,I,U,J,H,B,L=b.lights,P=b.fog;this.shadowMapEnabled&&x(b,c);Q.data.vertices=0;Q.data.faces=0;Q.data.drawCalls=0;c.matrixAutoUpdate&&c.update(void 0,!0);b.update(void 0,
!1,c);c.matrixWorldInverse.flattenToArray(la);c.projectionMatrix.flattenToArray(pa);ja.multiply(c.projectionMatrix,c.matrixWorldInverse);m(ja);this.initWebGLObjects(b);E(n);(this.autoClear||p)&&this.clear();U=b.__webglObjects.length;for(p=0;p<U;p++)if(y=b.__webglObjects[p],H=y.object,H.visible)if(!(H instanceof THREE.Mesh)||o(H)){if(H.matrixWorld.flattenToArray(H._objectMatrixArray),A(H,c,!0),v(y),y.render=!0,this.sortObjects)y.object.renderDepth?y.z=y.object.renderDepth:(ma.copy(H.position),ja.multiplyVector3(ma),
y.z=ma.z)}else y.render=!1;else y.render=!1;this.sortObjects&&b.__webglObjects.sort(t);J=b.__webglObjectsImmediate.length;for(p=0;p<J;p++)y=b.__webglObjectsImmediate[p],H=y.object,H.visible&&(H.matrixAutoUpdate&&H.matrixWorld.flattenToArray(H._objectMatrixArray),A(H,c,!0),u(y));if(b.overrideMaterial){h(b.overrideMaterial.depthTest);C(b.overrideMaterial.blending);for(p=0;p<U;p++)if(y=b.__webglObjects[p],y.render)H=y.object,B=y.buffer,j(H),f(c,L,P,b.overrideMaterial,B,H);for(p=0;p<J;p++)y=b.__webglObjectsImmediate[p],
H=y.object,H.visible&&(j(H),D=e(c,L,P,b.overrideMaterial,H),H.render(function(c){g(c,D,b.overrideMaterial.shading)}))}else{C(THREE.NormalBlending);for(p=U-1;p>=0;p--)if(y=b.__webglObjects[p],y.render){H=y.object;B=y.buffer;G=y.opaque;j(H);for(y=0;y<G.count;y++)I=G.list[y],h(I.depthTest),k(I.polygonOffset,I.polygonOffsetFactor,I.polygonOffsetUnits),f(c,L,P,I,B,H)}for(p=0;p<J;p++)if(y=b.__webglObjectsImmediate[p],H=y.object,H.visible){G=y.opaque;j(H);for(y=0;y<G.count;y++)I=G.list[y],h(I.depthTest),
k(I.polygonOffset,I.polygonOffsetFactor,I.polygonOffsetUnits),D=e(c,L,P,I,H),H.render(function(b){g(b,D,I.shading)})}for(p=0;p<U;p++)if(y=b.__webglObjects[p],y.render){H=y.object;B=y.buffer;G=y.transparent;j(H);for(y=0;y<G.count;y++)I=G.list[y],C(I.blending),h(I.depthTest),k(I.polygonOffset,I.polygonOffsetFactor,I.polygonOffsetUnits),f(c,L,P,I,B,H)}for(p=0;p<J;p++)if(y=b.__webglObjectsImmediate[p],H=y.object,H.visible){G=y.transparent;j(H);for(y=0;y<G.count;y++)I=G.list[y],C(I.blending),h(I.depthTest),
k(I.polygonOffset,I.polygonOffsetFactor,I.polygonOffsetUnits),D=e(c,L,P,I,H),H.render(function(b){g(b,D,I.shading)})}}b.__webglSprites.length&&w(b,c);n&&n.minFilter!==THREE.NearestFilter&&n.minFilter!==THREE.LinearFilter&&V(n)};this.initWebGLObjects=function(b){if(!b.__webglObjects)b.__webglObjects=[],b.__webglObjectsImmediate=[],b.__webglSprites=[];for(;b.__objectsAdded.length;){var e=b.__objectsAdded[0],f=b,h=void 0,g=void 0,j=void 0;if(e._modelViewMatrix==void 0)e._modelViewMatrix=new THREE.Matrix4,
e._normalMatrixArray=new Float32Array(9),e._modelViewMatrixArray=new Float32Array(16),e._objectMatrixArray=new Float32Array(16),e.matrixWorld.flattenToArray(e._objectMatrixArray);if(e instanceof THREE.Mesh)for(h in g=e.geometry,g.geometryGroups==void 0&&I(g),g.geometryGroups){j=g.geometryGroups[h];if(!j.__webglVertexBuffer){var k=j;k.__webglVertexBuffer=n.createBuffer();k.__webglNormalBuffer=n.createBuffer();k.__webglTangentBuffer=n.createBuffer();k.__webglColorBuffer=n.createBuffer();k.__webglUVBuffer=
k(I.polygonOffset,I.polygonOffsetFactor,I.polygonOffsetUnits),D=e(c,L,P,I,H),H.render(function(b){g(b,D,I.shading)})}}b.__webglSprites.length&&w(b,c);n&&n.minFilter!==THREE.NearestFilter&&n.minFilter!==THREE.LinearFilter&&V(n)};this.initWebGLObjects=function(b){if(!b.__webglObjects)b.__webglObjects=[],b.__webglObjectsImmediate=[],b.__webglSprites=[];for(;b.__objectsAdded.length;){var e=b.__objectsAdded[0],f=b,g=void 0,h=void 0,j=void 0;if(e._modelViewMatrix==void 0)e._modelViewMatrix=new THREE.Matrix4,
e._normalMatrixArray=new Float32Array(9),e._modelViewMatrixArray=new Float32Array(16),e._objectMatrixArray=new Float32Array(16),e.matrixWorld.flattenToArray(e._objectMatrixArray);if(e instanceof THREE.Mesh)for(g in h=e.geometry,h.geometryGroups==void 0&&I(h),h.geometryGroups){j=h.geometryGroups[g];if(!j.__webglVertexBuffer){var k=j;k.__webglVertexBuffer=n.createBuffer();k.__webglNormalBuffer=n.createBuffer();k.__webglTangentBuffer=n.createBuffer();k.__webglColorBuffer=n.createBuffer();k.__webglUVBuffer=
n.createBuffer();k.__webglUV2Buffer=n.createBuffer();k.__webglSkinVertexABuffer=n.createBuffer();k.__webglSkinVertexBBuffer=n.createBuffer();k.__webglSkinIndicesBuffer=n.createBuffer();k.__webglSkinWeightsBuffer=n.createBuffer();k.__webglFaceBuffer=n.createBuffer();k.__webglLineBuffer=n.createBuffer();if(k.numMorphTargets){var m=void 0,t=void 0;k.__webglMorphTargetsBuffers=[];m=0;for(t=k.numMorphTargets;m<t;m++)k.__webglMorphTargetsBuffers.push(n.createBuffer())}for(var k=j,m=e,p=void 0,u=void 0,
o=void 0,v=o=void 0,x=void 0,w=void 0,A=w=t=0,U=o=u=void 0,H=U=u=p=void 0,o=void 0,v=m.geometry,x=v.faces,U=k.faces,p=0,u=U.length;p<u;p++)o=U[p],o=x[o],o instanceof THREE.Face3?(t+=3,w+=1,A+=3):o instanceof THREE.Face4&&(t+=4,w+=2,A+=4);for(var p=k,u=m,C=U=x=void 0,E=void 0,C=void 0,o=[],x=0,U=u.materials.length;x<U;x++)if(C=u.materials[x],C instanceof THREE.MeshFaceMaterial){C=0;for(l=p.materials.length;C<l;C++)(E=p.materials[C])&&o.push(E)}else(E=C)&&o.push(E);p=o;k.__materials=p;a:{x=u=void 0;
U=p.length;for(u=0;u<U;u++)if(x=p[u],x.map||x.lightMap||x instanceof THREE.MeshShaderMaterial){u=!0;break a}u=!1}a:{U=x=void 0;o=p.length;for(x=0;x<o;x++)if(U=p[x],!(U instanceof THREE.MeshBasicMaterial&&!U.envMap||U instanceof THREE.MeshDepthMaterial)){U=U&&U.shading!=void 0&&U.shading==THREE.SmoothShading?THREE.SmoothShading:THREE.FlatShading;break a}U=!1}a:{o=x=void 0;C=p.length;for(x=0;x<C;x++)if(o=p[x],o.vertexColors){o=o.vertexColors;break a}o=!1}k.__vertexArray=new Float32Array(t*3);if(U)k.__normalArray=
new Float32Array(t*3);if(v.hasTangents)k.__tangentArray=new Float32Array(t*4);if(o)k.__colorArray=new Float32Array(t*3);if(u){if(v.faceUvs.length>0||v.faceVertexUvs.length>0)k.__uvArray=new Float32Array(t*2);if(v.faceUvs.length>1||v.faceVertexUvs.length>1)k.__uv2Array=new Float32Array(t*2)}if(m.geometry.skinWeights.length&&m.geometry.skinIndices.length)k.__skinVertexAArray=new Float32Array(t*4),k.__skinVertexBArray=new Float32Array(t*4),k.__skinIndexArray=new Float32Array(t*4),k.__skinWeightArray=
new Float32Array(t*4);k.__faceArray=new Uint16Array(w*3+(m.geometry.edgeFaces?m.geometry.edgeFaces.length*6:0));k.__lineArray=new Uint16Array(A*2);if(k.numMorphTargets){k.__morphTargetsArrays=[];v=0;for(x=k.numMorphTargets;v<x;v++)k.__morphTargetsArrays.push(new Float32Array(t*3))}k.__needsSmoothNormals=U==THREE.SmoothShading;k.__uvType=u;k.__vertexColorType=o;k.__normalType=U;k.__webglFaceCount=w*3+(m.geometry.edgeFaces?m.geometry.edgeFaces.length*6:0);k.__webglLineCount=A*2;v=0;for(x=p.length;v<
x;v++)if(u=p[v],u.attributes){if(k.__webglCustomAttributes===void 0)k.__webglCustomAttributes={};for(a in u.attributes){o=u.attributes[a];U={};for(H in o)U[H]=o[H];if(!U.__webglInitialized||U.createUniqueBuffers)U.__webglInitialized=!0,w=1,U.type==="v2"?w=2:U.type==="v3"?w=3:U.type==="v4"?w=4:U.type==="c"&&(w=3),U.size=w,U.array=new Float32Array(t*w),U.buffer=n.createBuffer(),U.buffer.belongsToAttribute=a,o.needsUpdate=!0,U.__original=o;k.__webglCustomAttributes[a]=U}}k.__inittedArrays=!0;g.__dirtyVertices=
!0;g.__dirtyMorphTargets=!0;g.__dirtyElements=!0;g.__dirtyUvs=!0;g.__dirtyNormals=!0;g.__dirtyTangents=!0;g.__dirtyColors=!0}J(f.__webglObjects,j,e)}else if(e instanceof THREE.Ribbon){g=e.geometry;if(!g.__webglVertexBuffer)h=g,h.__webglVertexBuffer=n.createBuffer(),h.__webglColorBuffer=n.createBuffer(),h=g,j=h.vertices.length,h.__vertexArray=new Float32Array(j*3),h.__colorArray=new Float32Array(j*3),h.__webglVertexCount=j,g.__dirtyVertices=!0,g.__dirtyColors=!0;J(f.__webglObjects,g,e)}else if(e instanceof
THREE.Line){g=e.geometry;if(!g.__webglVertexBuffer)h=g,h.__webglVertexBuffer=n.createBuffer(),h.__webglColorBuffer=n.createBuffer(),h=g,j=h.vertices.length,h.__vertexArray=new Float32Array(j*3),h.__colorArray=new Float32Array(j*3),h.__webglLineCount=j,g.__dirtyVertices=!0,g.__dirtyColors=!0;J(f.__webglObjects,g,e)}else if(e instanceof THREE.ParticleSystem){g=e.geometry;if(!g.__webglVertexBuffer){h=g;h.__webglVertexBuffer=n.createBuffer();h.__webglColorBuffer=n.createBuffer();h=g;j=e;k=h.vertices.length;
h.__vertexArray=new Float32Array(k*3);h.__colorArray=new Float32Array(k*3);h.__sortArray=[];h.__webglParticleCount=k;h.__materials=j.materials;H=t=m=void 0;m=0;for(t=j.materials.length;m<t;m++)if(H=j.materials[m],H.attributes){if(h.__webglCustomAttributes===void 0)h.__webglCustomAttributes={};for(a in H.attributes){originalAttribute=H.attributes[a];attribute={};for(property in originalAttribute)attribute[property]=originalAttribute[property];if(!attribute.__webglInitialized||attribute.createUniqueBuffers)attribute.__webglInitialized=
!0,size=1,attribute.type==="v2"?size=2:attribute.type==="v3"?size=3:attribute.type==="v4"?size=4:attribute.type==="c"&&(size=3),attribute.size=size,attribute.array=new Float32Array(k*size),attribute.buffer=n.createBuffer(),attribute.buffer.belongsToAttribute=a,originalAttribute.needsUpdate=!0,attribute.__original=originalAttribute;h.__webglCustomAttributes[a]=attribute}}g.__dirtyVertices=!0;g.__dirtyColors=!0}J(f.__webglObjects,g,e)}else THREE.MarchingCubes!==void 0&&e instanceof THREE.MarchingCubes?
f.__webglObjectsImmediate.push({object:e,opaque:{list:[],count:0},transparent:{list:[],count:0}}):e instanceof THREE.Sprite&&f.__webglSprites.push(e);b.__objectsAdded.splice(0,1)}for(;b.__objectsRemoved.length;){f=b.__objectsRemoved[0];e=b;if(f instanceof THREE.Mesh||f instanceof THREE.ParticleSystem||f instanceof THREE.Ribbon||f instanceof THREE.Line)D(e.__webglObjects,f);else if(f instanceof THREE.Sprite){e=e.__webglSprites;g=void 0;for(g=e.length-1;g>=0;g--)e[g]==f&&e.splice(g,1)}else f instanceof
THREE.MarchingCubes&&D(e.__webglObjectsImmediate,f);b.__objectsRemoved.splice(0,1)}e=0;for(f=b.__webglObjects.length;e<f;e++)if(h=b.__webglObjects[e].object,m=k=g=j=void 0,h instanceof THREE.Mesh){g=h.geometry;for(j in g.geometryGroups)if(k=g.geometryGroups[j],m=y(k),g.__dirtyVertices||g.__dirtyMorphTargets||g.__dirtyElements||g.__dirtyUvs||g.__dirtyNormals||g.__dirtyColors||g.__dirtyTangents||m)if(m=k,t=n.DYNAMIC_DRAW,H=!g.dynamic,m.__inittedArrays){var ja=A=w=void 0,B=void 0,L=ja=void 0,P=void 0,
x;v++)if(u=p[v],u.attributes){if(k.__webglCustomAttributes===void 0)k.__webglCustomAttributes={};for(a in u.attributes){o=u.attributes[a];U={};for(H in o)U[H]=o[H];if(!U.__webglInitialized||U.createUniqueBuffers)U.__webglInitialized=!0,w=1,U.type==="v2"?w=2:U.type==="v3"?w=3:U.type==="v4"?w=4:U.type==="c"&&(w=3),U.size=w,U.array=new Float32Array(t*w),U.buffer=n.createBuffer(),U.buffer.belongsToAttribute=a,o.needsUpdate=!0,U.__original=o;k.__webglCustomAttributes[a]=U}}k.__inittedArrays=!0;h.__dirtyVertices=
!0;h.__dirtyMorphTargets=!0;h.__dirtyElements=!0;h.__dirtyUvs=!0;h.__dirtyNormals=!0;h.__dirtyTangents=!0;h.__dirtyColors=!0}J(f.__webglObjects,j,e)}else if(e instanceof THREE.Ribbon){h=e.geometry;if(!h.__webglVertexBuffer)g=h,g.__webglVertexBuffer=n.createBuffer(),g.__webglColorBuffer=n.createBuffer(),g=h,j=g.vertices.length,g.__vertexArray=new Float32Array(j*3),g.__colorArray=new Float32Array(j*3),g.__webglVertexCount=j,h.__dirtyVertices=!0,h.__dirtyColors=!0;J(f.__webglObjects,h,e)}else if(e instanceof
THREE.Line){h=e.geometry;if(!h.__webglVertexBuffer)g=h,g.__webglVertexBuffer=n.createBuffer(),g.__webglColorBuffer=n.createBuffer(),g=h,j=g.vertices.length,g.__vertexArray=new Float32Array(j*3),g.__colorArray=new Float32Array(j*3),g.__webglLineCount=j,h.__dirtyVertices=!0,h.__dirtyColors=!0;J(f.__webglObjects,h,e)}else if(e instanceof THREE.ParticleSystem){h=e.geometry;if(!h.__webglVertexBuffer){g=h;g.__webglVertexBuffer=n.createBuffer();g.__webglColorBuffer=n.createBuffer();g=h;j=e;k=g.vertices.length;
g.__vertexArray=new Float32Array(k*3);g.__colorArray=new Float32Array(k*3);g.__sortArray=[];g.__webglParticleCount=k;g.__materials=j.materials;H=t=m=void 0;m=0;for(t=j.materials.length;m<t;m++)if(H=j.materials[m],H.attributes){if(g.__webglCustomAttributes===void 0)g.__webglCustomAttributes={};for(a in H.attributes){originalAttribute=H.attributes[a];attribute={};for(property in originalAttribute)attribute[property]=originalAttribute[property];if(!attribute.__webglInitialized||attribute.createUniqueBuffers)attribute.__webglInitialized=
!0,size=1,attribute.type==="v2"?size=2:attribute.type==="v3"?size=3:attribute.type==="v4"?size=4:attribute.type==="c"&&(size=3),attribute.size=size,attribute.array=new Float32Array(k*size),attribute.buffer=n.createBuffer(),attribute.buffer.belongsToAttribute=a,originalAttribute.needsUpdate=!0,attribute.__original=originalAttribute;g.__webglCustomAttributes[a]=attribute}}h.__dirtyVertices=!0;h.__dirtyColors=!0}J(f.__webglObjects,h,e)}else THREE.MarchingCubes!==void 0&&e instanceof THREE.MarchingCubes?
f.__webglObjectsImmediate.push({object:e,opaque:{list:[],count:0},transparent:{list:[],count:0}}):e instanceof THREE.Sprite&&f.__webglSprites.push(e);b.__objectsAdded.splice(0,1)}for(;b.__objectsRemoved.length;){f=b.__objectsRemoved[0];e=b;if(f instanceof THREE.Mesh||f instanceof THREE.ParticleSystem||f instanceof THREE.Ribbon||f instanceof THREE.Line)D(e.__webglObjects,f);else if(f instanceof THREE.Sprite){e=e.__webglSprites;h=void 0;for(h=e.length-1;h>=0;h--)e[h]==f&&e.splice(h,1)}else f instanceof
THREE.MarchingCubes&&D(e.__webglObjectsImmediate,f);b.__objectsRemoved.splice(0,1)}e=0;for(f=b.__webglObjects.length;e<f;e++)if(g=b.__webglObjects[e].object,m=k=h=j=void 0,g instanceof THREE.Mesh){h=g.geometry;for(j in h.geometryGroups)if(k=h.geometryGroups[j],m=y(k),h.__dirtyVertices||h.__dirtyMorphTargets||h.__dirtyElements||h.__dirtyUvs||h.__dirtyNormals||h.__dirtyColors||h.__dirtyTangents||m)if(m=k,t=n.DYNAMIC_DRAW,H=!h.dynamic,m.__inittedArrays){var ja=A=w=void 0,B=void 0,L=ja=void 0,P=void 0,
pa=void 0,K=void 0,M=E=C=o=U=x=u=p=v=void 0,F=B=K=B=pa=P=void 0,z=void 0,N=z=F=P=void 0,Q=void 0,S=N=z=F=ja=ja=L=K=B=N=z=F=Q=N=z=F=Q=N=z=F=void 0,la=0,R=0,ea=0,ca=0,V=0,T=0,Z=0,X=0,da=0,O=0,W=0,N=F=0,N=void 0,Y=m.__vertexArray,ga=m.__uvArray,ha=m.__uv2Array,fa=m.__normalArray,ma=m.__tangentArray,$=m.__colorArray,ia=m.__skinVertexAArray,aa=m.__skinVertexBArray,ta=m.__skinIndexArray,ua=m.__skinWeightArray,sa=m.__morphTargetsArrays,na=m.__webglCustomAttributes,z=void 0,ra=m.__faceArray,oa=m.__lineArray,
ya=m.__needsSmoothNormals,p=m.__vertexColorType,v=m.__uvType,u=m.__normalType,wa=h.geometry,Fa=wa.__dirtyVertices,va=wa.__dirtyElements,xa=wa.__dirtyUvs,Aa=wa.__dirtyNormals,Ia=wa.__dirtyTangents,Ja=wa.__dirtyColors,Da=wa.__dirtyMorphTargets,Pa=wa.vertices,Ga=m.faces,Ta=wa.faces,ab=wa.faceVertexUvs[0],bb=wa.faceVertexUvs[1],Qa=wa.skinVerticesA,Ra=wa.skinVerticesB,Sa=wa.skinIndices,Ha=wa.skinWeights,Ea=wa.morphTargets;if(na)for(S in na)na[S].offset=0,na[S].offsetSrc=0;w=0;for(A=Ga.length;w<A;w++)if(ja=
ya=m.__needsSmoothNormals,p=m.__vertexColorType,v=m.__uvType,u=m.__normalType,wa=g.geometry,Fa=wa.__dirtyVertices,va=wa.__dirtyElements,xa=wa.__dirtyUvs,Aa=wa.__dirtyNormals,Ia=wa.__dirtyTangents,Ja=wa.__dirtyColors,Da=wa.__dirtyMorphTargets,Pa=wa.vertices,Ga=m.faces,Ta=wa.faces,ab=wa.faceVertexUvs[0],bb=wa.faceVertexUvs[1],Qa=wa.skinVerticesA,Ra=wa.skinVerticesB,Sa=wa.skinIndices,Ha=wa.skinWeights,Ea=wa.morphTargets;if(na)for(S in na)na[S].offset=0,na[S].offsetSrc=0;w=0;for(A=Ga.length;w<A;w++)if(ja=
Ga[w],B=Ta[ja],ab&&(x=ab[ja]),bb&&(U=bb[ja]),ja=B.vertexNormals,L=B.normal,P=B.vertexColors,pa=B.color,K=B.vertexTangents,B instanceof THREE.Face3){if(Fa)o=Pa[B.a].position,C=Pa[B.b].position,E=Pa[B.c].position,Y[R]=o.x,Y[R+1]=o.y,Y[R+2]=o.z,Y[R+3]=C.x,Y[R+4]=C.y,Y[R+5]=C.z,Y[R+6]=E.x,Y[R+7]=E.y,Y[R+8]=E.z,R+=9;if(na)for(S in na)if(z=na[S],z.__original.needsUpdate)F=z.offset,N=z.offsetSrc,z.size===1?(z.boundTo===void 0||z.boundTo==="vertices"?(z.array[F]=z.value[B.a],z.array[F+1]=z.value[B.b],z.array[F+
2]=z.value[B.c]):z.boundTo==="faces"?(N=z.value[N],z.array[F]=N,z.array[F+1]=N,z.array[F+2]=N,z.offsetSrc++):z.boundTo==="faceVertices"&&(z.array[F]=z.value[N],z.array[F+1]=z.value[N+1],z.array[F+2]=z.value[N+2],z.offsetSrc+=3),z.offset+=3):(z.boundTo===void 0||z.boundTo==="vertices"?(o=z.value[B.a],C=z.value[B.b],E=z.value[B.c]):z.boundTo==="faces"?(E=C=o=N=z.value[N],z.offsetSrc++):z.boundTo==="faceVertices"&&(o=z.value[N],C=z.value[N+1],E=z.value[N+2],z.offsetSrc+=3),z.size===2?(z.array[F]=o.x,
z.array[F+1]=o.y,z.array[F+2]=C.x,z.array[F+3]=C.y,z.array[F+4]=E.x,z.array[F+5]=E.y,z.offset+=6):z.size===3?(z.type==="c"?(z.array[F]=o.r,z.array[F+1]=o.g,z.array[F+2]=o.b,z.array[F+3]=C.r,z.array[F+4]=C.g,z.array[F+5]=C.b,z.array[F+6]=E.r,z.array[F+7]=E.g,z.array[F+8]=E.b):(z.array[F]=o.x,z.array[F+1]=o.y,z.array[F+2]=o.z,z.array[F+3]=C.x,z.array[F+4]=C.y,z.array[F+5]=C.z,z.array[F+6]=E.x,z.array[F+7]=E.y,z.array[F+8]=E.z),z.offset+=9):(z.array[F]=o.x,z.array[F+1]=o.y,z.array[F+2]=o.z,z.array[F+
@@ -322,10 +322,10 @@ ta[O+8]=N.x,ta[O+9]=N.y,ta[O+10]=N.z,ta[O+11]=N.w,ta[O+12]=Q.x,ta[O+13]=Q.y,ta[O
oa[X+5]=la+2,oa[X+6]=la+2,oa[X+7]=la+3,X+=8,la+=4)}Fa&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglVertexBuffer),n.bufferData(n.ARRAY_BUFFER,Y,t));if(na)for(S in na)z=na[S],z.__original.needsUpdate&&(n.bindBuffer(n.ARRAY_BUFFER,z.buffer),n.bufferData(n.ARRAY_BUFFER,z.array,t));if(Da){F=0;for(z=Ea.length;F<z;F++)n.bindBuffer(n.ARRAY_BUFFER,m.__webglMorphTargetsBuffers[F]),n.bufferData(n.ARRAY_BUFFER,sa[F],t)}Ja&&da>0&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglColorBuffer),n.bufferData(n.ARRAY_BUFFER,$,t));Aa&&
(n.bindBuffer(n.ARRAY_BUFFER,m.__webglNormalBuffer),n.bufferData(n.ARRAY_BUFFER,fa,t));Ia&&wa.hasTangents&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglTangentBuffer),n.bufferData(n.ARRAY_BUFFER,ma,t));xa&&ea>0&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglUVBuffer),n.bufferData(n.ARRAY_BUFFER,ga,t));xa&&ca>0&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglUV2Buffer),n.bufferData(n.ARRAY_BUFFER,ha,t));va&&(n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,m.__webglFaceBuffer),n.bufferData(n.ELEMENT_ARRAY_BUFFER,ra,t),n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,
m.__webglLineBuffer),n.bufferData(n.ELEMENT_ARRAY_BUFFER,oa,t));O>0&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglSkinVertexABuffer),n.bufferData(n.ARRAY_BUFFER,ia,t),n.bindBuffer(n.ARRAY_BUFFER,m.__webglSkinVertexBBuffer),n.bufferData(n.ARRAY_BUFFER,aa,t),n.bindBuffer(n.ARRAY_BUFFER,m.__webglSkinIndicesBuffer),n.bufferData(n.ARRAY_BUFFER,ta,t),n.bindBuffer(n.ARRAY_BUFFER,m.__webglSkinWeightsBuffer),n.bufferData(n.ARRAY_BUFFER,ua,t));H&&(delete m.__inittedArrays,delete m.__colorArray,delete m.__normalArray,
delete m.__tangentArray,delete m.__uvArray,delete m.__uv2Array,delete m.__faceArray,delete m.__vertexArray,delete m.__lineArray,delete m.__skinVertexAArray,delete m.__skinVertexBArray,delete m.__skinIndexArray,delete m.__skinWeightArray)}g.__dirtyVertices=!1;g.__dirtyMorphTargets=!1;g.__dirtyElements=!1;g.__dirtyUvs=!1;g.__dirtyNormals=!1;g.__dirtyTangents=!1;g.__dirtyColors=!1;G(k)}else if(h instanceof THREE.Ribbon){g=h.geometry;if(g.__dirtyVertices||g.__dirtyColors){h=g;j=n.DYNAMIC_DRAW;k=A=w=w=
void 0;v=h.vertices;m=h.colors;p=v.length;t=m.length;u=h.__vertexArray;H=h.__colorArray;x=h.__dirtyColors;if(h.__dirtyVertices){for(w=0;w<p;w++)A=v[w].position,k=w*3,u[k]=A.x,u[k+1]=A.y,u[k+2]=A.z;n.bindBuffer(n.ARRAY_BUFFER,h.__webglVertexBuffer);n.bufferData(n.ARRAY_BUFFER,u,j)}if(x){for(w=0;w<t;w++)color=m[w],k=w*3,H[k]=color.r,H[k+1]=color.g,H[k+2]=color.b;n.bindBuffer(n.ARRAY_BUFFER,h.__webglColorBuffer);n.bufferData(n.ARRAY_BUFFER,H,j)}}g.__dirtyVertices=!1;g.__dirtyColors=!1}else if(h instanceof
THREE.Line){g=h.geometry;if(g.__dirtyVertices||g.__dirtyColors){h=g;j=n.DYNAMIC_DRAW;k=A=w=w=void 0;v=h.vertices;m=h.colors;p=v.length;t=m.length;u=h.__vertexArray;H=h.__colorArray;x=h.__dirtyColors;if(h.__dirtyVertices){for(w=0;w<p;w++)A=v[w].position,k=w*3,u[k]=A.x,u[k+1]=A.y,u[k+2]=A.z;n.bindBuffer(n.ARRAY_BUFFER,h.__webglVertexBuffer);n.bufferData(n.ARRAY_BUFFER,u,j)}if(x){for(w=0;w<t;w++)color=m[w],k=w*3,H[k]=color.r,H[k+1]=color.g,H[k+2]=color.b;n.bindBuffer(n.ARRAY_BUFFER,h.__webglColorBuffer);
n.bufferData(n.ARRAY_BUFFER,H,j)}}g.__dirtyVertices=!1;g.__dirtyColors=!1}else if(h instanceof THREE.ParticleSystem)g=h.geometry,m=y(g),(g.__dirtyVertices||g.__dirtyColors||h.sortParticles||m)&&c(g,n.DYNAMIC_DRAW,h),g.__dirtyVertices=!1,g.__dirtyColors=!1,G(g)};this.setFaceCulling=function(b,c){b?(!c||c=="ccw"?n.frontFace(n.CCW):n.frontFace(n.CW),b=="back"?n.cullFace(n.BACK):b=="front"?n.cullFace(n.FRONT):n.cullFace(n.FRONT_AND_BACK),n.enable(n.CULL_FACE)):n.disable(n.CULL_FACE)};this.supportsVertexTextures=
delete m.__tangentArray,delete m.__uvArray,delete m.__uv2Array,delete m.__faceArray,delete m.__vertexArray,delete m.__lineArray,delete m.__skinVertexAArray,delete m.__skinVertexBArray,delete m.__skinIndexArray,delete m.__skinWeightArray)}h.__dirtyVertices=!1;h.__dirtyMorphTargets=!1;h.__dirtyElements=!1;h.__dirtyUvs=!1;h.__dirtyNormals=!1;h.__dirtyTangents=!1;h.__dirtyColors=!1;G(k)}else if(g instanceof THREE.Ribbon){h=g.geometry;if(h.__dirtyVertices||h.__dirtyColors){g=h;j=n.DYNAMIC_DRAW;k=A=w=w=
void 0;v=g.vertices;m=g.colors;p=v.length;t=m.length;u=g.__vertexArray;H=g.__colorArray;x=g.__dirtyColors;if(g.__dirtyVertices){for(w=0;w<p;w++)A=v[w].position,k=w*3,u[k]=A.x,u[k+1]=A.y,u[k+2]=A.z;n.bindBuffer(n.ARRAY_BUFFER,g.__webglVertexBuffer);n.bufferData(n.ARRAY_BUFFER,u,j)}if(x){for(w=0;w<t;w++)color=m[w],k=w*3,H[k]=color.r,H[k+1]=color.g,H[k+2]=color.b;n.bindBuffer(n.ARRAY_BUFFER,g.__webglColorBuffer);n.bufferData(n.ARRAY_BUFFER,H,j)}}h.__dirtyVertices=!1;h.__dirtyColors=!1}else if(g instanceof
THREE.Line){h=g.geometry;if(h.__dirtyVertices||h.__dirtyColors){g=h;j=n.DYNAMIC_DRAW;k=A=w=w=void 0;v=g.vertices;m=g.colors;p=v.length;t=m.length;u=g.__vertexArray;H=g.__colorArray;x=g.__dirtyColors;if(g.__dirtyVertices){for(w=0;w<p;w++)A=v[w].position,k=w*3,u[k]=A.x,u[k+1]=A.y,u[k+2]=A.z;n.bindBuffer(n.ARRAY_BUFFER,g.__webglVertexBuffer);n.bufferData(n.ARRAY_BUFFER,u,j)}if(x){for(w=0;w<t;w++)color=m[w],k=w*3,H[k]=color.r,H[k+1]=color.g,H[k+2]=color.b;n.bindBuffer(n.ARRAY_BUFFER,g.__webglColorBuffer);
n.bufferData(n.ARRAY_BUFFER,H,j)}}h.__dirtyVertices=!1;h.__dirtyColors=!1}else if(g instanceof THREE.ParticleSystem)h=g.geometry,m=y(h),(h.__dirtyVertices||h.__dirtyColors||g.sortParticles||m)&&c(h,n.DYNAMIC_DRAW,g),h.__dirtyVertices=!1,h.__dirtyColors=!1,G(h)};this.setFaceCulling=function(b,c){b?(!c||c=="ccw"?n.frontFace(n.CCW):n.frontFace(n.CW),b=="back"?n.cullFace(n.BACK):b=="front"?n.cullFace(n.FRONT):n.cullFace(n.FRONT_AND_BACK),n.enable(n.CULL_FACE)):n.disable(n.CULL_FACE)};this.supportsVertexTextures=
function(){return sa}};
THREE.WebGLRenderTarget=function(b,c,e){this.width=b;this.height=c;e=e||{};this.wrapS=e.wrapS!==void 0?e.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=e.wrapT!==void 0?e.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=e.magFilter!==void 0?e.magFilter:THREE.LinearFilter;this.minFilter=e.minFilter!==void 0?e.minFilter:THREE.LinearMipMapLinearFilter;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=e.format!==void 0?e.format:THREE.RGBAFormat;this.type=e.type!==void 0?e.type:
THREE.UnsignedByteType;this.depthBuffer=e.depthBuffer!==void 0?e.depthBuffer:!0;this.stencilBuffer=e.stencilBuffer!==void 0?e.stencilBuffer:!0};THREE.WebGLRenderTargetCube=function(b,c,e){THREE.WebGLRenderTarget.call(this,b,c,e);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=new THREE.WebGLRenderTarget;THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;
@@ -340,7 +340,7 @@ f):h instanceof THREE.Face4&&(t=new THREE.Face4(h.a+f,h.b+f,h.c+f,h.d+f));t.norm
j=b.faceVertexUvs[0],b=0;for(e=f.length;b<e;b++){var h=new THREE.Vertex(f[b].position.clone());c.vertices.push(h)}b=0;for(e=g.length;b<e;b++){var k=g[b],m,o,p=k.vertexNormals,u=k.vertexColors;k instanceof THREE.Face3?m=new THREE.Face3(k.a,k.b,k.c):k instanceof THREE.Face4&&(m=new THREE.Face4(k.a,k.b,k.c,k.d));m.normal.copy(k.normal);f=0;for(h=p.length;f<h;f++)o=p[f],m.vertexNormals.push(o.clone());m.color.copy(k.color);f=0;for(h=u.length;f<h;f++)o=u[f],m.vertexColors.push(o.clone());m.materials=k.materials.slice();
m.centroid.copy(k.centroid);c.faces.push(m)}b=0;for(e=j.length;b<e;b++){g=j[b];m=[];f=0;for(h=g.length;f<h;f++)m.push(new THREE.UV(g[f].u,g[f].v));c.faceVertexUvs[0].push(m)}return c},randomPointInTriangle:function(b,c,e){var f,g,j,h=new THREE.Vector3,k=THREE.GeometryUtils.__v1;f=THREE.GeometryUtils.random();g=THREE.GeometryUtils.random();f+g>1&&(f=1-f,g=1-g);j=1-f-g;h.copy(b);h.multiplyScalar(f);k.copy(c);k.multiplyScalar(g);h.addSelf(k);k.copy(e);k.multiplyScalar(j);h.addSelf(k);return h},randomPointInFace:function(b,
c,e){var f,g,j;if(b instanceof THREE.Face3)return f=c.vertices[b.a].position,g=c.vertices[b.b].position,j=c.vertices[b.c].position,THREE.GeometryUtils.randomPointInTriangle(f,g,j);else if(b instanceof THREE.Face4){f=c.vertices[b.a].position;g=c.vertices[b.b].position;j=c.vertices[b.c].position;var c=c.vertices[b.d].position,h;e?b._area1&&b._area2?(e=b._area1,h=b._area2):(e=THREE.GeometryUtils.triangleArea(f,g,c),h=THREE.GeometryUtils.triangleArea(g,j,c),b._area1=e,b._area2=h):(e=THREE.GeometryUtils.triangleArea(f,
g,c),h=THREE.GeometryUtils.triangleArea(g,j,c));return THREE.GeometryUtils.random()*(e+h)<e?THREE.GeometryUtils.randomPointInTriangle(f,g,c):THREE.GeometryUtils.randomPointInTriangle(g,j,c)}},randomPointsInGeometry:function(b,c){function e(b){function c(e,f){if(f<e)return e;var h=e+Math.floor((f-e)/2);return o[h]>b?c(e,h-1):o[h]<b?c(h+1,f):h}return c(0,o.length-1)}var f,g,j=b.faces,h=b.vertices,k=j.length,m=0,o=[],p,u,v,t;for(g=0;g<k;g++){f=j[g];if(f instanceof THREE.Face3)p=h[f.a].position,u=h[f.b].position,
g,c),h=THREE.GeometryUtils.triangleArea(g,j,c));return THREE.GeometryUtils.random()*(e+h)<e?THREE.GeometryUtils.randomPointInTriangle(f,g,c):THREE.GeometryUtils.randomPointInTriangle(g,j,c)}},randomPointsInGeometry:function(b,c){function e(b){function c(e,f){if(f<e)return e;var g=e+Math.floor((f-e)/2);return o[g]>b?c(e,g-1):o[g]<b?c(g+1,f):g}return c(0,o.length-1)}var f,g,j=b.faces,h=b.vertices,k=j.length,m=0,o=[],p,u,v,t;for(g=0;g<k;g++){f=j[g];if(f instanceof THREE.Face3)p=h[f.a].position,u=h[f.b].position,
v=h[f.c].position,f._area=THREE.GeometryUtils.triangleArea(p,u,v);else if(f instanceof THREE.Face4)p=h[f.a].position,u=h[f.b].position,v=h[f.c].position,t=h[f.d].position,f._area1=THREE.GeometryUtils.triangleArea(p,u,t),f._area2=THREE.GeometryUtils.triangleArea(u,v,t),f._area=f._area1+f._area2;m+=f._area;o[g]=m}f=[];h={};for(g=0;g<c;g++)k=THREE.GeometryUtils.random()*m,k=e(k),f[g]=THREE.GeometryUtils.randomPointInFace(j[k],b,!0),h[k]?h[k]+=1:h[k]=1;return f},triangleArea:function(b,c,e){var f,g=THREE.GeometryUtils.__v1;
g.sub(b,c);f=g.length();g.sub(b,e);b=g.length();g.sub(c,e);e=g.length();c=0.5*(f+b+e);return Math.sqrt(c*(c-f)*(c-b)*(c-e))},random16:function(){return(65280*Math.random()+255*Math.random())/65535}};THREE.GeometryUtils.random=THREE.GeometryUtils.random16;THREE.GeometryUtils.__v1=new THREE.Vector3;
THREE.ImageUtils={loadTexture:function(b,c,e){var f=new Image,g=new THREE.Texture(f,c);f.onload=function(){g.needsUpdate=!0;e&&e(this)};f.crossOrigin="";f.src=b;return g},loadTextureCube:function(b,c,e){var f,g=[],j=new THREE.Texture(g,c),c=g.loadCount=0;for(f=b.length;c<f;++c)g[c]=new Image,g[c].onload=function(){g.loadCount+=1;if(g.loadCount==6)j.needsUpdate=!0;e&&e(this)},g[c].crossOrigin="",g[c].src=b[c];return j},getNormalMap:function(b,c){var e=function(b){var c=Math.sqrt(b[0]*b[0]+b[1]*b[1]+
@@ -353,15 +353,7 @@ normal:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.Uniforms
value:new THREE.Color(15658734)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(328965)},uShininess:{type:"f",value:30},uOpacity:{type:"f",value:1}}]),fragmentShader:["uniform vec3 uAmbientColor;\nuniform vec3 uDiffuseColor;\nuniform vec3 uSpecularColor;\nuniform float uShininess;\nuniform float uOpacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform float uNormalScale;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;",
THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( 1.0 );\nvec4 mColor = vec4( uDiffuseColor, uOpacity );\nvec4 mSpecular = vec4( uSpecularColor, uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor = gl_FragColor * texture2D( tAO, vUv );\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointTotal = vec4( vec3( 0.0 ), 1.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirTotal = vec4( vec3( 0.0 ), 1.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );\n}\n#endif\nvec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirTotal;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointTotal;\n#endif\ngl_FragColor = gl_FragColor * totalLight;",
THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"},
cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"},convolution:{uniforms:{tDiffuse:{type:"t",
value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.001953125,0)},cKernel:{type:"fv1",value:[]}},vertexShader:"uniform vec2 uImageIncrement;\nvarying vec2 vUv;\nvoid main() {\nvUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float cKernel[ KERNEL_SIZE ];\nuniform sampler2D tDiffuse;\nuniform vec2 uImageIncrement;\nvarying vec2 vUv;\nvoid main() {\nvec2 imageCoord = vUv;\nvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\nfor( int i = 0; i < KERNEL_SIZE; i ++ ) {\nsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];\nimageCoord += uImageIncrement;\n}\ngl_FragColor = sum;\n}"},
film:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},time:{type:"f",value:0},nIntensity:{type:"f",value:0.5},sIntensity:{type:"f",value:0.05},sCount:{type:"f",value:4096},grayscale:{type:"i",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float time;\nuniform bool grayscale;\nuniform float nIntensity;\nuniform float sIntensity;\nuniform float sCount;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 cTextureScreen = texture2D( tDiffuse, vUv );\nfloat x = vUv.x * vUv.y * time * 1000.0;\nx = mod( x, 13.0 ) * mod( x, 123.0 );\nfloat dx = mod( x, 0.01 );\nvec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );\nvec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );\ncResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;\ncResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );\nif( grayscale ) {\ncResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );\n}\ngl_FragColor = vec4( cResult, cTextureScreen.a );\n}"},
sepia:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},amount:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float amount;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 color = texture2D( tDiffuse, vUv );\nvec3 c = color.rgb;\ncolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );\ncolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );\ncolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );\ngl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );\n}"},
dotscreen:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},tSize:{type:"v2",value:new THREE.Vector2(256,256)},center:{type:"v2",value:new THREE.Vector2(0.5,0.5)},angle:{type:"f",value:1.57},scale:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform vec2 center;\nuniform float angle;\nuniform float scale;\nuniform vec2 tSize;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nfloat pattern() {\nfloat s = sin( angle ), c = cos( angle );\nvec2 tex = vUv * tSize - center;\nvec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;\nreturn ( sin( point.x ) * sin( point.y ) ) * 4.0;\n}\nvoid main() {\nvec4 color = texture2D( tDiffuse, vUv );\nfloat average = ( color.r + color.g + color.b ) / 3.0;\ngl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );\n}"},
vignette:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},offset:{type:"f",value:1},darkness:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float offset;\nuniform float darkness;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 texel = texture2D( tDiffuse, vUv );\nvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );\ngl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );\n}"},
bleachbypass:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},opacity:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float opacity;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 base = texture2D( tDiffuse, vUv );\nvec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );\nfloat lum = dot( lumCoeff, base.rgb );\nvec3 blend = vec3( lum );\nfloat L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );\nvec3 result1 = 2.0 * base.rgb * blend;\nvec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );\nvec3 newColor = mix( result1, result2, L );\nfloat A2 = opacity * base.a;\nvec3 mixRGB = A2 * newColor.rgb;\nmixRGB += ( ( 1.0 - A2 ) * base.rgb );\ngl_FragColor = vec4( mixRGB, base.a );\n}"},
screen:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},opacity:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float opacity;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 texel = texture2D( tDiffuse, vUv );\ngl_FragColor = opacity * texel;\n}"},basic:{uniforms:{},vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",
fragmentShader:"void main() {\ngl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );\n}"}},buildKernel:function(b){var c,e,f,g,j=2*Math.ceil(b*3)+1;j>25&&(j=25);g=(j-1)*0.5;e=Array(j);for(c=f=0;c<j;++c)e[c]=Math.exp(-((c-g)*(c-g))/(2*b*b)),f+=e[c];for(c=0;c<j;++c)e[c]/=f;return e}};
cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"}}};
THREE.AnimationHandler=function(){var b=[],c={},e={update:function(c){for(var e=0;e<b.length;e++)b[e].update(c)},addToUpdate:function(c){b.indexOf(c)===-1&&b.push(c)},removeFromUpdate:function(c){c=b.indexOf(c);c!==-1&&b.splice(c,1)},add:function(b){c[b.name]!==void 0&&console.log("THREE.AnimationHandler.add: Warning! "+b.name+" already exists in library. Overwriting.");c[b.name]=b;if(b.initialized!==!0){for(var e=0;e<b.hierarchy.length;e++){for(var f=0;f<b.hierarchy[e].keys.length;f++){if(b.hierarchy[e].keys[f].time<
0)b.hierarchy[e].keys[f].time=0;if(b.hierarchy[e].keys[f].rot!==void 0&&!(b.hierarchy[e].keys[f].rot instanceof THREE.Quaternion)){var k=b.hierarchy[e].keys[f].rot;b.hierarchy[e].keys[f].rot=new THREE.Quaternion(k[0],k[1],k[2],k[3])}}if(b.hierarchy[e].keys[0].morphTargets!==void 0){k={};for(f=0;f<b.hierarchy[e].keys.length;f++)for(var m=0;m<b.hierarchy[e].keys[f].morphTargets.length;m++){var o=b.hierarchy[e].keys[f].morphTargets[m];k[o]=-1}b.hierarchy[e].usedMorphTargets=k;for(f=0;f<b.hierarchy[e].keys.length;f++){var p=
{};for(o in k){for(m=0;m<b.hierarchy[e].keys[f].morphTargets.length;m++)if(b.hierarchy[e].keys[f].morphTargets[m]===o){p[o]=b.hierarchy[e].keys[f].morphTargetsInfluences[m];break}m===b.hierarchy[e].keys[f].morphTargets.length&&(p[o]=0)}b.hierarchy[e].keys[f].morphTargetsInfluences=p}}for(f=1;f<b.hierarchy[e].keys.length;f++)b.hierarchy[e].keys[f].time===b.hierarchy[e].keys[f-1].time&&(b.hierarchy[e].keys.splice(f,1),f--);for(f=1;f<b.hierarchy[e].keys.length;f++)b.hierarchy[e].keys[f].index=f}f=parseInt(b.length*
@@ -389,9 +381,9 @@ this.moveRight&&this.translateX(c);this.moveUp&&this.translateY(c);this.moveDown
1;this.constrainVertical&&(b=3.14/(this.verticalMax-this.verticalMin));this.lon+=this.mouseX*c;this.lookVertical&&(this.lat-=this.mouseY*c*b);this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;if(this.constrainVertical)this.phi=(this.phi-0)*(this.verticalMax-this.verticalMin)/3.14+this.verticalMin;b=this.target.position;g=this.position;b.x=g.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=g.y+100*Math.cos(this.phi);b.z=g.z+100*Math.sin(this.phi)*
Math.sin(this.theta);this.supr.update.call(this)};this.domElement.addEventListener("contextmenu",function(b){b.preventDefault()},!1);this.domElement.addEventListener("mousemove",c(this,this.onMouseMove),!1);this.domElement.addEventListener("mousedown",c(this,this.onMouseDown),!1);this.domElement.addEventListener("mouseup",c(this,this.onMouseUp),!1);this.domElement.addEventListener("keydown",c(this,this.onKeyDown),!1);this.domElement.addEventListener("keyup",c(this,this.onKeyUp),!1)};
THREE.FirstPersonCamera.prototype=new THREE.Camera;THREE.FirstPersonCamera.prototype.constructor=THREE.FirstPersonCamera;THREE.FirstPersonCamera.prototype.supr=THREE.Camera.prototype;THREE.FirstPersonCamera.prototype.translate=function(b,c){this.matrix.rotateAxis(c);if(this.noFly)c.y=0;this.position.addSelf(c.multiplyScalar(b));this.target.position.addSelf(c.multiplyScalar(b))};
THREE.PathCamera=function(b){function c(b,c,e,f){var h={name:e,fps:0.6,length:f,hierarchy:[]},g,j=c.getControlPointsArray(),k=c.getLength(),m=j.length,G=0;g=m-1;c={parent:-1,keys:[]};c.keys[0]={time:0,pos:j[0],rot:[0,0,0,1],scl:[1,1,1]};c.keys[g]={time:f,pos:j[g],rot:[0,0,0,1],scl:[1,1,1]};for(g=1;g<m-1;g++)G=f*k.chunks[g]/k.total,c.keys[g]={time:G,pos:j[g]};h.hierarchy[0]=c;THREE.AnimationHandler.add(h);return new THREE.Animation(b,e,THREE.AnimationHandler.CATMULLROM_FORWARD,!1)}function e(b,c){var e,
f,h=new THREE.Geometry;for(e=0;e<b.points.length*c;e++)f=e/(b.points.length*c),f=b.getPoint(f),h.vertices[e]=new THREE.Vertex(new THREE.Vector3(f.x,f.y,f.z));return h}function f(b,c){var f=e(c,10),h=e(c,10),g=new THREE.LineBasicMaterial({color:16711680,linewidth:3});lineObj=new THREE.Line(f,g);particleObj=new THREE.ParticleSystem(h,new THREE.ParticleBasicMaterial({color:16755200,size:3}));lineObj.scale.set(1,1,1);b.addChild(lineObj);particleObj.scale.set(1,1,1);b.addChild(particleObj);h=new THREE.SphereGeometry(1,
16,8);g=new THREE.MeshBasicMaterial({color:65280});for(i=0;i<c.points.length;i++)f=new THREE.Mesh(h,g),f.position.copy(c.points[i]),f.updateMatrix(),b.addChild(f)}THREE.Camera.call(this,b.fov,b.aspect,b.near,b.far,b.target);this.id="PathCamera"+THREE.PathCameraIdCounter++;this.duration=1E4;this.waypoints=[];this.useConstantSpeed=!0;this.resamplingCoef=50;this.debugPath=new THREE.Object3D;this.debugDummy=new THREE.Object3D;this.animationParent=new THREE.Object3D;this.lookSpeed=0.0050;this.lookHorizontal=
THREE.PathCamera=function(b){function c(b,c,e,f){var g={name:e,fps:0.6,length:f,hierarchy:[]},h,j=c.getControlPointsArray(),k=c.getLength(),m=j.length,G=0;h=m-1;c={parent:-1,keys:[]};c.keys[0]={time:0,pos:j[0],rot:[0,0,0,1],scl:[1,1,1]};c.keys[h]={time:f,pos:j[h],rot:[0,0,0,1],scl:[1,1,1]};for(h=1;h<m-1;h++)G=f*k.chunks[h]/k.total,c.keys[h]={time:G,pos:j[h]};g.hierarchy[0]=c;THREE.AnimationHandler.add(g);return new THREE.Animation(b,e,THREE.AnimationHandler.CATMULLROM_FORWARD,!1)}function e(b,c){var e,
f,g=new THREE.Geometry;for(e=0;e<b.points.length*c;e++)f=e/(b.points.length*c),f=b.getPoint(f),g.vertices[e]=new THREE.Vertex(new THREE.Vector3(f.x,f.y,f.z));return g}function f(b,c){var f=e(c,10),g=e(c,10),h=new THREE.LineBasicMaterial({color:16711680,linewidth:3});lineObj=new THREE.Line(f,h);particleObj=new THREE.ParticleSystem(g,new THREE.ParticleBasicMaterial({color:16755200,size:3}));lineObj.scale.set(1,1,1);b.addChild(lineObj);particleObj.scale.set(1,1,1);b.addChild(particleObj);g=new THREE.SphereGeometry(1,
16,8);h=new THREE.MeshBasicMaterial({color:65280});for(i=0;i<c.points.length;i++)f=new THREE.Mesh(g,h),f.position.copy(c.points[i]),f.updateMatrix(),b.addChild(f)}THREE.Camera.call(this,b.fov,b.aspect,b.near,b.far,b.target);this.id="PathCamera"+THREE.PathCameraIdCounter++;this.duration=1E4;this.waypoints=[];this.useConstantSpeed=!0;this.resamplingCoef=50;this.debugPath=new THREE.Object3D;this.debugDummy=new THREE.Object3D;this.animationParent=new THREE.Object3D;this.lookSpeed=0.0050;this.lookHorizontal=
this.lookVertical=!0;this.verticalAngleMap={srcRange:[0,6.28],dstRange:[0,6.28]};this.horizontalAngleMap={srcRange:[0,6.28],dstRange:[0,6.28]};this.domElement=document;if(b){if(b.duration!==void 0)this.duration=b.duration*1E3;if(b.waypoints!==void 0)this.waypoints=b.waypoints;if(b.useConstantSpeed!==void 0)this.useConstantSpeed=b.useConstantSpeed;if(b.resamplingCoef!==void 0)this.resamplingCoef=b.resamplingCoef;if(b.createDebugPath!==void 0)this.createDebugPath=b.createDebugPath;if(b.createDebugDummy!==
void 0)this.createDebugDummy=b.createDebugDummy;if(b.lookSpeed!==void 0)this.lookSpeed=b.lookSpeed;if(b.lookVertical!==void 0)this.lookVertical=b.lookVertical;if(b.lookHorizontal!==void 0)this.lookHorizontal=b.lookHorizontal;if(b.verticalAngleMap!==void 0)this.verticalAngleMap=b.verticalAngleMap;if(b.horizontalAngleMap!==void 0)this.horizontalAngleMap=b.horizontalAngleMap;if(b.domElement!==void 0)this.domElement=b.domElement}this.theta=this.phi=this.lon=this.lat=this.mouseY=this.mouseX=0;this.windowHalfX=
window.innerWidth/2;this.windowHalfY=window.innerHeight/2;var g=Math.PI*2,j=Math.PI/180;this.update=function(b,c,e){var f,h;this.lookHorizontal&&(this.lon+=this.mouseX*this.lookSpeed);this.lookVertical&&(this.lat-=this.mouseY*this.lookSpeed);this.lon=Math.max(0,Math.min(360,this.lon));this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*j;this.theta=this.lon*j;f=this.phi%g;this.phi=f>=0?f:f+g;f=this.verticalAngleMap.srcRange;h=this.verticalAngleMap.dstRange;var k=h[1]-h[0];this.phi=
@@ -472,17 +464,17 @@ THREE.TextPath=function(b,c){THREE.Path.call(this);this.parameters=c||{};this.se
THREE.TextPath.prototype.toShapes=function(){for(var b=THREE.FontUtils.drawText(this.text).paths,c=[],e=0,f=b.length;e<f;e++)c=c.concat(b[e].toShapes());return c};
THREE.CubeGeometry=function(b,c,e,f,g,j,h,k,m){function o(b,c,e,h,k,m,o,t){var u,v,x=f||1,w=g||1,S=k/2,K=m/2,Q=p.vertices.length;if(b=="x"&&c=="y"||b=="y"&&c=="x")u="z";else if(b=="x"&&c=="z"||b=="z"&&c=="x")u="y",w=j||1;else if(b=="z"&&c=="y"||b=="y"&&c=="z")u="x",x=j||1;var n=x+1,T=w+1;k/=x;var X=m/w;for(v=0;v<T;v++)for(m=0;m<n;m++){var M=new THREE.Vector3;M[b]=(m*k-S)*e;M[c]=(v*X-K)*h;M[u]=o;p.vertices.push(new THREE.Vertex(M))}for(v=0;v<w;v++)for(m=0;m<x;m++)p.faces.push(new THREE.Face4(m+n*v+
Q,m+n*(v+1)+Q,m+1+n*(v+1)+Q,m+1+n*v+Q,null,null,t)),p.faceVertexUvs[0].push([new THREE.UV(m/x,v/w),new THREE.UV(m/x,(v+1)/w),new THREE.UV((m+1)/x,(v+1)/w),new THREE.UV((m+1)/x,v/w)])}THREE.Geometry.call(this);var p=this,u=b/2,v=c/2,t=e/2,k=k?-1:1;if(h!==void 0)if(h instanceof Array)this.materials=h;else{this.materials=[];for(var x=0;x<6;x++)this.materials.push([h])}else this.materials=[];this.sides={px:!0,nx:!0,py:!0,ny:!0,pz:!0,nz:!0};if(m!=void 0)for(var w in m)this.sides[w]!=void 0&&(this.sides[w]=
m[w]);this.sides.px&&o("z","y",1*k,-1,e,c,-u,this.materials[0]);this.sides.nx&&o("z","y",-1*k,-1,e,c,u,this.materials[1]);this.sides.py&&o("x","z",1*k,1,b,e,v,this.materials[2]);this.sides.ny&&o("x","z",1*k,-1,b,e,-v,this.materials[3]);this.sides.pz&&o("x","y",1*k,-1,b,c,t,this.materials[4]);this.sides.nz&&o("x","y",-1*k,-1,b,c,-t,this.materials[5]);(function(){for(var b=[],c=[],e=0,f=p.vertices.length;e<f;e++){for(var h=p.vertices[e],g=!1,j=0,k=b.length;j<k;j++){var m=b[j];if(h.position.x==m.position.x&&
h.position.y==m.position.y&&h.position.z==m.position.z){c[e]=j;g=!0;break}}if(!g)c[e]=b.length,b.push(new THREE.Vertex(h.position.clone()))}e=0;for(f=p.faces.length;e<f;e++)h=p.faces[e],h.a=c[h.a],h.b=c[h.b],h.c=c[h.c],h.d=c[h.d];p.vertices=b})();this.computeCentroids();this.computeFaceNormals()};THREE.CubeGeometry.prototype=new THREE.Geometry;THREE.CubeGeometry.prototype.constructor=THREE.CubeGeometry;
m[w]);this.sides.px&&o("z","y",1*k,-1,e,c,-u,this.materials[0]);this.sides.nx&&o("z","y",-1*k,-1,e,c,u,this.materials[1]);this.sides.py&&o("x","z",1*k,1,b,e,v,this.materials[2]);this.sides.ny&&o("x","z",1*k,-1,b,e,-v,this.materials[3]);this.sides.pz&&o("x","y",1*k,-1,b,c,t,this.materials[4]);this.sides.nz&&o("x","y",-1*k,-1,b,c,-t,this.materials[5]);(function(){for(var b=[],c=[],e=0,f=p.vertices.length;e<f;e++){for(var g=p.vertices[e],h=!1,j=0,k=b.length;j<k;j++){var m=b[j];if(g.position.x==m.position.x&&
g.position.y==m.position.y&&g.position.z==m.position.z){c[e]=j;h=!0;break}}if(!h)c[e]=b.length,b.push(new THREE.Vertex(g.position.clone()))}e=0;for(f=p.faces.length;e<f;e++)g=p.faces[e],g.a=c[g.a],g.b=c[g.b],g.c=c[g.c],g.d=c[g.d];p.vertices=b})();this.computeCentroids();this.computeFaceNormals()};THREE.CubeGeometry.prototype=new THREE.Geometry;THREE.CubeGeometry.prototype.constructor=THREE.CubeGeometry;
THREE.CylinderGeometry=function(b,c,e,f,g,j){function h(b,c,e){k.vertices.push(new THREE.Vertex(new THREE.Vector3(b,c,e)))}THREE.Geometry.call(this);var k=this,m,o=Math.PI*2,p=f/2;for(m=0;m<b;m++)h(Math.sin(o*m/b)*c,Math.cos(o*m/b)*c,-p);for(m=0;m<b;m++)h(Math.sin(o*m/b)*e,Math.cos(o*m/b)*e,p);var u,v,t,x,w=c-e;for(m=0;m<b;m++)u=new THREE.Vector3,u.copy(k.vertices[m].position),u.z=w,u.normalize(),v=new THREE.Vector3,v.copy(k.vertices[m+b].position),v.z=w,v.normalize(),t=new THREE.Vector3,t.copy(k.vertices[b+
(m+1)%b].position),t.z=w,t.normalize(),x=new THREE.Vector3,x.copy(k.vertices[(m+1)%b].position),x.z=w,x.normalize(),k.faces.push(new THREE.Face4(m,m+b,b+(m+1)%b,(m+1)%b,[u,v,t,x]));if(e>0){e=new THREE.Vector3(0,0,-1);h(0,0,-p-(j||0));for(m=b;m<b+b/2;m++)k.faces.push(new THREE.Face4(2*b,(2*m-2*b)%b,(2*m-2*b+1)%b,(2*m-2*b+2)%b,[e,e,e,e]))}if(c>0){c=new THREE.Vector3(0,0,1);h(0,0,p+(g||0));for(m=b+b/2;m<2*b;m++)k.faces.push(new THREE.Face4(2*b+1,(2*m-2*b+2)%b+b,(2*m-2*b+1)%b+b,(2*m-2*b)%b+b,[c,c,c,c]))}m=
0;for(b=this.faces.length;m<b;m++)g=[],p=this.faces[m],c=this.vertices[p.a],j=this.vertices[p.b],e=this.vertices[p.c],u=this.vertices[p.d],g.push(new THREE.UV(0.5+Math.atan2(c.position.x,c.position.y)/o,0.5+c.position.z/f)),g.push(new THREE.UV(0.5+Math.atan2(j.position.x,j.position.y)/o,0.5+j.position.z/f)),g.push(new THREE.UV(0.5+Math.atan2(e.position.x,e.position.y)/o,0.5+e.position.z/f)),p instanceof THREE.Face4&&g.push(new THREE.UV(0.5+Math.atan2(u.position.x,u.position.y)/o,0.5+u.position.z/
f)),this.faceVertexUvs[0].push(g);this.computeCentroids();this.computeFaceNormals()};THREE.CylinderGeometry.prototype=new THREE.Geometry;THREE.CylinderGeometry.prototype.constructor=THREE.CylinderGeometry;THREE.ExtrudeGeometry=function(b,c){if(typeof b!="undefined"){THREE.Geometry.call(this);var b=b instanceof Array?b:[b],e,f=b.length,g;this.shapebb=b[f-1].getBoundingBox();for(e=0;e<f;e++)g=b[e],this.addShape(g,c);this.computeCentroids();this.computeFaceNormals()}};
THREE.ExtrudeGeometry.prototype=new THREE.Geometry;THREE.ExtrudeGeometry.prototype.constructor=THREE.ExtrudeGeometry;
THREE.ExtrudeGeometry.prototype.addShape=function(b,c){function e(b,c,e){c||console.log("die");return c.clone().multiplyScalar(e).addSelf(b)}function f(b,c,e){var f=THREE.ExtrudeGeometry.__v1,h=THREE.ExtrudeGeometry.__v2,g=THREE.ExtrudeGeometry.__v3,j=THREE.ExtrudeGeometry.__v4,k=THREE.ExtrudeGeometry.__v5,m=THREE.ExtrudeGeometry.__v6;f.set(b.x-c.x,b.y-c.y);h.set(b.x-e.x,b.y-e.y);f=f.normalize();h=h.normalize();g.set(-f.y,f.x);j.set(h.y,-h.x);k.copy(b).addSelf(g);m.copy(b).addSelf(j);if(k.equals(m))return j.clone();
k.copy(c).addSelf(g);m.copy(e).addSelf(j);g=f.dot(j);j=m.subSelf(k).dot(j);g==0&&(console.log("Either infinite or no solutions!"),j==0?console.log("Its finite solutions."):console.log("Too bad, no solutions."));j/=g;if(j<0)return c=Math.atan2(c.y-b.y,c.x-b.x),b=Math.atan2(e.y-b.y,e.x-b.x),c>b&&(b+=Math.PI*2),anglec=(c+b)/2,new THREE.Vector2(-Math.cos(anglec),-Math.sin(anglec));return f.multiplyScalar(j).addSelf(k).subSelf(b).clone()}function g(b){for(H=b.length;--H>=0;){ga=H;$=H-1;$<0&&($=b.length-
1);for(var c=0,e=t+p*2,c=0;c<e;c++){var f=X*c,h=X*(c+1),g=Y+ga+f,j=Y+ga+h,n=g,f=Y+$+f,h=Y+$+h,o=j;n+=V;f+=V;h+=V;o+=V;E.faces.push(new THREE.Face4(n,f,h,o,null,null,I));I&&(n=c/e,f=(c+1)/e,h=k+m*2,g=(E.vertices[g].position.z+m)/h,j=(E.vertices[j].position.z+m)/h,E.faceVertexUvs[0].push([new THREE.UV(g,n),new THREE.UV(j,n),new THREE.UV(j,f),new THREE.UV(g,f)]))}}}function j(b,c,e){E.vertices.push(new THREE.Vertex(new THREE.Vector3(b,c,e)))}function h(b,c,e){b+=V;c+=V;e+=V;E.faces.push(new THREE.Face3(b,
c,e,null,null,D));if(D){var f=J.maxY,h=J.maxX,g=E.vertices[c].position.x,c=E.vertices[c].position.y,j=E.vertices[e].position.x,e=E.vertices[e].position.y;E.faceVertexUvs[0].push([new THREE.UV(E.vertices[b].position.x/h,E.vertices[b].position.y/f),new THREE.UV(g/h,c/f),new THREE.UV(j/h,e/f)])}}var k=c.amount!==void 0?c.amount:100,m=c.bevelThickness!==void 0?c.bevelThickness:6,o=c.bevelSize!==void 0?c.bevelSize:m-2,p=c.bevelSegments!==void 0?c.bevelSegments:3,u=c.bevelEnabled!==void 0?c.bevelEnabled:
THREE.ExtrudeGeometry.prototype.addShape=function(b,c){function e(b,c,e){c||console.log("die");return c.clone().multiplyScalar(e).addSelf(b)}function f(b,c,e){var f=THREE.ExtrudeGeometry.__v1,g=THREE.ExtrudeGeometry.__v2,h=THREE.ExtrudeGeometry.__v3,j=THREE.ExtrudeGeometry.__v4,k=THREE.ExtrudeGeometry.__v5,m=THREE.ExtrudeGeometry.__v6;f.set(b.x-c.x,b.y-c.y);g.set(b.x-e.x,b.y-e.y);f=f.normalize();g=g.normalize();h.set(-f.y,f.x);j.set(g.y,-g.x);k.copy(b).addSelf(h);m.copy(b).addSelf(j);if(k.equals(m))return j.clone();
k.copy(c).addSelf(h);m.copy(e).addSelf(j);h=f.dot(j);j=m.subSelf(k).dot(j);h==0&&(console.log("Either infinite or no solutions!"),j==0?console.log("Its finite solutions."):console.log("Too bad, no solutions."));j/=h;if(j<0)return c=Math.atan2(c.y-b.y,c.x-b.x),b=Math.atan2(e.y-b.y,e.x-b.x),c>b&&(b+=Math.PI*2),anglec=(c+b)/2,new THREE.Vector2(-Math.cos(anglec),-Math.sin(anglec));return f.multiplyScalar(j).addSelf(k).subSelf(b).clone()}function g(b){for(H=b.length;--H>=0;){ga=H;$=H-1;$<0&&($=b.length-
1);for(var c=0,e=t+p*2,c=0;c<e;c++){var f=X*c,g=X*(c+1),h=Y+ga+f,j=Y+ga+g,n=h,f=Y+$+f,g=Y+$+g,o=j;n+=V;f+=V;g+=V;o+=V;E.faces.push(new THREE.Face4(n,f,g,o,null,null,I));I&&(n=c/e,f=(c+1)/e,g=k+m*2,h=(E.vertices[h].position.z+m)/g,j=(E.vertices[j].position.z+m)/g,E.faceVertexUvs[0].push([new THREE.UV(h,n),new THREE.UV(j,n),new THREE.UV(j,f),new THREE.UV(h,f)]))}}}function j(b,c,e){E.vertices.push(new THREE.Vertex(new THREE.Vector3(b,c,e)))}function h(b,c,e){b+=V;c+=V;e+=V;E.faces.push(new THREE.Face3(b,
c,e,null,null,D));if(D){var f=J.maxY,g=J.maxX,h=E.vertices[c].position.x,c=E.vertices[c].position.y,j=E.vertices[e].position.x,e=E.vertices[e].position.y;E.faceVertexUvs[0].push([new THREE.UV(E.vertices[b].position.x/g,E.vertices[b].position.y/f),new THREE.UV(h/g,c/f),new THREE.UV(j/g,e/f)])}}var k=c.amount!==void 0?c.amount:100,m=c.bevelThickness!==void 0?c.bevelThickness:6,o=c.bevelSize!==void 0?c.bevelSize:m-2,p=c.bevelSegments!==void 0?c.bevelSegments:3,u=c.bevelEnabled!==void 0?c.bevelEnabled:
!0,v=c.curveSegments!==void 0?c.curveSegments:12,t=c.steps!==void 0?c.steps:1,x=c.bendPath,w=c.extrudePath,A,y=!1,G=c.useSpacedPoints!==void 0?c.useSpacedPoints:!1,D=c.material,I=c.extrudeMaterial,J=this.shapebb;if(w)A=w.getPoints(v),t=A.length,y=!0,u=!1;u||(o=m=p=0);var C,B,L,E=this,V=this.vertices.length;x&&b.addWrapPath(x);v=G?b.extractAllSpacedPoints(v):b.extractAllPoints(v);x=v.shape;v=v.holes;if(w=!THREE.Shape.Utils.isClockWise(x)){x=x.reverse();B=0;for(L=v.length;B<L;B++)C=v[B],THREE.Shape.Utils.isClockWise(C)&&
(v[B]=C.reverse());w=!1}w=THREE.Shape.Utils.triangulateShape(x,v);G=x;B=0;for(L=v.length;B<L;B++)C=v[B],x=x.concat(C);var H,S,K,Q,n,T,X=x.length,M=w.length,W=[];H=0;S=G.length;ga=S-1;for($=H+1;H<S;H++,ga++,$++)ga==S&&(ga=0),$==S&&($=0),W[H]=f(G[H],G[ga],G[$]);var ha=[],ca,fa=W.concat();B=0;for(L=v.length;B<L;B++){C=v[B];ca=[];H=0;S=C.length;ga=S-1;for($=H+1;H<S;H++,ga++,$++)ga==S&&(ga=0),$==S&&($=0),ca[H]=f(C[H],C[ga],C[$]);ha.push(ca);fa=fa.concat(ca)}for(K=0;K<p;K++){Q=K/p;n=m*(1-Q);Q=o*Math.sin(Q*
Math.PI/2);H=0;for(S=G.length;H<S;H++)T=e(G[H],W[H],Q),j(T.x,T.y,-n);B=0;for(L=v.length;B<L;B++){C=v[B];ca=ha[B];H=0;for(S=C.length;H<S;H++)T=e(C[H],ca[H],Q),j(T.x,T.y,-n)}}Q=o;for(H=0;H<X;H++)T=u?e(x[H],fa[H],Q):x[H],y?j(T.x,T.y+A[0].y,A[0].x):j(T.x,T.y,0);for(K=1;K<=t;K++)for(H=0;H<X;H++)T=u?e(x[H],fa[H],Q):x[H],y?j(T.x,T.y+A[K-1].y,A[K-1].x):j(T.x,T.y,k/t*K);for(K=p-1;K>=0;K--){Q=K/p;n=m*(1-Q);Q=o*Math.sin(Q*Math.PI/2);H=0;for(S=G.length;H<S;H++)T=e(G[H],W[H],Q),j(T.x,T.y,k+n);B=0;for(L=v.length;B<
@@ -511,14 +503,14 @@ J=void 0,C=void 0,B=void 0,L=void 0,E=void 0,V=void 0,D=v[y[t]].x,I=v[y[t]].y,J=
THREE.TorusGeometry=function(b,c,e,f,g){THREE.Geometry.call(this);this.radius=b||100;this.tube=c||40;this.segmentsR=e||8;this.segmentsT=f||6;this.arc=g||Math.PI*2;g=new THREE.Vector3;b=[];c=[];for(e=0;e<=this.segmentsR;e++)for(f=0;f<=this.segmentsT;f++){var j=f/this.segmentsT*this.arc,h=e/this.segmentsR*Math.PI*2;g.x=this.radius*Math.cos(j);g.y=this.radius*Math.sin(j);var k=new THREE.Vector3;k.x=(this.radius+this.tube*Math.cos(h))*Math.cos(j);k.y=(this.radius+this.tube*Math.cos(h))*Math.sin(j);k.z=
this.tube*Math.sin(h);this.vertices.push(new THREE.Vertex(k));b.push(new THREE.UV(f/this.segmentsT,1-e/this.segmentsR));c.push(k.clone().subSelf(g).normalize())}for(e=1;e<=this.segmentsR;e++)for(f=1;f<=this.segmentsT;f++){var g=(this.segmentsT+1)*e+f-1,j=(this.segmentsT+1)*(e-1)+f-1,h=(this.segmentsT+1)*(e-1)+f,k=(this.segmentsT+1)*e+f,m=new THREE.Face4(g,j,h,k,[c[g],c[j],c[h],c[k]]);m.normal.addSelf(c[g]);m.normal.addSelf(c[j]);m.normal.addSelf(c[h]);m.normal.addSelf(c[k]);m.normal.normalize();this.faces.push(m);
this.faceVertexUvs[0].push([b[g].clone(),b[j].clone(),b[h].clone(),b[k].clone()])}this.computeCentroids()};THREE.TorusGeometry.prototype=new THREE.Geometry;THREE.TorusGeometry.prototype.constructor=THREE.TorusGeometry;
THREE.TorusKnotGeometry=function(b,c,e,f,g,j,h){function k(b,c,e,f,h,g){c=e/f*b;e=Math.cos(c);return new THREE.Vector3(h*(2+e)*0.5*Math.cos(b),h*(2+e)*Math.sin(b)*0.5,g*h*Math.sin(c)*0.5)}THREE.Geometry.call(this);this.radius=b||200;this.tube=c||40;this.segmentsR=e||64;this.segmentsT=f||8;this.p=g||2;this.q=j||3;this.heightScale=h||1;this.grid=Array(this.segmentsR);e=new THREE.Vector3;f=new THREE.Vector3;j=new THREE.Vector3;for(b=0;b<this.segmentsR;++b){this.grid[b]=Array(this.segmentsT);for(c=0;c<
THREE.TorusKnotGeometry=function(b,c,e,f,g,j,h){function k(b,c,e,f,g,h){c=e/f*b;e=Math.cos(c);return new THREE.Vector3(g*(2+e)*0.5*Math.cos(b),g*(2+e)*Math.sin(b)*0.5,h*g*Math.sin(c)*0.5)}THREE.Geometry.call(this);this.radius=b||200;this.tube=c||40;this.segmentsR=e||64;this.segmentsT=f||8;this.p=g||2;this.q=j||3;this.heightScale=h||1;this.grid=Array(this.segmentsR);e=new THREE.Vector3;f=new THREE.Vector3;j=new THREE.Vector3;for(b=0;b<this.segmentsR;++b){this.grid[b]=Array(this.segmentsT);for(c=0;c<
this.segmentsT;++c){var m=b/this.segmentsR*2*this.p*Math.PI,h=c/this.segmentsT*2*Math.PI,g=k(m,h,this.q,this.p,this.radius,this.heightScale),m=k(m+0.01,h,this.q,this.p,this.radius,this.heightScale);e.x=m.x-g.x;e.y=m.y-g.y;e.z=m.z-g.z;f.x=m.x+g.x;f.y=m.y+g.y;f.z=m.z+g.z;j.cross(e,f);f.cross(j,e);j.normalize();f.normalize();m=-this.tube*Math.cos(h);h=this.tube*Math.sin(h);g.x+=m*f.x+h*j.x;g.y+=m*f.y+h*j.y;g.z+=m*f.z+h*j.z;this.grid[b][c]=this.vertices.push(new THREE.Vertex(new THREE.Vector3(g.x,g.y,
g.z)))-1}}for(b=0;b<this.segmentsR;++b)for(c=0;c<this.segmentsT;++c){var f=(b+1)%this.segmentsR,j=(c+1)%this.segmentsT,g=this.grid[b][c],e=this.grid[f][c],f=this.grid[f][j],j=this.grid[b][j],h=new THREE.UV(b/this.segmentsR,c/this.segmentsT),m=new THREE.UV((b+1)/this.segmentsR,c/this.segmentsT),o=new THREE.UV((b+1)/this.segmentsR,(c+1)/this.segmentsT),p=new THREE.UV(b/this.segmentsR,(c+1)/this.segmentsT);this.faces.push(new THREE.Face4(g,e,f,j));this.faceVertexUvs[0].push([h,m,o,p])}this.computeCentroids();
this.computeFaceNormals();this.computeVertexNormals()};THREE.TorusKnotGeometry.prototype=new THREE.Geometry;THREE.TorusKnotGeometry.prototype.constructor=THREE.TorusKnotGeometry;THREE.Loader=function(b){this.statusDomElement=(this.showStatus=b)?THREE.Loader.prototype.addStatusElement():null;this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){}};
THREE.Loader.prototype={addStatusElement:function(){var b=document.createElement("div");b.style.position="absolute";b.style.right="0px";b.style.top="0px";b.style.fontSize="0.8em";b.style.textAlign="left";b.style.background="rgba(0,0,0,0.25)";b.style.color="#fff";b.style.width="120px";b.style.padding="0.5em 0.5em 0.5em 0.5em";b.style.zIndex=1E3;b.innerHTML="Loading ...";return b},updateProgress:function(b){var c="Loaded ";c+=b.total?(100*b.loaded/b.total).toFixed(0)+"%":(b.loaded/1E3).toFixed(2)+" KB";
this.statusDomElement.innerHTML=c},extractUrlbase:function(b){b=b.split("/");b.pop();return b.join("/")},init_materials:function(b,c,e){b.materials=[];for(var f=0;f<c.length;++f)b.materials[f]=[THREE.Loader.prototype.createMaterial(c[f],e)]},hasNormals:function(b){var c,e,f=b.materials.length;for(e=0;e<f;e++)if(c=b.materials[e][0],c instanceof THREE.MeshShaderMaterial)return!0;return!1},createMaterial:function(b,c){function e(b){b=Math.log(b)/Math.LN2;return Math.floor(b)==b}function f(b,c){var f=
new Image;f.onload=function(){if(!e(this.width)||!e(this.height)){var c=Math.pow(2,Math.round(Math.log(this.width)/Math.LN2)),f=Math.pow(2,Math.round(Math.log(this.height)/Math.LN2));b.image.width=c;b.image.height=f;b.image.getContext("2d").drawImage(this,0,0,c,f)}else b.image=this;b.needsUpdate=!0};f.src=c}function g(b,e,h,g,j,k){var m=document.createElement("canvas");b[e]=new THREE.Texture(m);b[e].sourceFile=h;if(g){b[e].repeat.set(g[0],g[1]);if(g[0]!=1)b[e].wrapS=THREE.RepeatWrapping;if(g[1]!=
1)b[e].wrapT=THREE.RepeatWrapping}j&&b[e].offset.set(j[0],j[1]);if(k){g={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping};if(g[k[0]]!==void 0)b[e].wrapS=g[k[0]];if(g[k[1]]!==void 0)b[e].wrapT=g[k[1]]}f(b[e],c+"/"+h)}function j(b){return(b[0]*255<<16)+(b[1]*255<<8)+b[2]*255}var h,k,m;k="MeshLambertMaterial";h={color:15658734,opacity:1,map:null,lightMap:null,normalMap:null,wireframe:b.wireframe};b.shading&&(b.shading=="Phong"?k="MeshPhongMaterial":b.shading=="Basic"&&(k="MeshBasicMaterial"));
new Image;f.onload=function(){if(!e(this.width)||!e(this.height)){var c=Math.pow(2,Math.round(Math.log(this.width)/Math.LN2)),f=Math.pow(2,Math.round(Math.log(this.height)/Math.LN2));b.image.width=c;b.image.height=f;b.image.getContext("2d").drawImage(this,0,0,c,f)}else b.image=this;b.needsUpdate=!0};f.src=c}function g(b,e,g,h,j,k){var m=document.createElement("canvas");b[e]=new THREE.Texture(m);b[e].sourceFile=g;if(h){b[e].repeat.set(h[0],h[1]);if(h[0]!=1)b[e].wrapS=THREE.RepeatWrapping;if(h[1]!=
1)b[e].wrapT=THREE.RepeatWrapping}j&&b[e].offset.set(j[0],j[1]);if(k){h={repeat:THREE.RepeatWrapping,mirror:THREE.MirroredRepeatWrapping};if(h[k[0]]!==void 0)b[e].wrapS=h[k[0]];if(h[k[1]]!==void 0)b[e].wrapT=h[k[1]]}f(b[e],c+"/"+g)}function j(b){return(b[0]*255<<16)+(b[1]*255<<8)+b[2]*255}var h,k,m;k="MeshLambertMaterial";h={color:15658734,opacity:1,map:null,lightMap:null,normalMap:null,wireframe:b.wireframe};b.shading&&(b.shading=="Phong"?k="MeshPhongMaterial":b.shading=="Basic"&&(k="MeshBasicMaterial"));
if(b.blending)if(b.blending=="Additive")h.blending=THREE.AdditiveBlending;else if(b.blending=="Subtractive")h.blending=THREE.SubtractiveBlending;else if(b.blending=="Multiply")h.blending=THREE.MultiplyBlending;if(b.transparent!==void 0||b.opacity<1)h.transparent=b.transparent;if(b.depthTest!==void 0)h.depthTest=b.depthTest;if(b.vertexColors!==void 0)if(b.vertexColors=="face")h.vertexColors=THREE.FaceColors;else if(b.vertexColors)h.vertexColors=THREE.VertexColors;if(b.colorDiffuse)h.color=j(b.colorDiffuse);
else if(b.DbgColor)h.color=b.DbgColor;if(b.colorSpecular)h.specular=j(b.colorSpecular);if(b.colorAmbient)h.ambient=j(b.colorAmbient);if(b.transparency)h.opacity=b.transparency;if(b.specularCoef)h.shininess=b.specularCoef;b.mapDiffuse&&c&&g(h,"map",b.mapDiffuse,b.mapDiffuseRepeat,b.mapDiffuseOffset,b.mapDiffuseWrap);b.mapLight&&c&&g(h,"lightMap",b.mapLight,b.mapLightRepeat,b.mapLightOffset,b.mapLightWrap);b.mapNormal&&c&&g(h,"normalMap",b.mapNormal,b.mapNormalRepeat,b.mapNormalOffset,b.mapNormalWrap);
b.mapSpecular&&c&&g(h,"specularMap",b.mapSpecular,b.mapSpecularRepeat,b.mapSpecularOffset,b.mapSpecularWrap);if(b.mapNormal){var o=THREE.ShaderUtils.lib.normal,p=THREE.UniformsUtils.clone(o.uniforms),u=h.color;k=h.specular;m=h.ambient;var v=h.shininess;p.tNormal.texture=h.normalMap;if(b.mapNormalFactor)p.uNormalScale.value=b.mapNormalFactor;if(h.map)p.tDiffuse.texture=h.map,p.enableDiffuse.value=!0;if(h.specularMap)p.tSpecular.texture=h.specularMap,p.enableSpecular.value=!0;if(h.lightMap)p.tAO.texture=
+1 -9
View File
@@ -19,15 +19,7 @@ normal:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.Uniforms
value:new THREE.Color(15658734)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(328965)},uShininess:{type:"f",value:30},uOpacity:{type:"f",value:1}}]),fragmentShader:["uniform vec3 uAmbientColor;\nuniform vec3 uDiffuseColor;\nuniform vec3 uSpecularColor;\nuniform float uShininess;\nuniform float uOpacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform float uNormalScale;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;",
THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( 1.0 );\nvec4 mColor = vec4( uDiffuseColor, uOpacity );\nvec4 mSpecular = vec4( uSpecularColor, uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor = gl_FragColor * texture2D( tAO, vUv );\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointTotal = vec4( vec3( 0.0 ), 1.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirTotal = vec4( vec3( 0.0 ), 1.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );\n}\n#endif\nvec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirTotal;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointTotal;\n#endif\ngl_FragColor = gl_FragColor * totalLight;",
THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"},
cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"},convolution:{uniforms:{tDiffuse:{type:"t",
value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.001953125,0)},cKernel:{type:"fv1",value:[]}},vertexShader:"uniform vec2 uImageIncrement;\nvarying vec2 vUv;\nvoid main() {\nvUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float cKernel[ KERNEL_SIZE ];\nuniform sampler2D tDiffuse;\nuniform vec2 uImageIncrement;\nvarying vec2 vUv;\nvoid main() {\nvec2 imageCoord = vUv;\nvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\nfor( int i = 0; i < KERNEL_SIZE; i ++ ) {\nsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];\nimageCoord += uImageIncrement;\n}\ngl_FragColor = sum;\n}"},
film:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},time:{type:"f",value:0},nIntensity:{type:"f",value:0.5},sIntensity:{type:"f",value:0.05},sCount:{type:"f",value:4096},grayscale:{type:"i",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float time;\nuniform bool grayscale;\nuniform float nIntensity;\nuniform float sIntensity;\nuniform float sCount;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 cTextureScreen = texture2D( tDiffuse, vUv );\nfloat x = vUv.x * vUv.y * time * 1000.0;\nx = mod( x, 13.0 ) * mod( x, 123.0 );\nfloat dx = mod( x, 0.01 );\nvec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );\nvec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );\ncResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;\ncResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );\nif( grayscale ) {\ncResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );\n}\ngl_FragColor = vec4( cResult, cTextureScreen.a );\n}"},
sepia:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},amount:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float amount;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 color = texture2D( tDiffuse, vUv );\nvec3 c = color.rgb;\ncolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );\ncolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );\ncolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );\ngl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );\n}"},
dotscreen:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},tSize:{type:"v2",value:new THREE.Vector2(256,256)},center:{type:"v2",value:new THREE.Vector2(0.5,0.5)},angle:{type:"f",value:1.57},scale:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform vec2 center;\nuniform float angle;\nuniform float scale;\nuniform vec2 tSize;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nfloat pattern() {\nfloat s = sin( angle ), c = cos( angle );\nvec2 tex = vUv * tSize - center;\nvec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;\nreturn ( sin( point.x ) * sin( point.y ) ) * 4.0;\n}\nvoid main() {\nvec4 color = texture2D( tDiffuse, vUv );\nfloat average = ( color.r + color.g + color.b ) / 3.0;\ngl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );\n}"},
vignette:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},offset:{type:"f",value:1},darkness:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float offset;\nuniform float darkness;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 texel = texture2D( tDiffuse, vUv );\nvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );\ngl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );\n}"},
bleachbypass:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},opacity:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float opacity;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 base = texture2D( tDiffuse, vUv );\nvec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );\nfloat lum = dot( lumCoeff, base.rgb );\nvec3 blend = vec3( lum );\nfloat L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );\nvec3 result1 = 2.0 * base.rgb * blend;\nvec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );\nvec3 newColor = mix( result1, result2, L );\nfloat A2 = opacity * base.a;\nvec3 mixRGB = A2 * newColor.rgb;\nmixRGB += ( ( 1.0 - A2 ) * base.rgb );\ngl_FragColor = vec4( mixRGB, base.a );\n}"},
screen:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},opacity:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform float opacity;\nuniform sampler2D tDiffuse;\nvarying vec2 vUv;\nvoid main() {\nvec4 texel = texture2D( tDiffuse, vUv );\ngl_FragColor = opacity * texel;\n}"},basic:{uniforms:{},vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",
fragmentShader:"void main() {\ngl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );\n}"}},buildKernel:function(a){var b,c,e,f,h=2*Math.ceil(a*3)+1;h>25&&(h=25);f=(h-1)*0.5;c=Array(h);for(b=e=0;b<h;++b)c[b]=Math.exp(-((b-f)*(b-f))/(2*a*a)),e+=c[b];for(b=0;b<h;++b)c[b]/=e;return c}};
cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"}}};
THREE.AnimationHandler=function(){var a=[],b={},c={update:function(c){for(var b=0;b<a.length;b++)a[b].update(c)},addToUpdate:function(c){a.indexOf(c)===-1&&a.push(c)},removeFromUpdate:function(c){c=a.indexOf(c);c!==-1&&a.splice(c,1)},add:function(a){b[a.name]!==void 0&&console.log("THREE.AnimationHandler.add: Warning! "+a.name+" already exists in library. Overwriting.");b[a.name]=a;if(a.initialized!==!0){for(var c=0;c<a.hierarchy.length;c++){for(var e=0;e<a.hierarchy[c].keys.length;e++){if(a.hierarchy[c].keys[e].time<
0)a.hierarchy[c].keys[e].time=0;if(a.hierarchy[c].keys[e].rot!==void 0&&!(a.hierarchy[c].keys[e].rot instanceof THREE.Quaternion)){var j=a.hierarchy[c].keys[e].rot;a.hierarchy[c].keys[e].rot=new THREE.Quaternion(j[0],j[1],j[2],j[3])}}if(a.hierarchy[c].keys[0].morphTargets!==void 0){j={};for(e=0;e<a.hierarchy[c].keys.length;e++)for(var k=0;k<a.hierarchy[c].keys[e].morphTargets.length;k++){var l=a.hierarchy[c].keys[e].morphTargets[k];j[l]=-1}a.hierarchy[c].usedMorphTargets=j;for(e=0;e<a.hierarchy[c].keys.length;e++){var m=
{};for(l in j){for(k=0;k<a.hierarchy[c].keys[e].morphTargets.length;k++)if(a.hierarchy[c].keys[e].morphTargets[k]===l){m[l]=a.hierarchy[c].keys[e].morphTargetsInfluences[k];break}k===a.hierarchy[c].keys[e].morphTargets.length&&(m[l]=0)}a.hierarchy[c].keys[e].morphTargetsInfluences=m}}for(e=1;e<a.hierarchy[c].keys.length;e++)a.hierarchy[c].keys[e].time===a.hierarchy[c].keys[e-1].time&&(a.hierarchy[c].keys.splice(e,1),e--);for(e=1;e<a.hierarchy[c].keys.length;e++)a.hierarchy[c].keys[e].index=e}e=parseInt(a.length*
+576 -36
View File
@@ -1,11 +1,242 @@
var ShaderExtras = {
/**
* @author alteredq / http://alteredqualia.com/
*
* ShaderExtras currently contains:
*
* screen
* convolution
* film
* bokeh
* sepia
* dotscreen
* vignette
* bleachbypass
* basic
*
*/
THREE.ShaderExtras = {
/* -------------------------------------------------------------------------
// Full-screen textured quad shader
------------------------------------------------------------------------- */
'screen': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = opacity * texel;",
"}"
].join("\n")
},
/* ------------------------------------------------------------------------
// Convolution shader
// - ported from o3d sample to WebGL / GLSL
// http://o3d.googlecode.com/svn/trunk/samples/convolution.html
------------------------------------------------------------------------ */
'convolution': {
uniforms: {
"tDiffuse" : { type: "t", value: 0, texture: null },
"uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
"cKernel" : { type: "fv1", value: [] }
},
vertexShader: [
//"#define KERNEL_SIZE 25.0",
"uniform vec2 uImageIncrement;",
"varying vec2 vUv;",
"void main() {",
"vUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
//"#define KERNEL_SIZE 25",
"uniform float cKernel[ KERNEL_SIZE ];",
"uniform sampler2D tDiffuse;",
"uniform vec2 uImageIncrement;",
"varying vec2 vUv;",
"void main() {",
"vec2 imageCoord = vUv;",
"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
"for( int i = 0; i < KERNEL_SIZE; i ++ ) {",
"sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
"imageCoord += uImageIncrement;",
"}",
"gl_FragColor = sum;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Film grain & scanlines shader
// - ported from HLSL to WebGL / GLSL
// http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
// Screen Space Static Postprocessor
//
// Produces an analogue noise overlay similar to a film grain / TV static
//
// Original implementation and noise algorithm
// Pat 'Hawthorne' Shearon
//
// Optimized scanlines + noise version with intensity scaling
// Georg 'Leviathan' Steinrohder
// This version is provided under a Creative Commons Attribution 3.0 License
// http://creativecommons.org/licenses/by/3.0/
------------------------------------------------------------------------- */
'film': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
time: { type: "f", value: 0.0 },
nIntensity: { type: "f", value: 0.5 },
sIntensity: { type: "f", value: 0.05 },
sCount: { type: "f", value: 4096 },
grayscale: { type: "i", value: 1 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
// control parameter
"uniform float time;",
"uniform bool grayscale;",
// noise effect intensity value (0 = no effect, 1 = full effect)
"uniform float nIntensity;",
// scanlines effect intensity value (0 = no effect, 1 = full effect)
"uniform float sIntensity;",
// scanlines effect count value (0 = no effect, 4096 = full effect)
"uniform float sCount;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
// sample the source
"vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
// make some noise
"float x = vUv.x * vUv.y * time * 1000.0;",
"x = mod( x, 13.0 ) * mod( x, 123.0 );",
"float dx = mod( x, 0.01 );",
// add noise
"vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
// get us a sine and cosine
"vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
// add scanlines
"cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
// interpolate between source and result by intensity
"cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
// convert to grayscale if desired
"if( grayscale ) {",
"cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
"}",
"gl_FragColor = vec4( cResult, cTextureScreen.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Depth-of-field shader with bokeh
// ported from GLSL shader by Martins Upitis
// ported from GLSL shader by Martins Upitis
// http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
------------------------------------------------------------------------- */
'bokeh' : {
uniforms: { tColor: { type: "t", value: 0, texture: null },
@@ -21,10 +252,10 @@ var ShaderExtras = {
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
@@ -32,16 +263,16 @@ var ShaderExtras = {
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tColor;",
"uniform sampler2D tDepth;",
"uniform float maxblur;", // max blur amount
"uniform float aperture;", // aperture - bigger values for shallower depth of field
"uniform float focus;",
"uniform float aspect;",
"void main() {",
"vec2 aspectcorrect = vec2( 1.0, aspect );",
@@ -49,9 +280,9 @@ var ShaderExtras = {
"vec4 depth1 = texture2D( tDepth, vUv );",
"float factor = depth1.x - focus;",
"vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
"vec2 dofblur9 = dofblur * 0.9;",
"vec2 dofblur7 = dofblur * 0.7;",
"vec2 dofblur4 = dofblur * 0.4;",
@@ -64,52 +295,361 @@ var ShaderExtras = {
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
"gl_FragColor = col / 41.0;",
"gl_FragColor.a = 1.0;",
"}"
].join("\n")
}
].join("\n")
},
/* -------------------------------------------------------------------------
// Sepia tone shader
// - based on glfx.js sepia shader
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'sepia': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
amount: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float amount;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"vec3 c = color.rgb;",
"color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
"color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
"color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
"gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Dot screen shader
// - based on glfx.js sepia shader
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'dotscreen': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
angle: { type: "f", value: 1.57 },
scale: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform vec2 center;",
"uniform float angle;",
"uniform float scale;",
"uniform vec2 tSize;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"float pattern() {",
"float s = sin( angle ), c = cos( angle );",
"vec2 tex = vUv * tSize - center;",
"vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
"return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
"}",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"float average = ( color.r + color.g + color.b ) / 3.0;",
"gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
"}"
].join("\n")
},
/* ------------------------------------------------------------------------------------------------
// Vignette shader
// - based on PaintEffect postprocess from ro.me
// http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
------------------------------------------------------------------------------------------------ */
'vignette': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
offset: { type: "f", value: 1.0 },
darkness: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float offset;",
"uniform float darkness;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
// Eskil's vignette
"vec4 texel = texture2D( tDiffuse, vUv );",
"vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
"gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
/*
// alternative version from glfx.js
// this one makes more "dusty" look (as opposed to "burned")
"vec4 color = texture2D( tDiffuse, vUv );",
"float dist = distance( vUv, vec2( 0.5 ) );",
"color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
"gl_FragColor = color;",
*/
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
// - based on Nvidia example
// http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
------------------------------------------------------------------------- */
'bleachbypass': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 base = texture2D( tDiffuse, vUv );",
"vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
"float lum = dot( lumCoeff, base.rgb );",
"vec3 blend = vec3( lum );",
"float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
"vec3 result1 = 2.0 * base.rgb * blend;",
"vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
"vec3 newColor = mix( result1, result2, L );",
"float A2 = opacity * base.a;",
"vec3 mixRGB = A2 * newColor.rgb;",
"mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
"gl_FragColor = vec4( mixRGB, base.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Simple test shader
------------------------------------------------------------------------- */
'basic': {
uniforms: {},
vertexShader: [
"void main() {",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"void main() {",
"gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
"}"
].join("\n")
},
// METHODS
buildKernel: function( sigma ) {
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
function gauss( x, sigma ) {
return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
}
var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
halfWidth = ( kernelSize - 1 ) * 0.5
values = new Array( kernelSize );
sum = 0.0;
for ( i = 0; i < kernelSize; ++i ) {
values[ i ] = gauss( i - halfWidth, sigma );
sum += values[ i ];
}
// normalize the kernel
for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
return values;
}
};
+3 -3
View File
@@ -18,7 +18,7 @@ THREE.BloomPass = function( strength, kernelSize, sigma, resolution ) {
// screen material
var screenShader = THREE.ShaderUtils.lib[ "screen" ];
var screenShader = THREE.ShaderExtras[ "screen" ];
this.screenUniforms = THREE.UniformsUtils.clone( screenShader.uniforms );
@@ -36,12 +36,12 @@ THREE.BloomPass = function( strength, kernelSize, sigma, resolution ) {
// convolution material
var convolutionShader = THREE.ShaderUtils.lib[ "convolution" ];
var convolutionShader = THREE.ShaderExtras[ "convolution" ];
this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderUtils.buildKernel( sigma );
this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderExtras.buildKernel( sigma );
this.materialConvolution = new THREE.MeshShaderMaterial( {
+1 -1
View File
@@ -4,7 +4,7 @@
THREE.DotScreenPass = function( center, angle, scale ) {
var shader = THREE.ShaderUtils.lib[ "dotscreen" ];
var shader = THREE.ShaderExtras[ "dotscreen" ];
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+1 -1
View File
@@ -4,7 +4,7 @@
THREE.FilmPass = function( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) {
var shader = THREE.ShaderUtils.lib[ "film" ];
var shader = THREE.ShaderExtras[ "film" ];
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+1 -1
View File
@@ -4,7 +4,7 @@
THREE.TexturePass = function( texture, opacity ) {
var shader = THREE.ShaderUtils.lib[ "screen" ];
var shader = THREE.ShaderExtras[ "screen" ];
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+2
View File
@@ -33,6 +33,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="js/postprocessing/FilmPass.js"></script>
+2
View File
@@ -41,6 +41,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
+3 -1
View File
@@ -45,6 +45,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script>
@@ -153,7 +155,7 @@
var renderModel = new THREE.RenderPass( scene, camera );
var effectBloom = new THREE.BloomPass( 1.3 );
var effectScreen = new THREE.ShaderPass( THREE.ShaderUtils.lib[ "screen" ] );
var effectScreen = new THREE.ShaderPass( THREE.ShaderExtras[ "screen" ] );
effectScreen.renderToScreen = true;
+13 -110
View File
@@ -53,8 +53,6 @@
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var postprocessing = false;
var mouseX = 0, mouseY = 0,
windowHalfX = window.innerWidth / 2,
@@ -62,8 +60,6 @@
camera, scene, renderer, material;
var cameraOrtho, sceneScreen, rtTexture1, rtTexture2, rtTexture3, materialScreen, materialConvolution, blurx, blury, quadScreen;
init();
animate();
@@ -81,7 +77,7 @@
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
var geometry = new THREE.Geometry(),
@@ -93,14 +89,14 @@
n_sub = 6;
var position, index;
var spline = new THREE.Spline( points );
for ( i = 0; i < points.length * n_sub; i ++ ) {
index = i / ( points.length * n_sub );
position = spline.getPoint( index );
geometry.vertices[ i ] = new THREE.Vertex( new THREE.Vector3( position.x, position.y, position.z ) );
colors[ i ] = new THREE.Color( 0xffffff );
@@ -112,8 +108,8 @@
colors3[ i ] = new THREE.Color( 0xffffff );
colors3[ i ].setHSV( i / ( points.length * n_sub ), 1.0, 1.0 );
}
geometry2.vertices = geometry3.vertices = geometry.vertices;
@@ -133,7 +129,7 @@
material.vertexColors = true;
for ( i = 0; i < parameters.length; ++i ) {
for ( i = 0; i < parameters.length; ++ i ) {
p = parameters[ i ];
line = new THREE.Line( p[ 3 ], p[ 0 ] );
@@ -145,57 +141,6 @@
}
// postprocessing
cameraOrtho = new THREE.Camera();
cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
cameraOrtho.position.z = 100;
sceneScreen = new THREE.Scene();
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
var screen_shader = THREE.ShaderUtils.lib["screen"];
var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
screen_uniforms["tDiffuse"].texture = rtTexture1;
screen_uniforms["opacity"].value = 1.0;
materialScreen = new THREE.MeshShaderMaterial( {
uniforms: screen_uniforms,
vertexShader: screen_shader.vertexShader,
fragmentShader: screen_shader.fragmentShader,
blending: THREE.AdditiveBlending
} );
var convolution_shader = THREE.ShaderUtils.lib["convolution"];
var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
blurx = new THREE.Vector2( 0.001953125, 0.0 ),
blury = new THREE.Vector2( 0.0, 0.001953125 );
convolution_uniforms["tDiffuse"].texture = rtTexture1;
convolution_uniforms["uImageIncrement"].value = blurx;
convolution_uniforms["cKernel"].value = THREE.ShaderUtils.buildKernel( 4.0 );
materialConvolution = new THREE.MeshShaderMaterial( {
uniforms: convolution_uniforms,
vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
} );
var plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
quadScreen = new THREE.Mesh( plane, materialConvolution );
quadScreen.position.z = -100;
sceneScreen.addObject( quadScreen );
stats = new Stats();
stats.domElement.style.position = 'absolute';
@@ -249,6 +194,7 @@
}
return vec;
}
//
@@ -279,6 +225,7 @@
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
//
@@ -294,60 +241,16 @@
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
camera.updateMatrix();
var time = new Date().getTime() * 0.0005;
for( var i = 0; i<scene.objects.length; i++ ) {
for( var i = 0; i < scene.objects.length; i ++ ) {
scene.objects[i].rotation.y = time * ( i % 2 ? 1 : -1);
}
renderer.clear();
if ( postprocessing ) {
// Render scene into texture
renderer.render( scene, camera, rtTexture1 );
// Render quad with blured scene into texture (convolution pass 1)
quadScreen.materials = [ materialConvolution ];
materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
materialConvolution.uniforms.uImageIncrement.value = blurx;
renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
// Render quad with blured scene into texture (convolution pass 2)
materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
materialConvolution.uniforms.uImageIncrement.value = blury;
renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
// Render original scene with superimposed blur to texture
quadScreen.materials = [ materialScreen ];
materialScreen.uniforms.tDiffuse.texture = rtTexture3;
materialScreen.uniforms.opacity.value = 1.3;
renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
// Render to screen
materialScreen.uniforms.tDiffuse.texture = rtTexture1;
renderer.render( sceneScreen, cameraOrtho );
} else {
renderer.render( scene, camera );
scene.objects[ i ].rotation.y = time * ( i % 2 ? 1 : -1);
}
renderer.render( scene, camera );
}
+5 -3
View File
@@ -38,6 +38,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
@@ -207,7 +209,7 @@
postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
var screen_shader = THREE.ShaderUtils.lib["screen"];
var screen_shader = THREE.ShaderExtras["screen"];
var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
@@ -223,7 +225,7 @@
} );
var convolution_shader = THREE.ShaderUtils.lib["convolution"];
var convolution_shader = THREE.ShaderExtras["convolution"];
var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
@@ -231,7 +233,7 @@
convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
convolution_uniforms["cKernel"].value = THREE.ShaderUtils.buildKernel( 4.0 );
convolution_uniforms["cKernel"].value = THREE.ShaderExtras.buildKernel( 4.0 );
postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
+6 -4
View File
@@ -41,6 +41,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
@@ -355,7 +357,7 @@
effect.rtTexture2 = new THREE.WebGLRenderTarget( 256, 512, pars );
effect.rtTexture3 = new THREE.WebGLRenderTarget( 512, 256, pars );
var screen_shader = THREE.ShaderUtils.lib["screen"];
var screen_shader = THREE.ShaderExtras[ "screen" ];
var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
screen_uniforms["tDiffuse"].texture = effect.rtTexture3;
@@ -371,7 +373,7 @@
} );
var convolution_shader = THREE.ShaderUtils.lib["convolution"];
var convolution_shader = THREE.ShaderExtras[ "convolution" ];
var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
effect.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
@@ -379,7 +381,7 @@
convolution_uniforms["tDiffuse"].texture = effect.rtTexture1;
convolution_uniforms["uImageIncrement"].value = effect.blurx;
convolution_uniforms["cKernel"].value = THREE.ShaderUtils.buildKernel( 4.0 );
convolution_uniforms["cKernel"].value = THREE.ShaderExtras.buildKernel( 4.0 );
effect.materialConvolution = new THREE.MeshShaderMaterial( {
@@ -389,7 +391,7 @@
} );
var film_shader = THREE.ShaderUtils.lib["film"];
var film_shader = THREE.ShaderExtras[ "film" ];
var film_uniforms = THREE.UniformsUtils.clone( film_shader.uniforms );
film_uniforms["tDiffuse"].texture = effect.rtTexture1;
+6 -4
View File
@@ -41,6 +41,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
@@ -165,10 +167,10 @@
//
var shaderBleach = THREE.ShaderUtils.lib[ "bleachbypass" ];
var shaderSepia = THREE.ShaderUtils.lib[ "sepia" ];
var shaderVignette = THREE.ShaderUtils.lib[ "vignette" ];
var shaderScreen = THREE.ShaderUtils.lib[ "screen" ];
var shaderBleach = THREE.ShaderExtras[ "bleachbypass" ];
var shaderSepia = THREE.ShaderExtras[ "sepia" ];
var shaderVignette = THREE.ShaderExtras[ "vignette" ];
var shaderScreen = THREE.ShaderExtras[ "screen" ];
var effectBleach = new THREE.ShaderPass( shaderBleach );
var effectSepia = new THREE.ShaderPass( shaderSepia );
+1 -1
View File
@@ -241,7 +241,7 @@
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
var bokeh_shader = ShaderExtras[ "bokeh" ];
var bokeh_shader = THREE.ShaderExtras[ "bokeh" ];
postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
+3 -1
View File
@@ -33,6 +33,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script>
@@ -198,7 +200,7 @@
var renderModel = new THREE.RenderPass( scene, camera );
var effectBloom = new THREE.BloomPass( 1.0 );
var effectScreen = new THREE.ShaderPass( THREE.ShaderUtils.lib[ "screen" ] );
var effectScreen = new THREE.ShaderPass( THREE.ShaderExtras[ "screen" ] );
effectScreen.renderToScreen = true;
+5 -3
View File
@@ -139,6 +139,8 @@
<script type="text/javascript" src="../src/extras/renderers/AnaglyphWebGLRenderer.js"></script>
<script type="text/javascript" src="../src/extras/renderers/CrosseyedWebGLRenderer.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
@@ -173,9 +175,9 @@
var geometry = new THREE.SphereGeometry( 50, 32, 16 );
var uniforms = THREE.ShaderUtils.lib[ 'basic' ].uniforms;
var vertexShader = THREE.ShaderUtils.lib[ 'basic' ].vertexShader;
var fragmentShader = THREE.ShaderUtils.lib[ 'basic' ].fragmentShader;
var uniforms = THREE.ShaderExtras[ 'basic' ].uniforms;
var vertexShader = THREE.ShaderExtras[ 'basic' ].vertexShader;
var fragmentShader = THREE.ShaderExtras[ 'basic' ].fragmentShader;
var texture = new THREE.Texture( generateTexture( 0, 0.5, 1 ), new THREE.UVMapping() );
var texture2 = new THREE.Texture( generateTexture( 0, 1, 0 ), new THREE.SphericalReflectionMapping() );
+2
View File
@@ -37,6 +37,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
+3 -1
View File
@@ -32,6 +32,8 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
@@ -138,7 +140,7 @@
cameraOrtho = new THREE.OrthoCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
cameraOrtho.position.z = 10;
var shader = THREE.ShaderUtils.lib[ "screen" ];
var shader = THREE.ShaderExtras[ "screen" ];
var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
hudMaterial = new THREE.MeshShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
+3 -527
View File
@@ -2,14 +2,12 @@
* @author alteredq / http://alteredqualia.com/
* @author mr.doob / http://mrdoob.com/
*
* ShaderUtils currently contains
* ShaderUtils currently contains:
*
* fresnel
* normal
* cube
* convolution
* film
* screen
* basic
*
*/
if ( THREE.WebGLRenderer ) {
@@ -400,530 +398,8 @@ THREE.ShaderUtils = {
].join("\n")
},
/* ------------------------------------------------------------------------
// Convolution shader
// - ported from o3d sample to WebGL / GLSL
// http://o3d.googlecode.com/svn/trunk/samples/convolution.html
------------------------------------------------------------------------ */
'convolution': {
uniforms: {
"tDiffuse" : { type: "t", value: 0, texture: null },
"uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
"cKernel" : { type: "fv1", value: [] }
},
vertexShader: [
//"#define KERNEL_SIZE 25.0",
"uniform vec2 uImageIncrement;",
"varying vec2 vUv;",
"void main() {",
"vUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
//"#define KERNEL_SIZE 25",
"uniform float cKernel[ KERNEL_SIZE ];",
"uniform sampler2D tDiffuse;",
"uniform vec2 uImageIncrement;",
"varying vec2 vUv;",
"void main() {",
"vec2 imageCoord = vUv;",
"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
"for( int i = 0; i < KERNEL_SIZE; i ++ ) {",
"sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
"imageCoord += uImageIncrement;",
"}",
"gl_FragColor = sum;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Film grain & scanlines shader
// - ported from HLSL to WebGL / GLSL
// http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
// Screen Space Static Postprocessor
//
// Produces an analogue noise overlay similar to a film grain / TV static
//
// Original implementation and noise algorithm
// Pat 'Hawthorne' Shearon
//
// Optimized scanlines + noise version with intensity scaling
// Georg 'Leviathan' Steinrohder
// This version is provided under a Creative Commons Attribution 3.0 License
// http://creativecommons.org/licenses/by/3.0/
------------------------------------------------------------------------- */
'film': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
time: { type: "f", value: 0.0 },
nIntensity: { type: "f", value: 0.5 },
sIntensity: { type: "f", value: 0.05 },
sCount: { type: "f", value: 4096 },
grayscale: { type: "i", value: 1 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
// control parameter
"uniform float time;",
"uniform bool grayscale;",
// noise effect intensity value (0 = no effect, 1 = full effect)
"uniform float nIntensity;",
// scanlines effect intensity value (0 = no effect, 1 = full effect)
"uniform float sIntensity;",
// scanlines effect count value (0 = no effect, 4096 = full effect)
"uniform float sCount;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
// sample the source
"vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
// make some noise
"float x = vUv.x * vUv.y * time * 1000.0;",
"x = mod( x, 13.0 ) * mod( x, 123.0 );",
"float dx = mod( x, 0.01 );",
// add noise
"vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
// get us a sine and cosine
"vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
// add scanlines
"cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
// interpolate between source and result by intensity
"cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
// convert to grayscale if desired
"if( grayscale ) {",
"cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
"}",
"gl_FragColor = vec4( cResult, cTextureScreen.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Sepia tone shader
// - based on glfx.js sepia shader
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'sepia': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
amount: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float amount;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"vec3 c = color.rgb;",
"color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
"color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
"color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
"gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Dot screen shader
// - based on glfx.js sepia shader
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'dotscreen': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
angle: { type: "f", value: 1.57 },
scale: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform vec2 center;",
"uniform float angle;",
"uniform float scale;",
"uniform vec2 tSize;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"float pattern() {",
"float s = sin( angle ), c = cos( angle );",
"vec2 tex = vUv * tSize - center;",
"vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
"return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
"}",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"float average = ( color.r + color.g + color.b ) / 3.0;",
"gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
"}"
].join("\n")
},
/* ------------------------------------------------------------------------------------------------
// Vignette shader
// - based on PaintEffect postprocess from ro.me
// http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
------------------------------------------------------------------------------------------------ */
'vignette': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
offset: { type: "f", value: 1.0 },
darkness: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float offset;",
"uniform float darkness;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
// Eskil's vignette
"vec4 texel = texture2D( tDiffuse, vUv );",
"vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
"gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
/*
// alternative version from glfx.js
// this one makes more "dusty" look (as opposed to "burned")
"vec4 color = texture2D( tDiffuse, vUv );",
"float dist = distance( vUv, vec2( 0.5 ) );",
"color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
"gl_FragColor = color;",
*/
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
// - based on Nvidia example
// http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
------------------------------------------------------------------------- */
'bleachbypass': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 base = texture2D( tDiffuse, vUv );",
"vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
"float lum = dot( lumCoeff, base.rgb );",
"vec3 blend = vec3( lum );",
"float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
"vec3 result1 = 2.0 * base.rgb * blend;",
"vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
"vec3 newColor = mix( result1, result2, L );",
"float A2 = opacity * base.a;",
"vec3 mixRGB = A2 * newColor.rgb;",
"mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
"gl_FragColor = vec4( mixRGB, base.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Full-screen textured quad shader
------------------------------------------------------------------------- */
'screen': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = opacity * texel;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Simple test shader
------------------------------------------------------------------------- */
'basic': {
uniforms: {},
vertexShader: [
"void main() {",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"void main() {",
"gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
"}"
].join("\n")
}
},
buildKernel: function( sigma ) {
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
function gauss( x, sigma ) {
return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
}
var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
halfWidth = ( kernelSize - 1 ) * 0.5
values = new Array( kernelSize );
sum = 0.0;
for ( i = 0; i < kernelSize; ++i ) {
values[ i ] = gauss( i - halfWidth, sigma );
sum += values[ i ];
}
// normalize the kernel
for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
return values;
}
};