From 8bf95541b03cfd2beab77eeaa858d40b2054292c Mon Sep 17 00:00:00 2001 From: "Mr.doob" Date: Tue, 5 Jul 2011 01:01:24 +0200 Subject: [PATCH] Some clean up. Testing out texImage2D instead of texSubImage2D again. @alteredq: which browsers/os didn't like this combo? --- build/Three.js | 69 ++++++++++---------- build/custom/ThreeWebGL.js | 69 ++++++++++---------- src/renderers/WebGLRenderer.js | 71 ++++++++++----------- src/renderers/WebGLShaders.js | 111 ++++++++++++++++----------------- 4 files changed, 159 insertions(+), 161 deletions(-) diff --git a/build/Three.js b/build/Three.js index cdf887ea..4594bdfe 100755 --- a/build/Three.js +++ b/build/Three.js @@ -191,7 +191,7 @@ B.positionScreen.y),z.addPoint(A.positionScreen.x,A.positionScreen.y),z.addPoint THREE.ShaderChunk={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n#endif", envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube envMap;\nuniform int combine;\n#endif",envmap_fragment:"#ifdef USE_ENVMAP\nvec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );\nif ( combine == 1 ) {\ngl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );\n} else {\ngl_FragColor = gl_FragColor * cubeColor;\n}\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float refractionRatio;\nuniform bool useRefract;\n#endif", envmap_vertex:"#ifdef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif",map_particle_pars_fragment:"#ifdef USE_MAP\nuniform sampler2D map;\n#endif", -map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );\n#endif",map_pars_fragment:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform sampler2D map;\n#endif",map_pars_vertex:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform vec4 offsetRepeat;\n#endif",map_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, vUv );\n#endif",map_vertex:"#ifdef USE_MAP\nvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif", +map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );\n#endif",map_pars_vertex:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform vec4 offsetRepeat;\n#endif",map_pars_fragment:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform sampler2D map;\n#endif",map_vertex:"#ifdef USE_MAP\nvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",map_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, vUv );\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif", lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\n#endif",lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\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 ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif", lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\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 );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef PHONG\nvPointLight[ i ] = vec4( lVector, lDistance );\n#endif\n}\n#endif\n}", lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );\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 = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight * pointDistance;\npointSpecular += mSpecular * pointSpecularWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\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 + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", @@ -201,11 +201,10 @@ default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = pr THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)},lightMap:{type:"t",value:2,texture:null},envMap:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refractionRatio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c", value:new THREE.Color(16777215)},morphTargetInfluences:{type:"f",value:0}},lights:{enableLighting:{type:"i",value:1},ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightDistance:{type:"fv1",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1}, map:{type:"t",value:0,texture:null},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}}}; -THREE.ShaderLib={lensFlareVertexTexture:{vertexShader:"uniform \tvec3 \tscreenPosition;\nuniform\tvec2\tscale;\nuniform\tfloat\trotation;\nuniform int renderType;\nuniform\tsampler2D\tocclusionMap;\nattribute \tvec2 \tposition;\nattribute vec2\tUV;\nvarying\tvec2\tvUV;\nvarying\tfloat\tvVisibility;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = ( visibility.r / 9.0 ) *\n( 1.0 - visibility.g / 9.0 ) *\n( visibility.b / 9.0 ) *\n( 1.0 - visibility.a / 9.0 );\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform\tsampler2D\tmap;\nuniform\tfloat\t\topacity;\nuniform int renderType;\nvarying\tvec2\t\tvUV;\nvarying\tfloat\t\tvVisibility;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * vVisibility;\ngl_FragColor = color;\n}\n}"}, -lensFlare:{vertexShader:"uniform \tvec3 \tscreenPosition;\nuniform\tvec2\tscale;\nuniform\tfloat\trotation;\nuniform int renderType;\nattribute \tvec2 \tposition;\nattribute vec2\tUV;\nvarying\tvec2\tvUV;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}", -fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform\tsampler2D\tmap;\nuniform\tsampler2D\tocclusionMap;\nuniform\tfloat\t\topacity;\nuniform int renderType;\nvarying\tvec2\t\tvUV;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * visibility;\ngl_FragColor = color;\n}\n}"}, -sprite:{vertexShader:"uniform\tint\t\tuseScreenCoordinates;\nuniform int affectedByDistance;\nuniform\tvec3\tscreenPosition;\nuniform \tmat4 \tmodelViewMatrix;\nuniform \tmat4 \tprojectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform\tvec2 uvScale;\nattribute \tvec2 \tposition;\nattribute vec2\tuv;\nvarying\tvec2\tvUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position + alignment;\nvec2 rotatedPosition;\nrotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;\nrotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;\nvec4 finalPosition;\nif( useScreenCoordinates != 0 ) {\nfinalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );\n} else {\nfinalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );\n}\ngl_Position = finalPosition;\n}", -fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform\tsampler2D\tmap;\nuniform\tfloat\t\topacity;\nvarying\tvec2\t\tvUV;\nvoid main() {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity;\ngl_FragColor = color;\n}"},shadowPost:{vertexShader:"uniform \tmat4 \tprojectionMatrix;\nattribute \tvec3 \tposition;\nvoid main() {\ngl_Position = projectionMatrix * vec4( position, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform \tfloat \tdarkness;\nvoid main() {\ngl_FragColor = vec4( 0, 0, 0, darkness );\n}"}, +THREE.ShaderLib={lensFlareVertexTexture:{vertexShader:"uniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform int renderType;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 UV;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = ( visibility.r / 9.0 ) *\n( 1.0 - visibility.g / 9.0 ) *\n( visibility.b / 9.0 ) *\n( 1.0 - visibility.a / 9.0 );\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform float opacity;\nuniform int renderType;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * vVisibility;\ngl_FragColor = color;\n}\n}"}, +lensFlare:{vertexShader:"uniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform int renderType;\nattribute vec2 position;\nattribute vec2 UV;\nvarying vec2 vUV;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform sampler2D occlusionMap;\nuniform float opacity;\nuniform int renderType;\nvarying vec2 vUV;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * visibility;\ngl_FragColor = color;\n}\n}"}, +sprite:{vertexShader:"uniform int useScreenCoordinates;\nuniform int affectedByDistance;\nuniform vec3 screenPosition;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position + alignment;\nvec2 rotatedPosition;\nrotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;\nrotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;\nvec4 finalPosition;\nif( useScreenCoordinates != 0 ) {\nfinalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );\n} else {\nfinalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );\n}\ngl_Position = finalPosition;\n}", +fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform float opacity;\nvarying vec2 vUV;\nvoid main() {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity;\ngl_FragColor = color;\n}"},shadowPost:{vertexShader:"uniform \tmat4 \tprojectionMatrix;\nattribute \tvec3 \tposition;\nvoid main() {\ngl_Position = projectionMatrix * vec4( position, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform \tfloat \tdarkness;\nvoid main() {\ngl_FragColor = vec4( 0, 0, 0, darkness );\n}"}, shadowVolumeDynamic:{uniforms:{directionalLightDirection:{type:"fv",value:[]}},vertexShader:"uniform \tvec3 \tdirectionalLightDirection;\nvoid main() {\nvec4 pos = objectMatrix * vec4( position, 1.0 );\nvec3 norm = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 extruded = vec4( directionalLightDirection * 5000.0 * step( 0.0, dot( directionalLightDirection, norm ) ), 0.0 );\ngl_Position = projectionMatrix * viewMatrix * ( pos + extruded );\n}",fragmentShader:"void main() {\ngl_FragColor = vec4( 1.0 );\n}"}, depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},fragmentShader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}",vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"},normal:{uniforms:{opacity:{type:"f",value:1}}, fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment, @@ -283,7 +282,7 @@ k,b)}}f.__dirtyVertices=!1;f.__dirtyColors=!1}else if(b instanceof THREE.Particl 0;b.geometryGroups={};g=0;for(h=b.faces.length;g65535&&(t[m].counter+=1,n=t[m].hash+"_"+t[m].counter,b.geometryGroups[n]==void 0&&(b.geometryGroups[n]={faces:[],materials:k,vertices:0,numMorphTargets:p})),b.geometryGroups[n].faces.push(g), b.geometryGroups[n].vertices+=j}function H(b,e,c){b.push({buffer:e,object:c,opaque:{list:[],count:0},transparent:{list:[],count:0}})}function D(b){if(b!=aa){switch(b){case THREE.AdditiveBlending:j.blendEquation(j.FUNC_ADD);j.blendFunc(j.SRC_ALPHA,j.ONE);break;case THREE.SubtractiveBlending:j.blendEquation(j.FUNC_ADD);j.blendFunc(j.ZERO,j.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:j.blendEquation(j.FUNC_ADD);j.blendFunc(j.ZERO,j.SRC_COLOR);break;default:j.blendEquationSeparate(j.FUNC_ADD, j.FUNC_ADD),j.blendFuncSeparate(j.SRC_ALPHA,j.ONE_MINUS_SRC_ALPHA,j.ONE,j.ONE_MINUS_SRC_ALPHA)}aa=b}}function Q(b,e,c){(c.width&c.width-1)==0&&(c.height&c.height-1)==0?(j.texParameteri(b,j.TEXTURE_WRAP_S,K(e.wrapS)),j.texParameteri(b,j.TEXTURE_WRAP_T,K(e.wrapT)),j.texParameteri(b,j.TEXTURE_MAG_FILTER,K(e.magFilter)),j.texParameteri(b,j.TEXTURE_MIN_FILTER,K(e.minFilter)),j.generateMipmap(b)):(j.texParameteri(b,j.TEXTURE_WRAP_S,j.CLAMP_TO_EDGE),j.texParameteri(b,j.TEXTURE_WRAP_T,j.CLAMP_TO_EDGE),j.texParameteri(b, -j.TEXTURE_MAG_FILTER,S(e.magFilter)),j.texParameteri(b,j.TEXTURE_MIN_FILTER,S(e.minFilter)))}function J(b,e){if(b.needsUpdate)b.__webglInit?(j.bindTexture(j.TEXTURE_2D,b.__webglTexture),j.texSubImage2D(j.TEXTURE_2D,0,0,0,j.RGBA,j.UNSIGNED_BYTE,b.image)):(b.__webglTexture=j.createTexture(),j.bindTexture(j.TEXTURE_2D,b.__webglTexture),j.texImage2D(j.TEXTURE_2D,0,j.RGBA,j.RGBA,j.UNSIGNED_BYTE,b.image),b.__webglInit=!0),Q(j.TEXTURE_2D,b,b.image),j.bindTexture(j.TEXTURE_2D,null),b.needsUpdate=!1;j.activeTexture(j.TEXTURE0+ +j.TEXTURE_MAG_FILTER,S(e.magFilter)),j.texParameteri(b,j.TEXTURE_MIN_FILTER,S(e.minFilter)))}function J(b,e){if(b.needsUpdate)b.__webglInit?(j.bindTexture(j.TEXTURE_2D,b.__webglTexture),j.texImage2D(j.TEXTURE_2D,0,j.RGBA,j.RGBA,j.UNSIGNED_BYTE,b.image)):(b.__webglTexture=j.createTexture(),j.bindTexture(j.TEXTURE_2D,b.__webglTexture),j.texImage2D(j.TEXTURE_2D,0,j.RGBA,j.RGBA,j.UNSIGNED_BYTE,b.image),b.__webglInit=!0),Q(j.TEXTURE_2D,b,b.image),j.bindTexture(j.TEXTURE_2D,null),b.needsUpdate=!1;j.activeTexture(j.TEXTURE0+ e);j.bindTexture(j.TEXTURE_2D,b.__webglTexture)}function F(b){if(b&&!b.__webglFramebuffer){if(b.depthBuffer===void 0)b.depthBuffer=!0;if(b.stencilBuffer===void 0)b.stencilBuffer=!0;b.__webglFramebuffer=j.createFramebuffer();b.__webglRenderbuffer=j.createRenderbuffer();b.__webglTexture=j.createTexture();j.bindTexture(j.TEXTURE_2D,b.__webglTexture);j.texParameteri(j.TEXTURE_2D,j.TEXTURE_WRAP_S,K(b.wrapS));j.texParameteri(j.TEXTURE_2D,j.TEXTURE_WRAP_T,K(b.wrapT));j.texParameteri(j.TEXTURE_2D,j.TEXTURE_MAG_FILTER, K(b.magFilter));j.texParameteri(j.TEXTURE_2D,j.TEXTURE_MIN_FILTER,K(b.minFilter));j.texImage2D(j.TEXTURE_2D,0,K(b.format),b.width,b.height,0,K(b.format),K(b.type),null);j.bindRenderbuffer(j.RENDERBUFFER,b.__webglRenderbuffer);j.bindFramebuffer(j.FRAMEBUFFER,b.__webglFramebuffer);j.framebufferTexture2D(j.FRAMEBUFFER,j.COLOR_ATTACHMENT0,j.TEXTURE_2D,b.__webglTexture,0);b.depthBuffer&&!b.stencilBuffer?(j.renderbufferStorage(j.RENDERBUFFER,j.DEPTH_COMPONENT16,b.width,b.height),j.framebufferRenderbuffer(j.FRAMEBUFFER, j.DEPTH_ATTACHMENT,j.RENDERBUFFER,b.__webglRenderbuffer)):b.depthBuffer&&b.stencilBuffer?(j.renderbufferStorage(j.RENDERBUFFER,j.DEPTH_STENCIL,b.width,b.height),j.framebufferRenderbuffer(j.FRAMEBUFFER,j.DEPTH_STENCIL_ATTACHMENT,j.RENDERBUFFER,b.__webglRenderbuffer)):j.renderbufferStorage(j.RENDERBUFFER,j.RGBA4,b.width,b.height);j.bindTexture(j.TEXTURE_2D,null);j.bindRenderbuffer(j.RENDERBUFFER,null);j.bindFramebuffer(j.FRAMEBUFFER,null)}var e,c;b?(e=b.__webglFramebuffer,c=b.width,b=b.height):(e=null, @@ -291,9 +290,9 @@ c=W,b=U);e!=Z&&(j.bindFramebuffer(j.FRAMEBUFFER,e),j.viewport(L,fa,c,b),Z=e)}fun function K(b){switch(b){case THREE.RepeatWrapping:return j.REPEAT;case THREE.ClampToEdgeWrapping:return j.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return j.MIRRORED_REPEAT;case THREE.NearestFilter:return j.NEAREST;case THREE.NearestMipMapNearestFilter:return j.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return j.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return j.LINEAR;case THREE.LinearMipMapNearestFilter:return j.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return j.LINEAR_MIPMAP_LINEAR; case THREE.ByteType:return j.BYTE;case THREE.UnsignedByteType:return j.UNSIGNED_BYTE;case THREE.ShortType:return j.SHORT;case THREE.UnsignedShortType:return j.UNSIGNED_SHORT;case THREE.IntType:return j.INT;case THREE.UnsignedShortType:return j.UNSIGNED_INT;case THREE.FloatType:return j.FLOAT;case THREE.AlphaFormat:return j.ALPHA;case THREE.RGBFormat:return j.RGB;case THREE.RGBAFormat:return j.RGBA;case THREE.LuminanceFormat:return j.LUMINANCE;case THREE.LuminanceAlphaFormat:return j.LUMINANCE_ALPHA}return 0} var ea=this,j,ca=[],T=null,Z=null,N=!0,da=null,X=null,aa=null,ia=null,ha=null,na=null,ja=null,L=0,fa=0,W=0,U=0,$=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],Y=new THREE.Matrix4,ka=new Float32Array(16),la=new Float32Array(16),ga=new THREE.Vector4,Da={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},b=b||{},ua=b.canvas!==void 0?b.canvas:document.createElement("canvas"), -Aa=b.stencil!==void 0?b.stencil:!0,xa=b.antialias!==void 0?b.antialias:!1,ta=b.clearColor!==void 0?new THREE.Color(b.clearColor):new THREE.Color(0),ya=b.clearAlpha!==void 0?b.clearAlpha:0;this.data={vertices:0,faces:0,drawCalls:0};this.maxMorphTargets=8;this.domElement=ua;this.sortObjects=this.autoClear=!0;try{if(!(j=ua.getContext("experimental-webgl",{antialias:xa,stencil:Aa})))throw"Error creating WebGL context.";}catch(va){console.error(va)}console.log(navigator.userAgent+" | "+j.getParameter(j.VERSION)+ -" | "+j.getParameter(j.VENDOR)+" | "+j.getParameter(j.RENDERER)+" | "+j.getParameter(j.SHADING_LANGUAGE_VERSION));j.clearColor(0,0,0,1);j.clearDepth(1);j.enable(j.DEPTH_TEST);j.depthFunc(j.LEQUAL);j.frontFace(j.CCW);j.cullFace(j.BACK);j.enable(j.CULL_FACE);j.enable(j.BLEND);j.blendEquation(j.FUNC_ADD);j.blendFunc(j.SRC_ALPHA,j.ONE_MINUS_SRC_ALPHA);j.clearColor(ta.r,ta.g,ta.b,ya);this.context=j;var qa=j.getParameter(j.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0;if(Aa){var R={};R.vertices=new Float32Array(12); -R.faces=new Uint16Array(6);R.darkness=0.5;R.vertices[0]=-20;R.vertices[1]=-20;R.vertices[2]=-1;R.vertices[3]=20;R.vertices[4]=-20;R.vertices[5]=-1;R.vertices[6]=20;R.vertices[7]=20;R.vertices[8]=-1;R.vertices[9]=-20;R.vertices[10]=20;R.vertices[11]=-1;R.faces[0]=0;R.faces[1]=1;R.faces[2]=2;R.faces[3]=0;R.faces[4]=2;R.faces[5]=3;R.vertexBuffer=j.createBuffer();R.elementBuffer=j.createBuffer();j.bindBuffer(j.ARRAY_BUFFER,R.vertexBuffer);j.bufferData(j.ARRAY_BUFFER,R.vertices,j.STATIC_DRAW);j.bindBuffer(j.ELEMENT_ARRAY_BUFFER, +Aa=b.stencil!==void 0?b.stencil:!0,xa=b.antialias!==void 0?b.antialias:!1,ta=b.clearColor!==void 0?new THREE.Color(b.clearColor):new THREE.Color(0),ya=b.clearAlpha!==void 0?b.clearAlpha:0;this.data={vertices:0,faces:0,drawCalls:0};this.maxMorphTargets=8;this.domElement=ua;this.sortObjects=this.autoClear=!0;try{if(!(j=ua.getContext("experimental-webgl",{antialias:xa,stencil:Aa})))throw"Error creating WebGL context.";console.log(navigator.userAgent+" | "+j.getParameter(j.VERSION)+" | "+j.getParameter(j.VENDOR)+ +" | "+j.getParameter(j.RENDERER)+" | "+j.getParameter(j.SHADING_LANGUAGE_VERSION))}catch(va){console.error(va)}j.clearColor(0,0,0,1);j.clearDepth(1);j.enable(j.DEPTH_TEST);j.depthFunc(j.LEQUAL);j.frontFace(j.CCW);j.cullFace(j.BACK);j.enable(j.CULL_FACE);j.enable(j.BLEND);j.blendEquation(j.FUNC_ADD);j.blendFunc(j.SRC_ALPHA,j.ONE_MINUS_SRC_ALPHA);j.clearColor(ta.r,ta.g,ta.b,ya);this.context=j;var qa=j.getParameter(j.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0;if(Aa){var R={};R.vertices=new Float32Array(12);R.faces= +new Uint16Array(6);R.darkness=0.5;R.vertices[0]=-20;R.vertices[1]=-20;R.vertices[2]=-1;R.vertices[3]=20;R.vertices[4]=-20;R.vertices[5]=-1;R.vertices[6]=20;R.vertices[7]=20;R.vertices[8]=-1;R.vertices[9]=-20;R.vertices[10]=20;R.vertices[11]=-1;R.faces[0]=0;R.faces[1]=1;R.faces[2]=2;R.faces[3]=0;R.faces[4]=2;R.faces[5]=3;R.vertexBuffer=j.createBuffer();R.elementBuffer=j.createBuffer();j.bindBuffer(j.ARRAY_BUFFER,R.vertexBuffer);j.bufferData(j.ARRAY_BUFFER,R.vertices,j.STATIC_DRAW);j.bindBuffer(j.ELEMENT_ARRAY_BUFFER, R.elementBuffer);j.bufferData(j.ELEMENT_ARRAY_BUFFER,R.faces,j.STATIC_DRAW);R.program=j.createProgram();j.attachShader(R.program,I("fragment",THREE.ShaderLib.shadowPost.fragmentShader));j.attachShader(R.program,I("vertex",THREE.ShaderLib.shadowPost.vertexShader));j.linkProgram(R.program);R.vertexLocation=j.getAttribLocation(R.program,"position");R.projectionLocation=j.getUniformLocation(R.program,"projectionMatrix");R.darknessLocation=j.getUniformLocation(R.program,"darkness")}var O={};O.vertices= new Float32Array(16);O.faces=new Uint16Array(6);b=0;O.vertices[b++]=-1;O.vertices[b++]=-1;O.vertices[b++]=0;O.vertices[b++]=0;O.vertices[b++]=1;O.vertices[b++]=-1;O.vertices[b++]=1;O.vertices[b++]=0;O.vertices[b++]=1;O.vertices[b++]=1;O.vertices[b++]=1;O.vertices[b++]=1;O.vertices[b++]=-1;O.vertices[b++]=1;O.vertices[b++]=0;O.vertices[b++]=1;b=0;O.faces[b++]=0;O.faces[b++]=1;O.faces[b++]=2;O.faces[b++]=0;O.faces[b++]=2;O.faces[b++]=3;O.vertexBuffer=j.createBuffer();O.elementBuffer=j.createBuffer(); O.tempTexture=j.createTexture();O.occlusionTexture=j.createTexture();j.bindBuffer(j.ARRAY_BUFFER,O.vertexBuffer);j.bufferData(j.ARRAY_BUFFER,O.vertices,j.STATIC_DRAW);j.bindBuffer(j.ELEMENT_ARRAY_BUFFER,O.elementBuffer);j.bufferData(j.ELEMENT_ARRAY_BUFFER,O.faces,j.STATIC_DRAW);j.bindTexture(j.TEXTURE_2D,O.tempTexture);j.texImage2D(j.TEXTURE_2D,0,j.RGB,16,16,0,j.RGB,j.UNSIGNED_BYTE,null);j.texParameteri(j.TEXTURE_2D,j.TEXTURE_WRAP_S,j.CLAMP_TO_EDGE);j.texParameteri(j.TEXTURE_2D,j.TEXTURE_WRAP_T,j.CLAMP_TO_EDGE); @@ -308,31 +307,31 @@ ua.height)};this.setViewport=function(b,e,c,f){L=b;fa=e;W=c;U=f;j.viewport(L,fa, j.DEPTH_BUFFER_BIT|j.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(b){R.darkness=b};this.getContext=function(){return j};this.initMaterial=function(b,e,c,f){var g,h,k;b instanceof THREE.MeshDepthMaterial?k="depth":b instanceof THREE.ShadowVolumeDynamicMaterial?k="shadowVolumeDynamic":b instanceof THREE.MeshNormalMaterial?k="normal":b instanceof THREE.MeshBasicMaterial?k="basic":b instanceof THREE.MeshLambertMaterial?k="lambert":b instanceof THREE.MeshPhongMaterial?k="phong":b instanceof THREE.LineBasicMaterial?k="basic":b instanceof THREE.ParticleBasicMaterial&&(k="particle_basic");if(k){var m=THREE.ShaderLib[k];b.uniforms=THREE.UniformsUtils.clone(m.uniforms);b.vertexShader=m.vertexShader;b.fragmentShader=m.fragmentShader}var n,t,p;n=p=m=0;for(t=e.length;n=0&&j.enableVertexAttribArray(o.position);o.color>=0&&j.enableVertexAttribArray(o.color);o.normal>= -0&&j.enableVertexAttribArray(o.normal);o.tangent>=0&&j.enableVertexAttribArray(o.tangent);b.skinning&&o.skinVertexA>=0&&o.skinVertexB>=0&&o.skinIndex>=0&&o.skinWeight>=0&&(j.enableVertexAttribArray(o.skinVertexA),j.enableVertexAttribArray(o.skinVertexB),j.enableVertexAttribArray(o.skinIndex),j.enableVertexAttribArray(o.skinWeight));if(b.attributes)for(g in b.attributes)o[g]!==void 0&&o[g]>=0&&j.enableVertexAttribArray(o[g]);if(b.morphTargets){b.numSupportedMorphTargets=0;o.morphTarget0>=0&&(j.enableVertexAttribArray(o.morphTarget0), -b.numSupportedMorphTargets++);o.morphTarget1>=0&&(j.enableVertexAttribArray(o.morphTarget1),b.numSupportedMorphTargets++);o.morphTarget2>=0&&(j.enableVertexAttribArray(o.morphTarget2),b.numSupportedMorphTargets++);o.morphTarget3>=0&&(j.enableVertexAttribArray(o.morphTarget3),b.numSupportedMorphTargets++);o.morphTarget4>=0&&(j.enableVertexAttribArray(o.morphTarget4),b.numSupportedMorphTargets++);o.morphTarget5>=0&&(j.enableVertexAttribArray(o.morphTarget5),b.numSupportedMorphTargets++);o.morphTarget6>= -0&&(j.enableVertexAttribArray(o.morphTarget6),b.numSupportedMorphTargets++);o.morphTarget7>=0&&(j.enableVertexAttribArray(o.morphTarget7),b.numSupportedMorphTargets++);f.__webglMorphTargetInfluences=new Float32Array(this.maxMorphTargets);b=0;for(g=this.maxMorphTargets;b0||u.faceVertexUvs.length>0)k.__uvArray=new Float32Array(n*2);if(u.faceUvs.length>1||u.faceVertexUvs.length>1)k.__uv2Array=new Float32Array(n* -2)}if(m.geometry.skinWeights.length&&m.geometry.skinIndices.length)k.__skinVertexAArray=new Float32Array(n*4),k.__skinVertexBArray=new Float32Array(n*4),k.__skinIndexArray=new Float32Array(n*4),k.__skinWeightArray=new Float32Array(n*4);k.__faceArray=new Uint16Array(w*3+(m.geometry.edgeFaces?m.geometry.edgeFaces.length*6:0));k.__lineArray=new Uint16Array(y*2);if(k.numMorphTargets){k.__morphTargetsArrays=[];u=0;for(v=k.numMorphTargets;u=0;h--)e[h]==c&&e.splice(h,1)}else c instanceof THREE.LensFlare?z(e.__webglLensFlares,c):c instanceof THREE.MarchingCubes&&z(e.__webglObjectsImmediate,c);b.__objectsRemoved.splice(0,1)}e=0;for(c=b.__webglObjects.length;e=0&&j.enableVertexAttribArray(o.position);o.color>=0&&j.enableVertexAttribArray(o.color);o.normal>=0&&j.enableVertexAttribArray(o.normal);o.tangent>=0&&j.enableVertexAttribArray(o.tangent); +b.skinning&&o.skinVertexA>=0&&o.skinVertexB>=0&&o.skinIndex>=0&&o.skinWeight>=0&&(j.enableVertexAttribArray(o.skinVertexA),j.enableVertexAttribArray(o.skinVertexB),j.enableVertexAttribArray(o.skinIndex),j.enableVertexAttribArray(o.skinWeight));if(b.attributes)for(g in b.attributes)o[g]!==void 0&&o[g]>=0&&j.enableVertexAttribArray(o[g]);if(b.morphTargets){b.numSupportedMorphTargets=0;o.morphTarget0>=0&&(j.enableVertexAttribArray(o.morphTarget0),b.numSupportedMorphTargets++);o.morphTarget1>=0&&(j.enableVertexAttribArray(o.morphTarget1), +b.numSupportedMorphTargets++);o.morphTarget2>=0&&(j.enableVertexAttribArray(o.morphTarget2),b.numSupportedMorphTargets++);o.morphTarget3>=0&&(j.enableVertexAttribArray(o.morphTarget3),b.numSupportedMorphTargets++);o.morphTarget4>=0&&(j.enableVertexAttribArray(o.morphTarget4),b.numSupportedMorphTargets++);o.morphTarget5>=0&&(j.enableVertexAttribArray(o.morphTarget5),b.numSupportedMorphTargets++);o.morphTarget6>=0&&(j.enableVertexAttribArray(o.morphTarget6),b.numSupportedMorphTargets++);o.morphTarget7>= +0&&(j.enableVertexAttribArray(o.morphTarget7),b.numSupportedMorphTargets++);f.__webglMorphTargetInfluences=new Float32Array(this.maxMorphTargets);b=0;for(g=this.maxMorphTargets;b0||u.faceVertexUvs.length>0)k.__uvArray=new Float32Array(n*2);if(u.faceUvs.length>1||u.faceVertexUvs.length>1)k.__uv2Array=new Float32Array(n*2)}if(m.geometry.skinWeights.length&&m.geometry.skinIndices.length)k.__skinVertexAArray=new Float32Array(n*4), +k.__skinVertexBArray=new Float32Array(n*4),k.__skinIndexArray=new Float32Array(n*4),k.__skinWeightArray=new Float32Array(n*4);k.__faceArray=new Uint16Array(w*3+(m.geometry.edgeFaces?m.geometry.edgeFaces.length*6:0));k.__lineArray=new Uint16Array(y*2);if(k.numMorphTargets){k.__morphTargetsArrays=[];u=0;for(v=k.numMorphTargets;u=0;h--)e[h]==c&&e.splice(h,1)}else c instanceof +THREE.LensFlare?z(e.__webglLensFlares,c):c instanceof THREE.MarchingCubes&&z(e.__webglObjectsImmediate,c);b.__objectsRemoved.splice(0,1)}e=0;for(c=b.__webglObjects.length;e 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 ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif", lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\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 );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef PHONG\nvPointLight[ i ] = vec4( lVector, lDistance );\n#endif\n}\n#endif\n}", lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );\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 = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight * pointDistance;\npointSpecular += mSpecular * pointSpecularWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\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 + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", @@ -160,11 +160,10 @@ default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = pr THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)},lightMap:{type:"t",value:2,texture:null},envMap:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refractionRatio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c", value:new THREE.Color(16777215)},morphTargetInfluences:{type:"f",value:0}},lights:{enableLighting:{type:"i",value:1},ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightDistance:{type:"fv1",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1}, map:{type:"t",value:0,texture:null},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}}}; -THREE.ShaderLib={lensFlareVertexTexture:{vertexShader:"uniform \tvec3 \tscreenPosition;\nuniform\tvec2\tscale;\nuniform\tfloat\trotation;\nuniform int renderType;\nuniform\tsampler2D\tocclusionMap;\nattribute \tvec2 \tposition;\nattribute vec2\tUV;\nvarying\tvec2\tvUV;\nvarying\tfloat\tvVisibility;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = ( visibility.r / 9.0 ) *\n( 1.0 - visibility.g / 9.0 ) *\n( visibility.b / 9.0 ) *\n( 1.0 - visibility.a / 9.0 );\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform\tsampler2D\tmap;\nuniform\tfloat\t\topacity;\nuniform int renderType;\nvarying\tvec2\t\tvUV;\nvarying\tfloat\t\tvVisibility;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * vVisibility;\ngl_FragColor = color;\n}\n}"}, -lensFlare:{vertexShader:"uniform \tvec3 \tscreenPosition;\nuniform\tvec2\tscale;\nuniform\tfloat\trotation;\nuniform int renderType;\nattribute \tvec2 \tposition;\nattribute vec2\tUV;\nvarying\tvec2\tvUV;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}", -fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform\tsampler2D\tmap;\nuniform\tsampler2D\tocclusionMap;\nuniform\tfloat\t\topacity;\nuniform int renderType;\nvarying\tvec2\t\tvUV;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * visibility;\ngl_FragColor = color;\n}\n}"}, -sprite:{vertexShader:"uniform\tint\t\tuseScreenCoordinates;\nuniform int affectedByDistance;\nuniform\tvec3\tscreenPosition;\nuniform \tmat4 \tmodelViewMatrix;\nuniform \tmat4 \tprojectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform\tvec2 uvScale;\nattribute \tvec2 \tposition;\nattribute vec2\tuv;\nvarying\tvec2\tvUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position + alignment;\nvec2 rotatedPosition;\nrotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;\nrotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;\nvec4 finalPosition;\nif( useScreenCoordinates != 0 ) {\nfinalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );\n} else {\nfinalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );\n}\ngl_Position = finalPosition;\n}", -fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform\tsampler2D\tmap;\nuniform\tfloat\t\topacity;\nvarying\tvec2\t\tvUV;\nvoid main() {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity;\ngl_FragColor = color;\n}"},shadowPost:{vertexShader:"uniform \tmat4 \tprojectionMatrix;\nattribute \tvec3 \tposition;\nvoid main() {\ngl_Position = projectionMatrix * vec4( position, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform \tfloat \tdarkness;\nvoid main() {\ngl_FragColor = vec4( 0, 0, 0, darkness );\n}"}, +THREE.ShaderLib={lensFlareVertexTexture:{vertexShader:"uniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform int renderType;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 UV;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +\ntexture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = ( visibility.r / 9.0 ) *\n( 1.0 - visibility.g / 9.0 ) *\n( visibility.b / 9.0 ) *\n( 1.0 - visibility.a / 9.0 );\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform float opacity;\nuniform int renderType;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * vVisibility;\ngl_FragColor = color;\n}\n}"}, +lensFlare:{vertexShader:"uniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform int renderType;\nattribute vec2 position;\nattribute vec2 UV;\nvarying vec2 vUV;\nvoid main() {\nvUV = UV;\nvec2 pos = position;\nif( renderType == 2 ) {\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform sampler2D occlusionMap;\nuniform float opacity;\nuniform int renderType;\nvarying vec2 vUV;\nvoid main() {\nif( renderType == 0 ) {\ngl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );\n} else if( renderType == 1 ) {\ngl_FragColor = texture2D( map, vUV );\n} else {\nfloat visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +\ntexture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +\ntexture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +\ntexture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;\nvisibility = ( 1.0 - visibility / 4.0 );\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity * visibility;\ngl_FragColor = color;\n}\n}"}, +sprite:{vertexShader:"uniform int useScreenCoordinates;\nuniform int affectedByDistance;\nuniform vec3 screenPosition;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvoid main() {\nvUV = uvOffset + uv * uvScale;\nvec2 alignedPosition = position + alignment;\nvec2 rotatedPosition;\nrotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;\nrotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;\nvec4 finalPosition;\nif( useScreenCoordinates != 0 ) {\nfinalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );\n} else {\nfinalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\nfinalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );\n}\ngl_Position = finalPosition;\n}", +fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform sampler2D map;\nuniform float opacity;\nvarying vec2 vUV;\nvoid main() {\nvec4 color = texture2D( map, vUV );\ncolor.a *= opacity;\ngl_FragColor = color;\n}"},shadowPost:{vertexShader:"uniform \tmat4 \tprojectionMatrix;\nattribute \tvec3 \tposition;\nvoid main() {\ngl_Position = projectionMatrix * vec4( position, 1.0 );\n}",fragmentShader:"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform \tfloat \tdarkness;\nvoid main() {\ngl_FragColor = vec4( 0, 0, 0, darkness );\n}"}, shadowVolumeDynamic:{uniforms:{directionalLightDirection:{type:"fv",value:[]}},vertexShader:"uniform \tvec3 \tdirectionalLightDirection;\nvoid main() {\nvec4 pos = objectMatrix * vec4( position, 1.0 );\nvec3 norm = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 extruded = vec4( directionalLightDirection * 5000.0 * step( 0.0, dot( directionalLightDirection, norm ) ), 0.0 );\ngl_Position = projectionMatrix * viewMatrix * ( pos + extruded );\n}",fragmentShader:"void main() {\ngl_FragColor = vec4( 1.0 );\n}"}, depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},fragmentShader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}",vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"},normal:{uniforms:{opacity:{type:"f",value:1}}, fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment, @@ -242,7 +241,7 @@ f.__dirtyColors){ka=f;b=c.DYNAMIC_DRAW;o=ka.vertices;h=ka.colors;y=o.length;g=h. 0;for(g=b.faces.length;f65535&&(p[j].counter+=1,k=p[j].hash+"_"+p[j].counter,b.geometryGroups[k]==void 0&&(b.geometryGroups[k]={faces:[],materials:i,vertices:0,numMorphTargets:o})),b.geometryGroups[k].faces.push(f),b.geometryGroups[k].vertices+= h}function H(b,c,e){b.push({buffer:c,object:e,opaque:{list:[],count:0},transparent:{list:[],count:0}})}function y(b){if(b!=F){switch(b){case THREE.AdditiveBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.SRC_ALPHA,c.ONE);break;case THREE.SubtractiveBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.ZERO,c.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.ZERO,c.SRC_COLOR);break;default:c.blendEquationSeparate(c.FUNC_ADD,c.FUNC_ADD),c.blendFuncSeparate(c.SRC_ALPHA, c.ONE_MINUS_SRC_ALPHA,c.ONE,c.ONE_MINUS_SRC_ALPHA)}F=b}}function aa(b,e,d){(d.width&d.width-1)==0&&(d.height&d.height-1)==0?(c.texParameteri(b,c.TEXTURE_WRAP_S,K(e.wrapS)),c.texParameteri(b,c.TEXTURE_WRAP_T,K(e.wrapT)),c.texParameteri(b,c.TEXTURE_MAG_FILTER,K(e.magFilter)),c.texParameteri(b,c.TEXTURE_MIN_FILTER,K(e.minFilter)),c.generateMipmap(b)):(c.texParameteri(b,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE),c.texParameteri(b,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE),c.texParameteri(b,c.TEXTURE_MAG_FILTER,ua(e.magFilter)), -c.texParameteri(b,c.TEXTURE_MIN_FILTER,ua(e.minFilter)))}function P(b,e){if(b.needsUpdate)b.__webglInit?(c.bindTexture(c.TEXTURE_2D,b.__webglTexture),c.texSubImage2D(c.TEXTURE_2D,0,0,0,c.RGBA,c.UNSIGNED_BYTE,b.image)):(b.__webglTexture=c.createTexture(),c.bindTexture(c.TEXTURE_2D,b.__webglTexture),c.texImage2D(c.TEXTURE_2D,0,c.RGBA,c.RGBA,c.UNSIGNED_BYTE,b.image),b.__webglInit=!0),aa(c.TEXTURE_2D,b,b.image),c.bindTexture(c.TEXTURE_2D,null),b.needsUpdate=!1;c.activeTexture(c.TEXTURE0+e);c.bindTexture(c.TEXTURE_2D, +c.texParameteri(b,c.TEXTURE_MIN_FILTER,ua(e.minFilter)))}function P(b,e){if(b.needsUpdate)b.__webglInit?(c.bindTexture(c.TEXTURE_2D,b.__webglTexture),c.texImage2D(c.TEXTURE_2D,0,c.RGBA,c.RGBA,c.UNSIGNED_BYTE,b.image)):(b.__webglTexture=c.createTexture(),c.bindTexture(c.TEXTURE_2D,b.__webglTexture),c.texImage2D(c.TEXTURE_2D,0,c.RGBA,c.RGBA,c.UNSIGNED_BYTE,b.image),b.__webglInit=!0),aa(c.TEXTURE_2D,b,b.image),c.bindTexture(c.TEXTURE_2D,null),b.needsUpdate=!1;c.activeTexture(c.TEXTURE0+e);c.bindTexture(c.TEXTURE_2D, b.__webglTexture)}function Q(b){if(b&&!b.__webglFramebuffer){if(b.depthBuffer===void 0)b.depthBuffer=!0;if(b.stencilBuffer===void 0)b.stencilBuffer=!0;b.__webglFramebuffer=c.createFramebuffer();b.__webglRenderbuffer=c.createRenderbuffer();b.__webglTexture=c.createTexture();c.bindTexture(c.TEXTURE_2D,b.__webglTexture);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,K(b.wrapS));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,K(b.wrapT));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,K(b.magFilter)); c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,K(b.minFilter));c.texImage2D(c.TEXTURE_2D,0,K(b.format),b.width,b.height,0,K(b.format),K(b.type),null);c.bindRenderbuffer(c.RENDERBUFFER,b.__webglRenderbuffer);c.bindFramebuffer(c.FRAMEBUFFER,b.__webglFramebuffer);c.framebufferTexture2D(c.FRAMEBUFFER,c.COLOR_ATTACHMENT0,c.TEXTURE_2D,b.__webglTexture,0);b.depthBuffer&&!b.stencilBuffer?(c.renderbufferStorage(c.RENDERBUFFER,c.DEPTH_COMPONENT16,b.width,b.height),c.framebufferRenderbuffer(c.FRAMEBUFFER, c.DEPTH_ATTACHMENT,c.RENDERBUFFER,b.__webglRenderbuffer)):b.depthBuffer&&b.stencilBuffer?(c.renderbufferStorage(c.RENDERBUFFER,c.DEPTH_STENCIL,b.width,b.height),c.framebufferRenderbuffer(c.FRAMEBUFFER,c.DEPTH_STENCIL_ATTACHMENT,c.RENDERBUFFER,b.__webglRenderbuffer)):c.renderbufferStorage(c.RENDERBUFFER,c.RGBA4,b.width,b.height);c.bindTexture(c.TEXTURE_2D,null);c.bindRenderbuffer(c.RENDERBUFFER,null);c.bindFramebuffer(c.FRAMEBUFFER,null)}var e,d;b?(e=b.__webglFramebuffer,d=b.width,b=b.height):(e=null, @@ -250,9 +249,9 @@ d=va,b=qa);e!=ha&&(c.bindFramebuffer(c.FRAMEBUFFER,e),c.viewport(G,xa,d,b),ha=e) default:return c.LINEAR}}function K(b){switch(b){case THREE.RepeatWrapping:return c.REPEAT;case THREE.ClampToEdgeWrapping:return c.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return c.MIRRORED_REPEAT;case THREE.NearestFilter:return c.NEAREST;case THREE.NearestMipMapNearestFilter:return c.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return c.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return c.LINEAR;case THREE.LinearMipMapNearestFilter:return c.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return c.LINEAR_MIPMAP_LINEAR; case THREE.ByteType:return c.BYTE;case THREE.UnsignedByteType:return c.UNSIGNED_BYTE;case THREE.ShortType:return c.SHORT;case THREE.UnsignedShortType:return c.UNSIGNED_SHORT;case THREE.IntType:return c.INT;case THREE.UnsignedShortType:return c.UNSIGNED_INT;case THREE.FloatType:return c.FLOAT;case THREE.AlphaFormat:return c.ALPHA;case THREE.RGBFormat:return c.RGB;case THREE.RGBAFormat:return c.RGBA;case THREE.LuminanceFormat:return c.LUMINANCE;case THREE.LuminanceAlphaFormat:return c.LUMINANCE_ALPHA}return 0} var L=this,c,sa=[],la=null,ha=null,ma=!0,M=null,na=null,F=null,$=null,T=null,R=null,pa=null,G=0,xa=0,va=0,qa=0,ra=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],ia=new THREE.Matrix4,ta=new Float32Array(16),ya=new Float32Array(16),Da=new THREE.Vector4,Ga={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},b=b||{},wa=b.canvas!==void 0?b.canvas:document.createElement("canvas"), -Fa=b.stencil!==void 0?b.stencil:!0,Ka=b.antialias!==void 0?b.antialias:!1,oa=b.clearColor!==void 0?new THREE.Color(b.clearColor):new THREE.Color(0),Ea=b.clearAlpha!==void 0?b.clearAlpha:0;this.data={vertices:0,faces:0,drawCalls:0};this.maxMorphTargets=8;this.domElement=wa;this.sortObjects=this.autoClear=!0;try{if(!(c=wa.getContext("experimental-webgl",{antialias:Ka,stencil:Fa})))throw"Error creating WebGL context.";}catch(La){console.error(La)}console.log(navigator.userAgent+" | "+c.getParameter(c.VERSION)+ -" | "+c.getParameter(c.VENDOR)+" | "+c.getParameter(c.RENDERER)+" | 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0?b.stencil:!0,Ka=b.antialias!==void 0?b.antialias:!1,oa=b.clearColor!==void 0?new THREE.Color(b.clearColor):new THREE.Color(0),Ea=b.clearAlpha!==void 0?b.clearAlpha:0;this.data={vertices:0,faces:0,drawCalls:0};this.maxMorphTargets=8;this.domElement=wa;this.sortObjects=this.autoClear=!0;try{if(!(c=wa.getContext("experimental-webgl",{antialias:Ka,stencil:Fa})))throw"Error creating WebGL context.";console.log(navigator.userAgent+" | "+c.getParameter(c.VERSION)+" | "+c.getParameter(c.VENDOR)+ +" | "+c.getParameter(c.RENDERER)+" | "+c.getParameter(c.SHADING_LANGUAGE_VERSION))}catch(La){console.error(La)}c.clearColor(0,0,0,1);c.clearDepth(1);c.enable(c.DEPTH_TEST);c.depthFunc(c.LEQUAL);c.frontFace(c.CCW);c.cullFace(c.BACK);c.enable(c.CULL_FACE);c.enable(c.BLEND);c.blendEquation(c.FUNC_ADD);c.blendFunc(c.SRC_ALPHA,c.ONE_MINUS_SRC_ALPHA);c.clearColor(oa.r,oa.g,oa.b,Ea);this.context=c;var Ja=c.getParameter(c.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0;if(Fa){var x={};x.vertices=new Float32Array(12);x.faces= +new Uint16Array(6);x.darkness=0.5;x.vertices[0]=-20;x.vertices[1]=-20;x.vertices[2]=-1;x.vertices[3]=20;x.vertices[4]=-20;x.vertices[5]=-1;x.vertices[6]=20;x.vertices[7]=20;x.vertices[8]=-1;x.vertices[9]=-20;x.vertices[10]=20;x.vertices[11]=-1;x.faces[0]=0;x.faces[1]=1;x.faces[2]=2;x.faces[3]=0;x.faces[4]=2;x.faces[5]=3;x.vertexBuffer=c.createBuffer();x.elementBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,x.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,x.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, x.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,x.faces,c.STATIC_DRAW);x.program=c.createProgram();c.attachShader(x.program,B("fragment",THREE.ShaderLib.shadowPost.fragmentShader));c.attachShader(x.program,B("vertex",THREE.ShaderLib.shadowPost.vertexShader));c.linkProgram(x.program);x.vertexLocation=c.getAttribLocation(x.program,"position");x.projectionLocation=c.getUniformLocation(x.program,"projectionMatrix");x.darknessLocation=c.getUniformLocation(x.program,"darkness")}var v={};v.vertices= new Float32Array(16);v.faces=new Uint16Array(6);b=0;v.vertices[b++]=-1;v.vertices[b++]=-1;v.vertices[b++]=0;v.vertices[b++]=0;v.vertices[b++]=1;v.vertices[b++]=-1;v.vertices[b++]=1;v.vertices[b++]=0;v.vertices[b++]=1;v.vertices[b++]=1;v.vertices[b++]=1;v.vertices[b++]=1;v.vertices[b++]=-1;v.vertices[b++]=1;v.vertices[b++]=0;v.vertices[b++]=1;b=0;v.faces[b++]=0;v.faces[b++]=1;v.faces[b++]=2;v.faces[b++]=0;v.faces[b++]=2;v.faces[b++]=3;v.vertexBuffer=c.createBuffer();v.elementBuffer=c.createBuffer(); v.tempTexture=c.createTexture();v.occlusionTexture=c.createTexture();c.bindBuffer(c.ARRAY_BUFFER,v.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,v.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,v.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,v.faces,c.STATIC_DRAW);c.bindTexture(c.TEXTURE_2D,v.tempTexture);c.texImage2D(c.TEXTURE_2D,0,c.RGB,16,16,0,c.RGB,c.UNSIGNED_BYTE,null);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,c.CLAMP_TO_EDGE);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,c.CLAMP_TO_EDGE); @@ -267,30 +266,30 @@ wa.height)};this.setViewport=function(b,e,d,f){G=b;xa=e;va=d;qa=f;c.viewport(G,x c.DEPTH_BUFFER_BIT|c.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(b){x.darkness=b};this.getContext=function(){return c};this.initMaterial=function(b,e,d,f){var g,h,i;b instanceof THREE.MeshDepthMaterial?i="depth":b instanceof THREE.ShadowVolumeDynamicMaterial?i="shadowVolumeDynamic":b instanceof THREE.MeshNormalMaterial?i="normal":b instanceof THREE.MeshBasicMaterial?i="basic":b instanceof THREE.MeshLambertMaterial?i="lambert":b instanceof THREE.MeshPhongMaterial?i="phong":b instanceof THREE.LineBasicMaterial?i="basic":b instanceof THREE.ParticleBasicMaterial&&(i="particle_basic");if(i){var j=THREE.ShaderLib[i];b.uniforms=THREE.UniformsUtils.clone(j.uniforms);b.vertexShader=j.vertexShader;b.fragmentShader=j.fragmentShader}var k,o,p;k=p=j=0;for(o=e.length;k=0&&c.enableVertexAttribArray(n.position);n.color>=0&&c.enableVertexAttribArray(n.color);n.normal>= -0&&c.enableVertexAttribArray(n.normal);n.tangent>=0&&c.enableVertexAttribArray(n.tangent);b.skinning&&n.skinVertexA>=0&&n.skinVertexB>=0&&n.skinIndex>=0&&n.skinWeight>=0&&(c.enableVertexAttribArray(n.skinVertexA),c.enableVertexAttribArray(n.skinVertexB),c.enableVertexAttribArray(n.skinIndex),c.enableVertexAttribArray(n.skinWeight));if(b.attributes)for(g in b.attributes)n[g]!==void 0&&n[g]>=0&&c.enableVertexAttribArray(n[g]);if(b.morphTargets){b.numSupportedMorphTargets=0;n.morphTarget0>=0&&(c.enableVertexAttribArray(n.morphTarget0), -b.numSupportedMorphTargets++);n.morphTarget1>=0&&(c.enableVertexAttribArray(n.morphTarget1),b.numSupportedMorphTargets++);n.morphTarget2>=0&&(c.enableVertexAttribArray(n.morphTarget2),b.numSupportedMorphTargets++);n.morphTarget3>=0&&(c.enableVertexAttribArray(n.morphTarget3),b.numSupportedMorphTargets++);n.morphTarget4>=0&&(c.enableVertexAttribArray(n.morphTarget4),b.numSupportedMorphTargets++);n.morphTarget5>=0&&(c.enableVertexAttribArray(n.morphTarget5),b.numSupportedMorphTargets++);n.morphTarget6>= -0&&(c.enableVertexAttribArray(n.morphTarget6),b.numSupportedMorphTargets++);n.morphTarget7>=0&&(c.enableVertexAttribArray(n.morphTarget7),b.numSupportedMorphTargets++);f.__webglMorphTargetInfluences=new Float32Array(this.maxMorphTargets);b=0;for(g=this.maxMorphTargets;b0||q.faceVertexUvs.length>0)i.__uvArray=new Float32Array(k*2);if(q.faceUvs.length>1||q.faceVertexUvs.length>1)i.__uv2Array=new Float32Array(k*2)}if(j.geometry.skinWeights.length&&j.geometry.skinIndices.length)i.__skinVertexAArray= -new Float32Array(k*4),i.__skinVertexBArray=new Float32Array(k*4),i.__skinIndexArray=new Float32Array(k*4),i.__skinWeightArray=new Float32Array(k*4);i.__faceArray=new Uint16Array(t*3+(j.geometry.edgeFaces?j.geometry.edgeFaces.length*6:0));i.__lineArray=new Uint16Array(v*2);if(i.numMorphTargets){i.__morphTargetsArrays=[];q=0;for(r=i.numMorphTargets;q=0;g--)d[g]==e&& -d.splice(g,1)}else e instanceof THREE.LensFlare?ea(d.__webglLensFlares,e):e instanceof THREE.MarchingCubes&&ea(d.__webglObjectsImmediate,e);b.__objectsRemoved.splice(0,1)}d=0;for(e=b.__webglObjects.length;d=0&&c.enableVertexAttribArray(n.position);n.color>=0&&c.enableVertexAttribArray(n.color);n.normal>=0&&c.enableVertexAttribArray(n.normal);n.tangent>=0&&c.enableVertexAttribArray(n.tangent); +b.skinning&&n.skinVertexA>=0&&n.skinVertexB>=0&&n.skinIndex>=0&&n.skinWeight>=0&&(c.enableVertexAttribArray(n.skinVertexA),c.enableVertexAttribArray(n.skinVertexB),c.enableVertexAttribArray(n.skinIndex),c.enableVertexAttribArray(n.skinWeight));if(b.attributes)for(g in b.attributes)n[g]!==void 0&&n[g]>=0&&c.enableVertexAttribArray(n[g]);if(b.morphTargets){b.numSupportedMorphTargets=0;n.morphTarget0>=0&&(c.enableVertexAttribArray(n.morphTarget0),b.numSupportedMorphTargets++);n.morphTarget1>=0&&(c.enableVertexAttribArray(n.morphTarget1), +b.numSupportedMorphTargets++);n.morphTarget2>=0&&(c.enableVertexAttribArray(n.morphTarget2),b.numSupportedMorphTargets++);n.morphTarget3>=0&&(c.enableVertexAttribArray(n.morphTarget3),b.numSupportedMorphTargets++);n.morphTarget4>=0&&(c.enableVertexAttribArray(n.morphTarget4),b.numSupportedMorphTargets++);n.morphTarget5>=0&&(c.enableVertexAttribArray(n.morphTarget5),b.numSupportedMorphTargets++);n.morphTarget6>=0&&(c.enableVertexAttribArray(n.morphTarget6),b.numSupportedMorphTargets++);n.morphTarget7>= +0&&(c.enableVertexAttribArray(n.morphTarget7),b.numSupportedMorphTargets++);f.__webglMorphTargetInfluences=new Float32Array(this.maxMorphTargets);b=0;for(g=this.maxMorphTargets;b0||q.faceVertexUvs.length>0)i.__uvArray=new Float32Array(k*2);if(q.faceUvs.length>1||q.faceVertexUvs.length>1)i.__uv2Array=new Float32Array(k*2)}if(j.geometry.skinWeights.length&&j.geometry.skinIndices.length)i.__skinVertexAArray=new Float32Array(k*4), +i.__skinVertexBArray=new Float32Array(k*4),i.__skinIndexArray=new Float32Array(k*4),i.__skinWeightArray=new Float32Array(k*4);i.__faceArray=new Uint16Array(t*3+(j.geometry.edgeFaces?j.geometry.edgeFaces.length*6:0));i.__lineArray=new Uint16Array(v*2);if(i.numMorphTargets){i.__morphTargetsArrays=[];q=0;for(r=i.numMorphTargets;q=0;g--)d[g]==e&&d.splice(g,1)}else e instanceof +THREE.LensFlare?ea(d.__webglLensFlares,e):e instanceof THREE.MarchingCubes&&ea(d.__webglObjectsImmediate,e);b.__objectsRemoved.splice(0,1)}d=0;for(e=b.__webglObjects.length;d