From b2d39cf832200809c67ffbb0cf0f49f3b2f1f7be Mon Sep 17 00:00:00 2001 From: "Mr.doob" Date: Fri, 8 Apr 2011 10:16:10 +0100 Subject: [PATCH] WebGLRenderer now logs some GL information (I think it may be handy). Stencil and Sprite examples now using RequestAnimationFrame. --- build/Three.js | 52 +++++++-------- build/custom/ThreeCanvas.js | 2 +- build/custom/ThreeDOM.js | 2 +- build/custom/ThreeExtras.js | 6 +- build/custom/ThreeSVG.js | 2 +- build/custom/ThreeWebGL.js | 97 ++++++++++++++-------------- examples/webgl_sprites.html | 55 +++++++++------- examples/webgl_stencil.html | 39 +++++------ examples/webgl_stencilLensFlare.html | 35 +++++----- src/renderers/WebGLRenderer.js | 8 +++ 10 files changed, 160 insertions(+), 138 deletions(-) diff --git a/build/Three.js b/build/Three.js index e717fedd..a82bfc74 100755 --- a/build/Three.js +++ b/build/Three.js @@ -48,7 +48,7 @@ c,d)}};THREE.Quaternion=function(b,c,d,f){this.set(b||0,c||0,d||0,f!==undefined? THREE.Quaternion.prototype={set:function(b,c,d,f){this.x=b;this.y=c;this.z=d;this.w=f;return this},setFromEuler:function(b){var c=0.5*Math.PI/360,d=b.x*c,f=b.y*c,g=b.z*c;b=Math.cos(f);f=Math.sin(f);c=Math.cos(-g);g=Math.sin(-g);var h=Math.cos(d);d=Math.sin(d);var j=b*c,k=f*g;this.w=j*h-k*d;this.x=j*d+k*h;this.y=f*c*h+b*g*d;this.z=b*g*h-f*c*d;return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*= -1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var b=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(b==0)this.w=this.z=this.y=this.x=0;else{b=1/b;this.x*=b;this.y*=b;this.z*=b;this.w*=b}return this},multiplySelf:function(b){var c=this.x,d=this.y,f=this.z,g=this.w,h=b.x,j=b.y,k=b.z;b=b.w;this.x=c*b+g*h+d*k-f*j;this.y=d*b+g*j+f*h-c*k;this.z=f*b+g*k+c*j-d*h;this.w=g*b-c*h-d*j-f*k;return this}, multiplyVector3:function(b,c){c||(c=b);var d=b.x,f=b.y,g=b.z,h=this.x,j=this.y,k=this.z,n=this.w,p=n*d+j*g-k*f,o=n*f+k*d-h*g,w=n*g+h*f-j*d;d=-h*d-j*f-k*g;c.x=p*n+d*-h+o*-k-w*-j;c.y=o*n+d*-j+w*-h-p*-k;c.z=w*n+d*-k+p*-j-o*-h;return c}}; -THREE.Quaternion.slerp=function(b,c,d,f){var g=b.w*c.w+b.x*c.x+b.y*c.y+b.z*c.z;if(Math.abs(g)>=1){d.w=b.w;d.x=b.x;d.y=b.y;d.z=b.z;return d}var h=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.0010){d.w=0.5*(b.w+c.w);d.x=0.5*(b.x+c.x);d.y=0.5*(b.y+c.y);d.z=0.5*(b.z+c.z);return d}g=Math.sin((1-f)*h)/j;f=Math.sin(f*h)/j;d.w=b.w*g+c.w*f;d.x=b.x*g+c.x*f;d.y=b.y*g+c.y*f;d.z=b.z*g+c.z*f;return d};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; +THREE.Quaternion.slerp=function(b,c,d,f){var g=b.w*c.w+b.x*c.x+b.y*c.y+b.z*c.z;if(Math.abs(g)>=1){d.w=b.w;d.x=b.x;d.y=b.y;d.z=b.z;return d}var h=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.001){d.w=0.5*(b.w+c.w);d.x=0.5*(b.x+c.x);d.y=0.5*(b.y+c.y);d.z=0.5*(b.z+c.z);return d}g=Math.sin((1-f)*h)/j;f=Math.sin(f*h)/j;d.w=b.w*g+c.w*f;d.x=b.x*g+c.x*f;d.y=b.y*g+c.y*f;d.z=b.z*g+c.z*f;return d};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; THREE.Face3=function(b,c,d,f,g,h){this.a=b;this.b=c;this.c=d;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=h instanceof Array?h:[h];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,c,d,f,g,h,j){this.a=b;this.b=c;this.c=d;this.d=f;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=h instanceof THREE.Color?h:new THREE.Color;this.vertexColors=h instanceof Array?h:[];this.vertexTangents=[];this.materials=j instanceof Array?j:[j];this.centroid=new THREE.Vector3};THREE.UV=function(b,c){this.set(b||0,c||0)}; THREE.UV.prototype={set:function(b,c){this.u=b;this.v=c;return this},copy:function(b){this.set(b.u,b.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; @@ -265,8 +265,8 @@ xa.darkness);e.bindBuffer(e.ARRAY_BUFFER,xa.vertexBuffer);e.vertexAttribPointer( I){e.disable(e.DEPTH_TEST);I=!1}J(z.blending);R(z.map,0);e.drawElements(e.TRIANGLES,6,e.UNSIGNED_SHORT,0)}}e.enable(e.CULL_FACE);e.enable(e.DEPTH_TEST);e.depthMask(X)}function G(m,C){var x,u,z=m.__webglLensFlares.length,K,M,E,P=new THREE.Vector3,F=ja/ia,N=ia*0.5,I=ja*0.5,Y=16/ja,U=[Y*F,Y],ya=[1,1,0],wa=[1,1],ra=fa.uniforms;x=fa.attributes;e.useProgram(fa.program);Ca=fa.program;ga="";e.uniform1i(ra.occlusionMap,0);e.uniform1i(ra.map,1);e.bindBuffer(e.ARRAY_BUFFER,fa.vertexBuffer);e.vertexAttribPointer(x.vertex, 2,e.FLOAT,!1,16,0);e.vertexAttribPointer(x.uv,2,e.FLOAT,!1,16,8);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,fa.elementBuffer);e.disable(e.CULL_FACE);e.depthMask(!1);e.activeTexture(e.TEXTURE0);e.bindTexture(e.TEXTURE_2D,fa.occlusionTexture);e.activeTexture(e.TEXTURE1);for(u=0;u0&&wa[0]0&&wa[1]0.0010&&E.scale>0.0010){ya[0]=E.x;ya[1]=E.y;ya[2]=E.z;Y=E.size*E.scale/ja;U[0]=Y*F;U[1]=Y;e.uniform3fv(ra.screenPosition,ya);e.uniform2fv(ra.scale, -U);e.uniform1f(ra.rotation,E.rotation);e.uniform1f(ra.opacity,E.opacity);J(E.blending);R(E.texture,1);e.drawElements(e.TRIANGLES,6,e.UNSIGNED_SHORT,0)}}}}e.enable(e.CULL_FACE);e.enable(e.DEPTH_TEST);e.depthMask(X)}function H(m,C){m._modelViewMatrix.multiplyToArray(C.matrixWorldInverse,m.matrixWorld,m._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(m._modelViewMatrix).transposeIntoArray(m._normalMatrixArray)}function L(m){var C,x,u,z,K;if(m instanceof THREE.Mesh){x=m.geometry;for(C in x.geometryGroups){u= +e.bindTexture(e.TEXTURE_2D,fa.tempTexture);e.drawElements(e.TRIANGLES,6,e.UNSIGNED_SHORT,0);x.positionScreen.x=ya[0];x.positionScreen.y=ya[1];x.positionScreen.z=ya[2];x.customUpdateCallback?x.customUpdateCallback(x):x.updateLensFlares();e.uniform1i(ra.renderType,2);e.enable(e.BLEND);K=0;for(M=x.lensFlares.length;K0.001&&E.scale>0.001){ya[0]=E.x;ya[1]=E.y;ya[2]=E.z;Y=E.size*E.scale/ja;U[0]=Y*F;U[1]=Y;e.uniform3fv(ra.screenPosition,ya);e.uniform2fv(ra.scale,U); +e.uniform1f(ra.rotation,E.rotation);e.uniform1f(ra.opacity,E.opacity);J(E.blending);R(E.texture,1);e.drawElements(e.TRIANGLES,6,e.UNSIGNED_SHORT,0)}}}}e.enable(e.CULL_FACE);e.enable(e.DEPTH_TEST);e.depthMask(X)}function H(m,C){m._modelViewMatrix.multiplyToArray(C.matrixWorldInverse,m.matrixWorld,m._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(m._modelViewMatrix).transposeIntoArray(m._normalMatrixArray)}function L(m){var C,x,u,z,K;if(m instanceof THREE.Mesh){x=m.geometry;for(C in x.geometryGroups){u= x.geometryGroups[C];K=!1;for(z in u.__webglCustomAttributes)if(u.__webglCustomAttributes[z].needsUpdate){K=!0;break}if(x.__dirtyVertices||x.__dirtyMorphTargets||x.__dirtyElements||x.__dirtyUvs||x.__dirtyNormals||x.__dirtyColors||x.__dirtyTangents||K){K=e.DYNAMIC_DRAW;var M=void 0,E=void 0,P=void 0,F=void 0;P=void 0;var N=void 0,I=void 0,Y=void 0,U=void 0,ya=void 0,wa=void 0,ra=void 0,Na=void 0,Sa=void 0,Ka=void 0,Ja=void 0,Ia=void 0,Wa=void 0;I=void 0;Y=void 0;F=void 0;U=void 0;F=void 0;var D=void 0, da=void 0;I=void 0;D=void 0;da=void 0;var t=void 0,bb=void 0;D=void 0;da=void 0;t=void 0;bb=void 0;D=void 0;da=void 0;t=void 0;bb=void 0;D=void 0;da=void 0;t=void 0;F=void 0;U=void 0;N=void 0;P=void 0;P=void 0;D=void 0;da=void 0;t=void 0;var eb=void 0,Ta=0,Qa=0,hb=0,gb=0,cb=0,fb=0,sa=0,Va=0,Pa=0,T=0,Xa=0;da=D=0;var La=u.__vertexArray,W=u.__uvArray,za=u.__uv2Array,na=u.__normalArray,aa=u.__tangentArray,Ba=u.__colorArray,qa=u.__skinVertexAArray,ha=u.__skinVertexBArray,Q=u.__skinIndexArray,Ea=u.__skinWeightArray, ib=u.__morphTargetsArrays,Ya=u.__webglCustomAttributes;t=void 0;var Za=u.__faceArray,db=u.__lineArray,jb=u.__needsSmoothNormals;wa=u.__vertexColorType;ya=u.__uvType;ra=u.__normalType;var Ua=m.geometry,sb=Ua.__dirtyVertices,tb=Ua.__dirtyElements,rb=Ua.__dirtyUvs,ub=Ua.__dirtyNormals,vb=Ua.__dirtyTangents,wb=Ua.__dirtyColors,xb=Ua.__dirtyMorphTargets,nb=Ua.vertices,yb=u.faces,Bb=Ua.faces,zb=Ua.faceVertexUvs[0],Ab=Ua.faceVertexUvs[1],ob=Ua.skinVerticesA,pb=Ua.skinVerticesB,qb=Ua.skinIndices,lb=Ua.skinWeights, @@ -304,26 +304,26 @@ null)}var C,x;if(m){C=m.__webglFramebuffer;x=m.width;m=m.height}else{C=null;x=ia default:return e.LINEAR}}function $(m){switch(m){case THREE.RepeatWrapping:return e.REPEAT;case THREE.ClampToEdgeWrapping:return e.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return e.MIRRORED_REPEAT;case THREE.NearestFilter:return e.NEAREST;case THREE.NearestMipMapNearestFilter:return e.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return e.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return e.LINEAR;case THREE.LinearMipMapNearestFilter:return e.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return e.LINEAR_MIPMAP_LINEAR; case THREE.ByteType:return e.BYTE;case THREE.UnsignedByteType:return e.UNSIGNED_BYTE;case THREE.ShortType:return e.SHORT;case THREE.UnsignedShortType:return e.UNSIGNED_SHORT;case THREE.IntType:return e.INT;case THREE.UnsignedShortType:return e.UNSIGNED_INT;case THREE.FloatType:return e.FLOAT;case THREE.AlphaFormat:return e.ALPHA;case THREE.RGBFormat:return e.RGB;case THREE.RGBAFormat:return e.RGBA;case THREE.LuminanceFormat:return e.LUMINANCE;case THREE.LuminanceAlphaFormat:return e.LUMINANCE_ALPHA}return 0} var e,ea=document.createElement("canvas"),Aa=[],Ca=null,Ha=null,X=!0,oa=this,pa=null,ta=null,ga=null,Z=null,la=0,Ga=0,ia=0,ja=0,ua=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],Ra=new THREE.Matrix4,$a=new Float32Array(16),ab=new Float32Array(16),Oa=new THREE.Vector4,S={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},ca=!0,ma=!0,Da=new THREE.Color(0),Ma=0;if(b){if(b.stencil!= -undefined)ca=b.stencil;if(b.antialias!==undefined)ma=b.antialias;b.clearColor!==undefined&&Da.setHex(b.clearColor);if(b.clearAlpha!==undefined)Ma=b.clearAlpha}this.maxMorphTargets=8;this.domElement=ea;this.autoClear=!0;this.sortObjects=!0;(function(m,C,x,u){try{if(!(e=ea.getContext("experimental-webgl",{antialias:m,stencil:u})))throw"Error creating WebGL context.";}catch(z){console.error(z)}e.clearColor(0,0,0,1);e.clearDepth(1);e.enable(e.DEPTH_TEST);e.depthFunc(e.LEQUAL);e.frontFace(e.CCW);e.cullFace(e.BACK); -e.enable(e.CULL_FACE);e.enable(e.BLEND);e.blendEquation(e.FUNC_ADD);e.blendFunc(e.SRC_ALPHA,e.ONE_MINUS_SRC_ALPHA);e.clearColor(C.r,C.g,C.b,x)})(ma,Da,Ma,ca);this.context=e;if(ca){var xa={};xa.vertices=new Float32Array(12);xa.faces=new Uint16Array(6);xa.darkness=0.5;xa.vertices[0]=-20;xa.vertices[1]=-20;xa.vertices[2]=-1;xa.vertices[3]=20;xa.vertices[4]=-20;xa.vertices[5]=-1;xa.vertices[6]=20;xa.vertices[7]=20;xa.vertices[8]=-1;xa.vertices[9]=-20;xa.vertices[10]=20;xa.vertices[11]=-1;xa.faces[0]= -0;xa.faces[1]=1;xa.faces[2]=2;xa.faces[3]=0;xa.faces[4]=2;xa.faces[5]=3;xa.vertexBuffer=e.createBuffer();xa.elementBuffer=e.createBuffer();e.bindBuffer(e.ARRAY_BUFFER,xa.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,xa.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,xa.elementBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,xa.faces,e.STATIC_DRAW);xa.program=e.createProgram();e.attachShader(xa.program,ka("fragment",THREE.ShaderLib.shadowPost.fragmentShader));e.attachShader(xa.program,ka("vertex", -THREE.ShaderLib.shadowPost.vertexShader));e.linkProgram(xa.program);xa.vertexLocation=e.getAttribLocation(xa.program,"position");xa.projectionLocation=e.getUniformLocation(xa.program,"projectionMatrix");xa.darknessLocation=e.getUniformLocation(xa.program,"darkness")}var fa={};fa.vertices=new Float32Array(16);fa.faces=new Uint16Array(6);b=0;fa.vertices[b++]=-1;fa.vertices[b++]=-1;fa.vertices[b++]=0;fa.vertices[b++]=0;fa.vertices[b++]=1;fa.vertices[b++]=-1;fa.vertices[b++]=1;fa.vertices[b++]=0;fa.vertices[b++]= -1;fa.vertices[b++]=1;fa.vertices[b++]=1;fa.vertices[b++]=1;fa.vertices[b++]=-1;fa.vertices[b++]=1;fa.vertices[b++]=0;fa.vertices[b++]=1;b=0;fa.faces[b++]=0;fa.faces[b++]=1;fa.faces[b++]=2;fa.faces[b++]=0;fa.faces[b++]=2;fa.faces[b++]=3;fa.vertexBuffer=e.createBuffer();fa.elementBuffer=e.createBuffer();fa.tempTexture=e.createTexture();fa.occlusionTexture=e.createTexture();e.bindBuffer(e.ARRAY_BUFFER,fa.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,fa.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER, -fa.elementBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,fa.faces,e.STATIC_DRAW);e.bindTexture(e.TEXTURE_2D,fa.tempTexture);e.texImage2D(e.TEXTURE_2D,0,e.RGB,16,16,0,e.RGB,e.UNSIGNED_BYTE,null);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST);e.bindTexture(e.TEXTURE_2D,fa.occlusionTexture);e.texImage2D(e.TEXTURE_2D, -0,e.RGBA,16,16,0,e.RGBA,e.UNSIGNED_BYTE,null);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST);if(e.getParameter(e.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0){fa.hasVertexTexture=!1;fa.program=e.createProgram();e.attachShader(fa.program,ka("fragment",THREE.ShaderLib.lensFlare.fragmentShader));e.attachShader(fa.program, -ka("vertex",THREE.ShaderLib.lensFlare.vertexShader))}else{fa.hasVertexTexture=!0;fa.program=e.createProgram();e.attachShader(fa.program,ka("fragment",THREE.ShaderLib.lensFlareVertexTexture.fragmentShader));e.attachShader(fa.program,ka("vertex",THREE.ShaderLib.lensFlareVertexTexture.vertexShader))}e.linkProgram(fa.program);fa.attributes={};fa.uniforms={};fa.attributes.vertex=e.getAttribLocation(fa.program,"position");fa.attributes.uv=e.getAttribLocation(fa.program,"UV");fa.uniforms.renderType=e.getUniformLocation(fa.program, -"renderType");fa.uniforms.map=e.getUniformLocation(fa.program,"map");fa.uniforms.occlusionMap=e.getUniformLocation(fa.program,"occlusionMap");fa.uniforms.opacity=e.getUniformLocation(fa.program,"opacity");fa.uniforms.scale=e.getUniformLocation(fa.program,"scale");fa.uniforms.rotation=e.getUniformLocation(fa.program,"rotation");fa.uniforms.screenPosition=e.getUniformLocation(fa.program,"screenPosition");e.enableVertexAttribArray(fa.attributes.vertex);e.enableVertexAttribArray(fa.attributes.uv);_sprite= -{};_sprite.vertices=new Float32Array(16);_sprite.faces=new Uint16Array(6);b=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;b=0;_sprite.faces[b++]=0;_sprite.faces[b++]= -1;_sprite.faces[b++]=2;_sprite.faces[b++]=0;_sprite.faces[b++]=2;_sprite.faces[b++]=3;_sprite.vertexBuffer=e.createBuffer();_sprite.elementBuffer=e.createBuffer();e.bindBuffer(e.ARRAY_BUFFER,_sprite.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,_sprite.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,_sprite.elementBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,_sprite.faces,e.STATIC_DRAW);_sprite.program=e.createProgram();e.attachShader(_sprite.program,ka("fragment",THREE.ShaderLib.sprite.fragmentShader)); -e.attachShader(_sprite.program,ka("vertex",THREE.ShaderLib.sprite.vertexShader));e.linkProgram(_sprite.program);_sprite.attributes={};_sprite.uniforms={};_sprite.attributes.position=e.getAttribLocation(_sprite.program,"position");_sprite.attributes.uv=e.getAttribLocation(_sprite.program,"uv");_sprite.uniforms.uvOffset=e.getUniformLocation(_sprite.program,"uvOffset");_sprite.uniforms.uvScale=e.getUniformLocation(_sprite.program,"uvScale");_sprite.uniforms.rotation=e.getUniformLocation(_sprite.program, -"rotation");_sprite.uniforms.scale=e.getUniformLocation(_sprite.program,"scale");_sprite.uniforms.alignment=e.getUniformLocation(_sprite.program,"alignment");_sprite.uniforms.map=e.getUniformLocation(_sprite.program,"map");_sprite.uniforms.opacity=e.getUniformLocation(_sprite.program,"opacity");_sprite.uniforms.useScreenCoordinates=e.getUniformLocation(_sprite.program,"useScreenCoordinates");_sprite.uniforms.affectedByDistance=e.getUniformLocation(_sprite.program,"affectedByDistance");_sprite.uniforms.screenPosition= -e.getUniformLocation(_sprite.program,"screenPosition");_sprite.uniforms.modelViewMatrix=e.getUniformLocation(_sprite.program,"modelViewMatrix");_sprite.uniforms.projectionMatrix=e.getUniformLocation(_sprite.program,"projectionMatrix");e.enableVertexAttribArray(_sprite.attributes.position);e.enableVertexAttribArray(_sprite.attributes.uv);this.setSize=function(m,C){ea.width=m;ea.height=C;this.setViewport(0,0,ea.width,ea.height)};this.setViewport=function(m,C,x,u){la=m;Ga=C;ia=x;ja=u;e.viewport(la,Ga, -ia,ja)};this.setScissor=function(m,C,x,u){e.scissor(m,C,x,u)};this.enableScissorTest=function(m){m?e.enable(e.SCISSOR_TEST):e.disable(e.SCISSOR_TEST)};this.enableDepthBufferWrite=function(m){X=m;e.depthMask(m)};this.setClearColorHex=function(m,C){var x=new THREE.Color(m);e.clearColor(x.r,x.g,x.b,C)};this.setClearColor=function(m,C){e.clearColor(m.r,m.g,m.b,C)};this.clear=function(){e.clear(e.COLOR_BUFFER_BIT|e.DEPTH_BUFFER_BIT|e.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(m){xa.darkness= -m};this.initMaterial=function(m,C,x,u){var z,K,M;if(m instanceof THREE.MeshDepthMaterial)M="depth";else if(m instanceof THREE.ShadowVolumeDynamicMaterial)M="shadowVolumeDynamic";else if(m instanceof THREE.MeshNormalMaterial)M="normal";else if(m instanceof THREE.MeshBasicMaterial)M="basic";else if(m instanceof THREE.MeshLambertMaterial)M="lambert";else if(m instanceof THREE.MeshPhongMaterial)M="phong";else if(m instanceof THREE.LineBasicMaterial)M="basic";else m instanceof THREE.ParticleBasicMaterial&& -(M="particle_basic");if(M){var E=THREE.ShaderLib[M];m.uniforms=Uniforms.clone(E.uniforms);m.vertexShader=E.vertexShader;m.fragmentShader=E.fragmentShader}var P,F,N;P=N=E=0;for(F=C.length;P0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+x.maxDirLights, -"#define MAX_POINT_LIGHTS "+x.maxPointLights,"#define MAX_BONES "+x.maxBones,x.map?"#define USE_MAP":"",x.envMap?"#define USE_ENVMAP":"",x.lightMap?"#define USE_LIGHTMAP":"",x.vertexColors?"#define USE_COLOR":"",x.skinning?"#define USE_SKINNING":"",x.morphTargets?"#define USE_MORPHTARGETS":"",x.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"); +undefined)ca=b.stencil;if(b.antialias!==undefined)ma=b.antialias;b.clearColor!==undefined&&Da.setHex(b.clearColor);if(b.clearAlpha!==undefined)Ma=b.clearAlpha}this.maxMorphTargets=8;this.domElement=ea;this.autoClear=!0;this.sortObjects=!0;(function(m,C,x,u){try{if(!(e=ea.getContext("experimental-webgl",{antialias:m,stencil:u})))throw"Error creating WebGL context.";}catch(z){console.error(z)}console.log(navigator.userAgent+" | "+e.getParameter(e.VERSION)+" | "+e.getParameter(e.VENDOR)+" | "+e.getParameter(e.RENDERER)+ +" | "+e.getParameter(e.SHADING_LANGUAGE_VERSION));e.clearColor(0,0,0,1);e.clearDepth(1);e.enable(e.DEPTH_TEST);e.depthFunc(e.LEQUAL);e.frontFace(e.CCW);e.cullFace(e.BACK);e.enable(e.CULL_FACE);e.enable(e.BLEND);e.blendEquation(e.FUNC_ADD);e.blendFunc(e.SRC_ALPHA,e.ONE_MINUS_SRC_ALPHA);e.clearColor(C.r,C.g,C.b,x)})(ma,Da,Ma,ca);this.context=e;if(ca){var xa={};xa.vertices=new Float32Array(12);xa.faces=new Uint16Array(6);xa.darkness=0.5;xa.vertices[0]=-20;xa.vertices[1]=-20;xa.vertices[2]=-1;xa.vertices[3]= +20;xa.vertices[4]=-20;xa.vertices[5]=-1;xa.vertices[6]=20;xa.vertices[7]=20;xa.vertices[8]=-1;xa.vertices[9]=-20;xa.vertices[10]=20;xa.vertices[11]=-1;xa.faces[0]=0;xa.faces[1]=1;xa.faces[2]=2;xa.faces[3]=0;xa.faces[4]=2;xa.faces[5]=3;xa.vertexBuffer=e.createBuffer();xa.elementBuffer=e.createBuffer();e.bindBuffer(e.ARRAY_BUFFER,xa.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,xa.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,xa.elementBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,xa.faces, +e.STATIC_DRAW);xa.program=e.createProgram();e.attachShader(xa.program,ka("fragment",THREE.ShaderLib.shadowPost.fragmentShader));e.attachShader(xa.program,ka("vertex",THREE.ShaderLib.shadowPost.vertexShader));e.linkProgram(xa.program);xa.vertexLocation=e.getAttribLocation(xa.program,"position");xa.projectionLocation=e.getUniformLocation(xa.program,"projectionMatrix");xa.darknessLocation=e.getUniformLocation(xa.program,"darkness")}var fa={};fa.vertices=new Float32Array(16);fa.faces=new Uint16Array(6); +b=0;fa.vertices[b++]=-1;fa.vertices[b++]=-1;fa.vertices[b++]=0;fa.vertices[b++]=0;fa.vertices[b++]=1;fa.vertices[b++]=-1;fa.vertices[b++]=1;fa.vertices[b++]=0;fa.vertices[b++]=1;fa.vertices[b++]=1;fa.vertices[b++]=1;fa.vertices[b++]=1;fa.vertices[b++]=-1;fa.vertices[b++]=1;fa.vertices[b++]=0;fa.vertices[b++]=1;b=0;fa.faces[b++]=0;fa.faces[b++]=1;fa.faces[b++]=2;fa.faces[b++]=0;fa.faces[b++]=2;fa.faces[b++]=3;fa.vertexBuffer=e.createBuffer();fa.elementBuffer=e.createBuffer();fa.tempTexture=e.createTexture(); +fa.occlusionTexture=e.createTexture();e.bindBuffer(e.ARRAY_BUFFER,fa.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,fa.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,fa.elementBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,fa.faces,e.STATIC_DRAW);e.bindTexture(e.TEXTURE_2D,fa.tempTexture);e.texImage2D(e.TEXTURE_2D,0,e.RGB,16,16,0,e.RGB,e.UNSIGNED_BYTE,null);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D, +e.TEXTURE_MAG_FILTER,e.NEAREST);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST);e.bindTexture(e.TEXTURE_2D,fa.occlusionTexture);e.texImage2D(e.TEXTURE_2D,0,e.RGBA,16,16,0,e.RGBA,e.UNSIGNED_BYTE,null);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST);if(e.getParameter(e.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<= +0){fa.hasVertexTexture=!1;fa.program=e.createProgram();e.attachShader(fa.program,ka("fragment",THREE.ShaderLib.lensFlare.fragmentShader));e.attachShader(fa.program,ka("vertex",THREE.ShaderLib.lensFlare.vertexShader))}else{fa.hasVertexTexture=!0;fa.program=e.createProgram();e.attachShader(fa.program,ka("fragment",THREE.ShaderLib.lensFlareVertexTexture.fragmentShader));e.attachShader(fa.program,ka("vertex",THREE.ShaderLib.lensFlareVertexTexture.vertexShader))}e.linkProgram(fa.program);fa.attributes= +{};fa.uniforms={};fa.attributes.vertex=e.getAttribLocation(fa.program,"position");fa.attributes.uv=e.getAttribLocation(fa.program,"UV");fa.uniforms.renderType=e.getUniformLocation(fa.program,"renderType");fa.uniforms.map=e.getUniformLocation(fa.program,"map");fa.uniforms.occlusionMap=e.getUniformLocation(fa.program,"occlusionMap");fa.uniforms.opacity=e.getUniformLocation(fa.program,"opacity");fa.uniforms.scale=e.getUniformLocation(fa.program,"scale");fa.uniforms.rotation=e.getUniformLocation(fa.program, +"rotation");fa.uniforms.screenPosition=e.getUniformLocation(fa.program,"screenPosition");e.enableVertexAttribArray(fa.attributes.vertex);e.enableVertexAttribArray(fa.attributes.uv);_sprite={};_sprite.vertices=new Float32Array(16);_sprite.faces=new Uint16Array(6);b=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]= +1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;b=0;_sprite.faces[b++]=0;_sprite.faces[b++]=1;_sprite.faces[b++]=2;_sprite.faces[b++]=0;_sprite.faces[b++]=2;_sprite.faces[b++]=3;_sprite.vertexBuffer=e.createBuffer();_sprite.elementBuffer=e.createBuffer();e.bindBuffer(e.ARRAY_BUFFER,_sprite.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,_sprite.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,_sprite.elementBuffer); +e.bufferData(e.ELEMENT_ARRAY_BUFFER,_sprite.faces,e.STATIC_DRAW);_sprite.program=e.createProgram();e.attachShader(_sprite.program,ka("fragment",THREE.ShaderLib.sprite.fragmentShader));e.attachShader(_sprite.program,ka("vertex",THREE.ShaderLib.sprite.vertexShader));e.linkProgram(_sprite.program);_sprite.attributes={};_sprite.uniforms={};_sprite.attributes.position=e.getAttribLocation(_sprite.program,"position");_sprite.attributes.uv=e.getAttribLocation(_sprite.program,"uv");_sprite.uniforms.uvOffset= +e.getUniformLocation(_sprite.program,"uvOffset");_sprite.uniforms.uvScale=e.getUniformLocation(_sprite.program,"uvScale");_sprite.uniforms.rotation=e.getUniformLocation(_sprite.program,"rotation");_sprite.uniforms.scale=e.getUniformLocation(_sprite.program,"scale");_sprite.uniforms.alignment=e.getUniformLocation(_sprite.program,"alignment");_sprite.uniforms.map=e.getUniformLocation(_sprite.program,"map");_sprite.uniforms.opacity=e.getUniformLocation(_sprite.program,"opacity");_sprite.uniforms.useScreenCoordinates= +e.getUniformLocation(_sprite.program,"useScreenCoordinates");_sprite.uniforms.affectedByDistance=e.getUniformLocation(_sprite.program,"affectedByDistance");_sprite.uniforms.screenPosition=e.getUniformLocation(_sprite.program,"screenPosition");_sprite.uniforms.modelViewMatrix=e.getUniformLocation(_sprite.program,"modelViewMatrix");_sprite.uniforms.projectionMatrix=e.getUniformLocation(_sprite.program,"projectionMatrix");e.enableVertexAttribArray(_sprite.attributes.position);e.enableVertexAttribArray(_sprite.attributes.uv); +this.setSize=function(m,C){ea.width=m;ea.height=C;this.setViewport(0,0,ea.width,ea.height)};this.setViewport=function(m,C,x,u){la=m;Ga=C;ia=x;ja=u;e.viewport(la,Ga,ia,ja)};this.setScissor=function(m,C,x,u){e.scissor(m,C,x,u)};this.enableScissorTest=function(m){m?e.enable(e.SCISSOR_TEST):e.disable(e.SCISSOR_TEST)};this.enableDepthBufferWrite=function(m){X=m;e.depthMask(m)};this.setClearColorHex=function(m,C){var x=new THREE.Color(m);e.clearColor(x.r,x.g,x.b,C)};this.setClearColor=function(m,C){e.clearColor(m.r, +m.g,m.b,C)};this.clear=function(){e.clear(e.COLOR_BUFFER_BIT|e.DEPTH_BUFFER_BIT|e.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(m){xa.darkness=m};this.initMaterial=function(m,C,x,u){var z,K,M;if(m instanceof THREE.MeshDepthMaterial)M="depth";else if(m instanceof THREE.ShadowVolumeDynamicMaterial)M="shadowVolumeDynamic";else if(m instanceof THREE.MeshNormalMaterial)M="normal";else if(m instanceof THREE.MeshBasicMaterial)M="basic";else if(m instanceof THREE.MeshLambertMaterial)M="lambert"; +else if(m instanceof THREE.MeshPhongMaterial)M="phong";else if(m instanceof THREE.LineBasicMaterial)M="basic";else m instanceof THREE.ParticleBasicMaterial&&(M="particle_basic");if(M){var E=THREE.ShaderLib[M];m.uniforms=Uniforms.clone(E.uniforms);m.vertexShader=E.vertexShader;m.fragmentShader=E.fragmentShader}var P,F,N;P=N=E=0;for(F=C.length;P0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+x.maxDirLights,"#define MAX_POINT_LIGHTS "+x.maxPointLights,"#define MAX_BONES "+x.maxBones,x.map?"#define USE_MAP":"",x.envMap?"#define USE_ENVMAP":"",x.lightMap?"#define USE_LIGHTMAP":"",x.vertexColors?"#define USE_COLOR":"",x.skinning?"#define USE_SKINNING":"",x.morphTargets?"#define USE_MORPHTARGETS":"",x.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"); e.attachShader(Y,ka("fragment",prefix_fragment+P));e.attachShader(Y,ka("vertex",prefix_vertex+F));e.linkProgram(Y);e.getProgramParameter(Y,e.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+e.getProgramParameter(Y,e.VALIDATE_STATUS)+", gl error ["+e.getError()+"]");Y.uniforms={};Y.attributes={};var U;P=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(U in E)P.push(U); U=P;E=0;for(P=U.length;E=0&&e.enableVertexAttribArray(I.color);I.normal>= 0&&e.enableVertexAttribArray(I.normal);I.tangent>=0&&e.enableVertexAttribArray(I.tangent);if(m.skinning&&I.skinVertexA>=0&&I.skinVertexB>=0&&I.skinIndex>=0&&I.skinWeight>=0){e.enableVertexAttribArray(I.skinVertexA);e.enableVertexAttribArray(I.skinVertexB);e.enableVertexAttribArray(I.skinIndex);e.enableVertexAttribArray(I.skinWeight)}for(z in m.attributes)I[z]>=0&&e.enableVertexAttribArray(I[z]);if(m.morphTargets){m.numSupportedMorphTargets=0;if(I.morphTarget0>=0){e.enableVertexAttribArray(I.morphTarget0); @@ -382,7 +382,7 @@ value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.00195 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:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform float time;\nuniform bool grayscale;\nuniform float nIntensity;\nuniform float sIntensity;\nuniform float sCount;\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}"}, 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:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform float opacity;\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,d,f,g,h=2*Math.ceil(b*3)+1;h>25&&(h=25);g=(h-1)*0.5;d=Array(h);for(c=f=0;c=0?y:y+g;y=this.verticalAngleMap.srcRange;v=this.verticalAngleMap.dstRange; @@ -410,7 +410,7 @@ THREE.Face4&&c.push(new THREE.UV(0.5+Math.atan2(w.position.x,w.position.y)/p,0.5 var Icosahedron=function(b){function c(w,y,v){var B=Math.sqrt(w*w+y*y+v*v);return g.vertices.push(new THREE.Vertex(new THREE.Vector3(w/B,y/B,v/B)))-1}function d(w,y,v,B){B.faces.push(new THREE.Face3(w,y,v))}function f(w,y){var v=g.vertices[w].position,B=g.vertices[y].position;return c((v.x+B.x)/2,(v.y+B.y)/2,(v.z+B.z)/2)}var g=this,h=new THREE.Geometry,j;this.subdivisions=b||0;THREE.Geometry.call(this);b=(1+Math.sqrt(5))/2;c(-1,b,0);c(1,b,0);c(-1,-b,0);c(1,-b,0);c(0,-1,b);c(0,1,b);c(0,-1,-b);c(0, 1,-b);c(b,0,-1);c(b,0,1);c(-b,0,-1);c(-b,0,1);d(0,11,5,h);d(0,5,1,h);d(0,1,7,h);d(0,7,10,h);d(0,10,11,h);d(1,5,9,h);d(5,11,4,h);d(11,10,2,h);d(10,7,6,h);d(7,1,8,h);d(3,9,4,h);d(3,4,2,h);d(3,2,6,h);d(3,6,8,h);d(3,8,9,h);d(4,9,5,h);d(2,4,11,h);d(6,2,10,h);d(8,6,7,h);d(9,8,1,h);for(b=0;b=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(d),f=Math.sqrt(1-d*d);if(Math.abs(f)<0.0010){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}d=Math.sin((1-e)*g)/f;e=Math.sin(e*g)/f;c.w=a.w*d+b.w*e;c.x=a.x*d+b.x*e;c.y=a.y*d+b.y*e;c.z=a.z*d+b.z*e;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; +THREE.Quaternion.slerp=function(a,b,c,e){var d=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(d)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(d),f=Math.sqrt(1-d*d);if(Math.abs(f)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}d=Math.sin((1-e)*g)/f;e=Math.sin(e*g)/f;c.w=a.w*d+b.w*e;c.x=a.x*d+b.x*e;c.y=a.y*d+b.y*e;c.z=a.z*d+b.z*e;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; THREE.Face3=function(a,b,c,e,d,g){this.a=a;this.b=b;this.c=c;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=d instanceof THREE.Color?d:new THREE.Color;this.vertexColors=d instanceof Array?d:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,e,d,g,f){this.a=a;this.b=b;this.c=c;this.d=e;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=f instanceof Array?f:[f];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.set(a||0,b||0)}; THREE.UV.prototype={set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.set(a.u,a.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; diff --git a/build/custom/ThreeDOM.js b/build/custom/ThreeDOM.js index a0670158..c59f18dd 100644 --- a/build/custom/ThreeDOM.js +++ b/build/custom/ThreeDOM.js @@ -48,7 +48,7 @@ b,c)}};THREE.Quaternion=function(a,b,c,e){this.set(a||0,b||0,c||0,e!==undefined? THREE.Quaternion.prototype={set:function(a,b,c,e){this.x=a;this.y=b;this.z=c;this.w=e;return this},setFromEuler:function(a){var b=0.5*Math.PI/360,c=a.x*b,e=a.y*b,d=a.z*b;a=Math.cos(e);e=Math.sin(e);b=Math.cos(-d);d=Math.sin(-d);var g=Math.cos(c);c=Math.sin(c);var f=a*b,i=e*d;this.w=f*g-i*c;this.x=f*c+i*g;this.y=e*b*g+a*d*c;this.z=a*d*g-e*b*c;return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*= -1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a==0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x*=a;this.y*=a;this.z*=a;this.w*=a}return this},multiplySelf:function(a){var b=this.x,c=this.y,e=this.z,d=this.w,g=a.x,f=a.y,i=a.z;a=a.w;this.x=b*a+d*g+c*i-e*f;this.y=c*a+d*f+e*g-b*i;this.z=e*a+d*i+b*f-c*g;this.w=d*a-b*g-c*f-e*i;return this}, multiplyVector3:function(a,b){b||(b=a);var c=a.x,e=a.y,d=a.z,g=this.x,f=this.y,i=this.z,h=this.w,j=h*c+f*d-i*e,l=h*e+i*c-g*d,m=h*d+g*e-f*c;c=-g*c-f*e-i*d;b.x=j*h+c*-g+l*-i-m*-f;b.y=l*h+c*-f+m*-g-j*-i;b.z=m*h+c*-i+j*-f-l*-g;return b}}; -THREE.Quaternion.slerp=function(a,b,c,e){var d=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(d)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(d),f=Math.sqrt(1-d*d);if(Math.abs(f)<0.0010){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}d=Math.sin((1-e)*g)/f;e=Math.sin(e*g)/f;c.w=a.w*d+b.w*e;c.x=a.x*d+b.x*e;c.y=a.y*d+b.y*e;c.z=a.z*d+b.z*e;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; +THREE.Quaternion.slerp=function(a,b,c,e){var d=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(d)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(d),f=Math.sqrt(1-d*d);if(Math.abs(f)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}d=Math.sin((1-e)*g)/f;e=Math.sin(e*g)/f;c.w=a.w*d+b.w*e;c.x=a.x*d+b.x*e;c.y=a.y*d+b.y*e;c.z=a.z*d+b.z*e;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; THREE.Face3=function(a,b,c,e,d,g){this.a=a;this.b=b;this.c=c;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=d instanceof THREE.Color?d:new THREE.Color;this.vertexColors=d instanceof Array?d:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,e,d,g,f){this.a=a;this.b=b;this.c=c;this.d=e;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=f instanceof Array?f:[f];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.set(a||0,b||0)}; THREE.UV.prototype={set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.set(a.u,a.v);return this}}; diff --git a/build/custom/ThreeExtras.js b/build/custom/ThreeExtras.js index a77b3827..e023859e 100644 --- a/build/custom/ThreeExtras.js +++ b/build/custom/ThreeExtras.js @@ -15,7 +15,7 @@ value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.00195 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:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform float time;\nuniform bool grayscale;\nuniform float nIntensity;\nuniform float sIntensity;\nuniform float sCount;\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}"}, 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:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform float opacity;\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 f,b,e,c,d=2*Math.ceil(a*3)+1;d>25&&(d=25);c=(d-1)*0.5;b=Array(d);for(f=e=0;f=0?p:p+c;p=this.verticalAngleMap.srcRange;t=this.verticalAngleMap.dstRange; @@ -43,7 +43,7 @@ THREE.Face4&&f.push(new THREE.UV(0.5+Math.atan2(n.position.x,n.position.y)/m,0.5 var Icosahedron=function(a){function f(n,p,t){var w=Math.sqrt(n*n+p*p+t*t);return c.vertices.push(new THREE.Vertex(new THREE.Vector3(n/w,p/w,t/w)))-1}function b(n,p,t,w){w.faces.push(new THREE.Face3(n,p,t))}function e(n,p){var t=c.vertices[n].position,w=c.vertices[p].position;return f((t.x+w.x)/2,(t.y+w.y)/2,(t.z+w.z)/2)}var c=this,d=new THREE.Geometry,g;this.subdivisions=a||0;THREE.Geometry.call(this);a=(1+Math.sqrt(5))/2;f(-1,a,0);f(1,a,0);f(-1,-a,0);f(1,-a,0);f(0,-1,a);f(0,1,a);f(0,-1,-a);f(0, 1,-a);f(a,0,-1);f(a,0,1);f(-a,0,-1);f(-a,0,1);b(0,11,5,d);b(0,5,1,d);b(0,1,7,d);b(0,7,10,d);b(0,10,11,d);b(1,5,9,d);b(5,11,4,d);b(11,10,2,d);b(10,7,6,d);b(7,1,8,d);b(3,9,4,d);b(3,4,2,d);b(3,2,6,d);b(3,6,8,d);b(3,8,9,d);b(4,9,5,d);b(2,4,11,d);b(6,2,10,d);b(8,6,7,d);b(9,8,1,d);for(a=0;a=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(d),f=Math.sqrt(1-d*d);if(Math.abs(f)<0.0010){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}d=Math.sin((1-e)*g)/f;e=Math.sin(e*g)/f;c.w=a.w*d+b.w*e;c.x=a.x*d+b.x*e;c.y=a.y*d+b.y*e;c.z=a.z*d+b.z*e;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; +THREE.Quaternion.slerp=function(a,b,c,e){var d=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(d)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(d),f=Math.sqrt(1-d*d);if(Math.abs(f)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}d=Math.sin((1-e)*g)/f;e=Math.sin(e*g)/f;c.w=a.w*d+b.w*e;c.x=a.x*d+b.x*e;c.y=a.y*d+b.y*e;c.z=a.z*d+b.z*e;return c};THREE.Vertex=function(a){this.position=a||new THREE.Vector3}; THREE.Face3=function(a,b,c,e,d,g){this.a=a;this.b=b;this.c=c;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=d instanceof THREE.Color?d:new THREE.Color;this.vertexColors=d instanceof Array?d:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,e,d,g,f){this.a=a;this.b=b;this.c=c;this.d=e;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=f instanceof Array?f:[f];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.set(a||0,b||0)}; THREE.UV.prototype={set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.set(a.u,a.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; diff --git a/build/custom/ThreeWebGL.js b/build/custom/ThreeWebGL.js index d41d184b..5a77cc63 100644 --- a/build/custom/ThreeWebGL.js +++ b/build/custom/ThreeWebGL.js @@ -48,7 +48,7 @@ d,e)}};THREE.Quaternion=function(b,d,e,h){this.set(b||0,d||0,e||0,h!==undefined? THREE.Quaternion.prototype={set:function(b,d,e,h){this.x=b;this.y=d;this.z=e;this.w=h;return this},setFromEuler:function(b){var d=0.5*Math.PI/360,e=b.x*d,h=b.y*d,g=b.z*d;b=Math.cos(h);h=Math.sin(h);d=Math.cos(-g);g=Math.sin(-g);var m=Math.cos(e);e=Math.sin(e);var j=b*d,p=h*g;this.w=j*m-p*e;this.x=j*e+p*m;this.y=h*d*m+b*g*e;this.z=b*g*m-h*d*e;return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*= -1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var b=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(b==0)this.w=this.z=this.y=this.x=0;else{b=1/b;this.x*=b;this.y*=b;this.z*=b;this.w*=b}return this},multiplySelf:function(b){var d=this.x,e=this.y,h=this.z,g=this.w,m=b.x,j=b.y,p=b.z;b=b.w;this.x=d*b+g*m+e*p-h*j;this.y=e*b+g*j+h*m-d*p;this.z=h*b+g*p+d*j-e*m;this.w=g*b-d*m-e*j-h*p;return this}, multiplyVector3:function(b,d){d||(d=b);var e=b.x,h=b.y,g=b.z,m=this.x,j=this.y,p=this.z,q=this.w,v=q*e+j*g-p*h,E=q*h+p*e-m*g,G=q*g+m*h-j*e;e=-m*e-j*h-p*g;d.x=v*q+e*-m+E*-p-G*-j;d.y=E*q+e*-j+G*-m-v*-p;d.z=G*q+e*-p+v*-j-E*-m;return d}}; -THREE.Quaternion.slerp=function(b,d,e,h){var g=b.w*d.w+b.x*d.x+b.y*d.y+b.z*d.z;if(Math.abs(g)>=1){e.w=b.w;e.x=b.x;e.y=b.y;e.z=b.z;return e}var m=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.0010){e.w=0.5*(b.w+d.w);e.x=0.5*(b.x+d.x);e.y=0.5*(b.y+d.y);e.z=0.5*(b.z+d.z);return e}g=Math.sin((1-h)*m)/j;h=Math.sin(h*m)/j;e.w=b.w*g+d.w*h;e.x=b.x*g+d.x*h;e.y=b.y*g+d.y*h;e.z=b.z*g+d.z*h;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; +THREE.Quaternion.slerp=function(b,d,e,h){var g=b.w*d.w+b.x*d.x+b.y*d.y+b.z*d.z;if(Math.abs(g)>=1){e.w=b.w;e.x=b.x;e.y=b.y;e.z=b.z;return e}var m=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.001){e.w=0.5*(b.w+d.w);e.x=0.5*(b.x+d.x);e.y=0.5*(b.y+d.y);e.z=0.5*(b.z+d.z);return e}g=Math.sin((1-h)*m)/j;h=Math.sin(h*m)/j;e.w=b.w*g+d.w*h;e.x=b.x*g+d.x*h;e.y=b.y*g+d.y*h;e.z=b.z*g+d.z*h;return e};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; THREE.Face3=function(b,d,e,h,g,m){this.a=b;this.b=d;this.c=e;this.normal=h instanceof THREE.Vector3?h:new THREE.Vector3;this.vertexNormals=h instanceof Array?h:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=m instanceof Array?m:[m];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,d,e,h,g,m,j){this.a=b;this.b=d;this.c=e;this.d=h;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=m instanceof THREE.Color?m:new THREE.Color;this.vertexColors=m instanceof Array?m:[];this.vertexTangents=[];this.materials=j instanceof Array?j:[j];this.centroid=new THREE.Vector3};THREE.UV=function(b,d){this.set(b||0,d||0)}; THREE.UV.prototype={set:function(b,d){this.u=b;this.v=d;return this},copy:function(b){this.set(b.u,b.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; @@ -207,34 +207,34 @@ c.KEEP,c.INCR,c.KEEP);c.stencilOpSeparate(c.FRONT,c.KEEP,c.DECR,c.KEEP);var s,n= u;c.uniformMatrix4fv(A.projectionMatrix,!1,Ua);c.uniformMatrix4fv(A.viewMatrix,!1,Ya);c.uniform3fv(A.directionalLightDirection,w)}k.matrixWorld.flattenToArray(k._objectMatrixArray);c.uniformMatrix4fv(A.objectMatrix,!1,k._objectMatrixArray);c.bindBuffer(c.ARRAY_BUFFER,x.__webglVertexBuffer);c.vertexAttribPointer(t.position,3,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER,x.__webglNormalBuffer);c.vertexAttribPointer(t.normal,3,c.FLOAT,!1,0,0);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,x.__webglFaceBuffer);c.cullFace(c.FRONT); c.drawElements(c.TRIANGLES,x.__webglFaceCount,c.UNSIGNED_SHORT,0);c.cullFace(c.BACK);c.drawElements(c.TRIANGLES,x.__webglFaceCount,c.UNSIGNED_SHORT,0)}}}c.disable(c.POLYGON_OFFSET_FILL);c.colorMask(!0,!0,!0,!0);c.stencilFunc(c.NOTEQUAL,0,255);c.stencilOp(c.KEEP,c.KEEP,c.KEEP);c.disable(c.DEPTH_TEST);ga="";ra=U.program;c.useProgram(U.program);c.uniformMatrix4fv(U.projectionLocation,!1,Ua);c.uniform1f(U.darknessLocation,U.darkness);c.bindBuffer(c.ARRAY_BUFFER,U.vertexBuffer);c.vertexAttribPointer(U.vertexLocation, 3,c.FLOAT,!1,0,0);c.enableVertexAttribArray(U.vertexLocation);c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA);c.blendEquation(c.FUNC_ADD);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,U.elementBuffer);c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0);c.disable(c.STENCIL_TEST);c.enable(c.DEPTH_TEST);c.depthMask(ta)}function L(f,s){var n,k,o;n=_sprite.attributes;var w=_sprite.uniforms,x=za/ya,u,A=[],t=ya*0.5,y=za*0.5,z=!0;c.useProgram(_sprite.program);ra=_sprite.program;ga="";c.disable(c.CULL_FACE);c.enable(c.BLEND); -c.bindBuffer(c.ARRAY_BUFFER,_sprite.vertexBuffer);c.vertexAttribPointer(n.position,2,c.FLOAT,!1,16,0);c.vertexAttribPointer(n.uv,2,c.FLOAT,!1,16,8);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,_sprite.elementBuffer);c.uniformMatrix4fv(w.projectionMatrix,!1,Ua);c.activeTexture(c.TEXTURE0);c.uniform1i(w.map,0);n=0;for(k=f.__webglSprites.length;n0&&W[0] -0&&W[1]0.0010&&u.scale>0.0010){N[0]=u.x;N[1]=u.y;N[2]=u.z;D=u.size*u.scale/za;B[0]=D*t;B[1]=D;c.uniform3fv(O.screenPosition,N);c.uniform2fv(O.scale,B);c.uniform1f(O.rotation,u.rotation);c.uniform1f(O.opacity,u.opacity);oa(u.blending); -K(u.texture,1);c.drawElements(c.TRIANGLES,6,c.UNSIGNED_SHORT,0)}}}}c.enable(c.CULL_FACE);c.enable(c.DEPTH_TEST);c.depthMask(ta)}function V(f,s){f._modelViewMatrix.multiplyToArray(s.matrixWorldInverse,f.matrixWorld,f._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(f._modelViewMatrix).transposeIntoArray(f._normalMatrixArray)}function P(f){var s,n,k,o,w;if(f instanceof THREE.Mesh){n=f.geometry;for(s in n.geometryGroups){k=n.geometryGroups[s];w=!1;for(o in k.__webglCustomAttributes)if(k.__webglCustomAttributes[o].needsUpdate){w= -!0;break}if(n.__dirtyVertices||n.__dirtyMorphTargets||n.__dirtyElements||n.__dirtyUvs||n.__dirtyNormals||n.__dirtyColors||n.__dirtyTangents||w){w=c.DYNAMIC_DRAW;var x=void 0,u=void 0,A=void 0,t=void 0;A=void 0;var y=void 0,z=void 0,D=void 0,B=void 0,N=void 0,W=void 0,O=void 0,X=void 0,Ga=void 0,S=void 0,Q=void 0,T=void 0,ua=void 0;z=void 0;D=void 0;t=void 0;B=void 0;t=void 0;var r=void 0,F=void 0;z=void 0;r=void 0;F=void 0;var i=void 0,Ka=void 0;r=void 0;F=void 0;i=void 0;Ka=void 0;r=void 0;F=void 0; -i=void 0;Ka=void 0;r=void 0;F=void 0;i=void 0;t=void 0;B=void 0;y=void 0;A=void 0;A=void 0;r=void 0;F=void 0;i=void 0;var Wa=void 0,va=0,Aa=0,bb=0,cb=0,Ja=0,La=0,ea=0,Ma=0,xa=0,C=0,Ba=0;F=r=0;var Ca=k.__vertexArray,ib=k.__uvArray,jb=k.__uv2Array,Qa=k.__normalArray,ha=k.__tangentArray,Da=k.__colorArray,ia=k.__skinVertexAArray,ja=k.__skinVertexBArray,ka=k.__skinIndexArray,la=k.__skinWeightArray,kb=k.__morphTargetsArrays,Ra=k.__webglCustomAttributes;i=void 0;var Na=k.__faceArray,Oa=k.__lineArray,rb= -k.__needsSmoothNormals;W=k.__vertexColorType;N=k.__uvType;O=k.__normalType;var Ha=f.geometry,lb=Ha.__dirtyVertices,mb=Ha.__dirtyElements,hb=Ha.__dirtyUvs,nb=Ha.__dirtyNormals,ob=Ha.__dirtyTangents,pb=Ha.__dirtyColors,qb=Ha.__dirtyMorphTargets,db=Ha.vertices,sb=k.faces,xb=Ha.faces,tb=Ha.faceVertexUvs[0],ub=Ha.faceVertexUvs[1],eb=Ha.skinVerticesA,fb=Ha.skinVerticesB,gb=Ha.skinIndices,Xa=Ha.skinWeights,ab=Ha.edgeFaces,Ta=Ha.morphTargets;if(Ra)for(Wa in Ra){Ra[Wa].offset=0;Ra[Wa].offsetSrc=0}x=0;for(u= -sb.length;x0&&W[0]0&&W[1]0.001&&u.scale>0.001){N[0]=u.x;N[1]=u.y;N[2]=u.z;D=u.size*u.scale/za;B[0]=D*t;B[1]=D;c.uniform3fv(O.screenPosition,N);c.uniform2fv(O.scale,B);c.uniform1f(O.rotation,u.rotation);c.uniform1f(O.opacity,u.opacity);oa(u.blending);K(u.texture,1);c.drawElements(c.TRIANGLES, +6,c.UNSIGNED_SHORT,0)}}}}c.enable(c.CULL_FACE);c.enable(c.DEPTH_TEST);c.depthMask(ta)}function V(f,s){f._modelViewMatrix.multiplyToArray(s.matrixWorldInverse,f.matrixWorld,f._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(f._modelViewMatrix).transposeIntoArray(f._normalMatrixArray)}function P(f){var s,n,k,o,w;if(f instanceof THREE.Mesh){n=f.geometry;for(s in n.geometryGroups){k=n.geometryGroups[s];w=!1;for(o in k.__webglCustomAttributes)if(k.__webglCustomAttributes[o].needsUpdate){w=!0;break}if(n.__dirtyVertices|| +n.__dirtyMorphTargets||n.__dirtyElements||n.__dirtyUvs||n.__dirtyNormals||n.__dirtyColors||n.__dirtyTangents||w){w=c.DYNAMIC_DRAW;var x=void 0,u=void 0,A=void 0,t=void 0;A=void 0;var y=void 0,z=void 0,D=void 0,B=void 0,N=void 0,W=void 0,O=void 0,X=void 0,Ga=void 0,S=void 0,Q=void 0,T=void 0,ua=void 0;z=void 0;D=void 0;t=void 0;B=void 0;t=void 0;var r=void 0,F=void 0;z=void 0;r=void 0;F=void 0;var i=void 0,Ka=void 0;r=void 0;F=void 0;i=void 0;Ka=void 0;r=void 0;F=void 0;i=void 0;Ka=void 0;r=void 0; +F=void 0;i=void 0;t=void 0;B=void 0;y=void 0;A=void 0;A=void 0;r=void 0;F=void 0;i=void 0;var Wa=void 0,va=0,Aa=0,bb=0,cb=0,Ja=0,La=0,ea=0,Ma=0,xa=0,C=0,Ba=0;F=r=0;var Ca=k.__vertexArray,ib=k.__uvArray,jb=k.__uv2Array,Qa=k.__normalArray,ha=k.__tangentArray,Da=k.__colorArray,ia=k.__skinVertexAArray,ja=k.__skinVertexBArray,ka=k.__skinIndexArray,la=k.__skinWeightArray,kb=k.__morphTargetsArrays,Ra=k.__webglCustomAttributes;i=void 0;var Na=k.__faceArray,Oa=k.__lineArray,rb=k.__needsSmoothNormals;W=k.__vertexColorType; +N=k.__uvType;O=k.__normalType;var Ha=f.geometry,lb=Ha.__dirtyVertices,mb=Ha.__dirtyElements,hb=Ha.__dirtyUvs,nb=Ha.__dirtyNormals,ob=Ha.__dirtyTangents,pb=Ha.__dirtyColors,qb=Ha.__dirtyMorphTargets,db=Ha.vertices,sb=k.faces,xb=Ha.faces,tb=Ha.faceVertexUvs[0],ub=Ha.faceVertexUvs[1],eb=Ha.skinVerticesA,fb=Ha.skinVerticesB,gb=Ha.skinIndices,Xa=Ha.skinWeights,ab=Ha.edgeFaces,Ta=Ha.morphTargets;if(Ra)for(Wa in Ra){Ra[Wa].offset=0;Ra[Wa].offsetSrc=0}x=0;for(u=sb.length;x0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglColorBuffer);c.bufferData(c.ARRAY_BUFFER,Da,w)}if(nb){c.bindBuffer(c.ARRAY_BUFFER,k.__webglNormalBuffer);c.bufferData(c.ARRAY_BUFFER,Qa,w)}if(ob&&Ha.hasTangents){c.bindBuffer(c.ARRAY_BUFFER,k.__webglTangentBuffer);c.bufferData(c.ARRAY_BUFFER,ha,w)}if(hb&&bb>0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglUVBuffer);c.bufferData(c.ARRAY_BUFFER,ib,w)}if(hb&&cb>0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglUV2Buffer);c.bufferData(c.ARRAY_BUFFER,jb,w)}if(mb){c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, k.__webglFaceBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,Na,w);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,k.__webglLineBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,Oa,w)}if(C>0){c.bindBuffer(c.ARRAY_BUFFER,k.__webglSkinVertexABuffer);c.bufferData(c.ARRAY_BUFFER,ia,w);c.bindBuffer(c.ARRAY_BUFFER,k.__webglSkinVertexBBuffer);c.bufferData(c.ARRAY_BUFFER,ja,w);c.bindBuffer(c.ARRAY_BUFFER,k.__webglSkinIndicesBuffer);c.bufferData(c.ARRAY_BUFFER,ka,w);c.bindBuffer(c.ARRAY_BUFFER,k.__webglSkinWeightsBuffer);c.bufferData(c.ARRAY_BUFFER, la,w)}}}n.__dirtyVertices=!1;n.__dirtyMorphTargets=!1;n.__dirtyElements=!1;n.__dirtyUvs=!1;n.__dirtyNormals=!1;n.__dirtyTangents=!1;n.__dirtyColors=!1}else if(f instanceof THREE.Ribbon){n=f.geometry;if(n.__dirtyVertices||n.__dirtyColors){f=n;s=c.DYNAMIC_DRAW;W=f.vertices;k=f.colors;O=W.length;w=k.length;X=f.__vertexArray;x=f.__colorArray;Ga=f.__dirtyColors;if(f.__dirtyVertices){for(u=0;u0? -"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+n.maxDirLights,"#define MAX_POINT_LIGHTS "+n.maxPointLights,"#define MAX_BONES "+n.maxBones,n.map?"#define USE_MAP":"",n.envMap?"#define USE_ENVMAP":"",n.lightMap?"#define USE_LIGHTMAP":"",n.vertexColors?"#define USE_COLOR":"",n.skinning?"#define USE_SKINNING":"",n.morphTargets?"#define USE_MORPHTARGETS":"",n.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"); +R;this.autoClear=!0;this.sortObjects=!0;(function(f,s,n,k){try{if(!(c=R.getContext("experimental-webgl",{antialias:f,stencil:k})))throw"Error creating WebGL context.";}catch(o){console.error(o)}console.log(navigator.userAgent+" | "+c.getParameter(c.VERSION)+" | "+c.getParameter(c.VENDOR)+" | "+c.getParameter(c.RENDERER)+" | "+c.getParameter(c.SHADING_LANGUAGE_VERSION));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(s.r,s.g,s.b,n)})($a,vb,wb,Za);this.context=c;if(Za){var U={};U.vertices=new Float32Array(12);U.faces=new Uint16Array(6);U.darkness=0.5;U.vertices[0]=-20;U.vertices[1]=-20;U.vertices[2]=-1;U.vertices[3]=20;U.vertices[4]=-20;U.vertices[5]=-1;U.vertices[6]=20;U.vertices[7]=20;U.vertices[8]=-1;U.vertices[9]=-20;U.vertices[10]=20;U.vertices[11]=-1;U.faces[0]=0;U.faces[1]=1;U.faces[2]=2;U.faces[3]= +0;U.faces[4]=2;U.faces[5]=3;U.vertexBuffer=c.createBuffer();U.elementBuffer=c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,U.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,U.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,U.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,U.faces,c.STATIC_DRAW);U.program=c.createProgram();c.attachShader(U.program,ca("fragment",THREE.ShaderLib.shadowPost.fragmentShader));c.attachShader(U.program,ca("vertex",THREE.ShaderLib.shadowPost.vertexShader));c.linkProgram(U.program); +U.vertexLocation=c.getAttribLocation(U.program,"position");U.projectionLocation=c.getUniformLocation(U.program,"projectionMatrix");U.darknessLocation=c.getUniformLocation(U.program,"darkness")}var J={};J.vertices=new Float32Array(16);J.faces=new Uint16Array(6);b=0;J.vertices[b++]=-1;J.vertices[b++]=-1;J.vertices[b++]=0;J.vertices[b++]=0;J.vertices[b++]=1;J.vertices[b++]=-1;J.vertices[b++]=1;J.vertices[b++]=0;J.vertices[b++]=1;J.vertices[b++]=1;J.vertices[b++]=1;J.vertices[b++]=1;J.vertices[b++]=-1; +J.vertices[b++]=1;J.vertices[b++]=0;J.vertices[b++]=1;b=0;J.faces[b++]=0;J.faces[b++]=1;J.faces[b++]=2;J.faces[b++]=0;J.faces[b++]=2;J.faces[b++]=3;J.vertexBuffer=c.createBuffer();J.elementBuffer=c.createBuffer();J.tempTexture=c.createTexture();J.occlusionTexture=c.createTexture();c.bindBuffer(c.ARRAY_BUFFER,J.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,J.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,J.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,J.faces,c.STATIC_DRAW);c.bindTexture(c.TEXTURE_2D, +J.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);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,c.NEAREST);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,c.NEAREST);c.bindTexture(c.TEXTURE_2D,J.occlusionTexture);c.texImage2D(c.TEXTURE_2D,0,c.RGBA,16,16,0,c.RGBA,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);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,c.NEAREST);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,c.NEAREST);if(c.getParameter(c.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0){J.hasVertexTexture=!1;J.program=c.createProgram();c.attachShader(J.program,ca("fragment",THREE.ShaderLib.lensFlare.fragmentShader));c.attachShader(J.program,ca("vertex",THREE.ShaderLib.lensFlare.vertexShader))}else{J.hasVertexTexture=!0;J.program=c.createProgram(); +c.attachShader(J.program,ca("fragment",THREE.ShaderLib.lensFlareVertexTexture.fragmentShader));c.attachShader(J.program,ca("vertex",THREE.ShaderLib.lensFlareVertexTexture.vertexShader))}c.linkProgram(J.program);J.attributes={};J.uniforms={};J.attributes.vertex=c.getAttribLocation(J.program,"position");J.attributes.uv=c.getAttribLocation(J.program,"UV");J.uniforms.renderType=c.getUniformLocation(J.program,"renderType");J.uniforms.map=c.getUniformLocation(J.program,"map");J.uniforms.occlusionMap=c.getUniformLocation(J.program, +"occlusionMap");J.uniforms.opacity=c.getUniformLocation(J.program,"opacity");J.uniforms.scale=c.getUniformLocation(J.program,"scale");J.uniforms.rotation=c.getUniformLocation(J.program,"rotation");J.uniforms.screenPosition=c.getUniformLocation(J.program,"screenPosition");c.enableVertexAttribArray(J.attributes.vertex);c.enableVertexAttribArray(J.attributes.uv);_sprite={};_sprite.vertices=new Float32Array(16);_sprite.faces=new Uint16Array(6);b=0;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]= +0;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=-1;_sprite.vertices[b++]=1;_sprite.vertices[b++]=0;_sprite.vertices[b++]=1;b=0;_sprite.faces[b++]=0;_sprite.faces[b++]=1;_sprite.faces[b++]=2;_sprite.faces[b++]=0;_sprite.faces[b++]=2;_sprite.faces[b++]=3;_sprite.vertexBuffer=c.createBuffer();_sprite.elementBuffer= +c.createBuffer();c.bindBuffer(c.ARRAY_BUFFER,_sprite.vertexBuffer);c.bufferData(c.ARRAY_BUFFER,_sprite.vertices,c.STATIC_DRAW);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,_sprite.elementBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,_sprite.faces,c.STATIC_DRAW);_sprite.program=c.createProgram();c.attachShader(_sprite.program,ca("fragment",THREE.ShaderLib.sprite.fragmentShader));c.attachShader(_sprite.program,ca("vertex",THREE.ShaderLib.sprite.vertexShader));c.linkProgram(_sprite.program);_sprite.attributes= +{};_sprite.uniforms={};_sprite.attributes.position=c.getAttribLocation(_sprite.program,"position");_sprite.attributes.uv=c.getAttribLocation(_sprite.program,"uv");_sprite.uniforms.uvOffset=c.getUniformLocation(_sprite.program,"uvOffset");_sprite.uniforms.uvScale=c.getUniformLocation(_sprite.program,"uvScale");_sprite.uniforms.rotation=c.getUniformLocation(_sprite.program,"rotation");_sprite.uniforms.scale=c.getUniformLocation(_sprite.program,"scale");_sprite.uniforms.alignment=c.getUniformLocation(_sprite.program, +"alignment");_sprite.uniforms.map=c.getUniformLocation(_sprite.program,"map");_sprite.uniforms.opacity=c.getUniformLocation(_sprite.program,"opacity");_sprite.uniforms.useScreenCoordinates=c.getUniformLocation(_sprite.program,"useScreenCoordinates");_sprite.uniforms.affectedByDistance=c.getUniformLocation(_sprite.program,"affectedByDistance");_sprite.uniforms.screenPosition=c.getUniformLocation(_sprite.program,"screenPosition");_sprite.uniforms.modelViewMatrix=c.getUniformLocation(_sprite.program, +"modelViewMatrix");_sprite.uniforms.projectionMatrix=c.getUniformLocation(_sprite.program,"projectionMatrix");c.enableVertexAttribArray(_sprite.attributes.position);c.enableVertexAttribArray(_sprite.attributes.uv);this.setSize=function(f,s){R.width=f;R.height=s;this.setViewport(0,0,R.width,R.height)};this.setViewport=function(f,s,n,k){wa=f;qa=s;ya=n;za=k;c.viewport(wa,qa,ya,za)};this.setScissor=function(f,s,n,k){c.scissor(f,s,n,k)};this.enableScissorTest=function(f){f?c.enable(c.SCISSOR_TEST):c.disable(c.SCISSOR_TEST)}; +this.enableDepthBufferWrite=function(f){ta=f;c.depthMask(f)};this.setClearColorHex=function(f,s){var n=new THREE.Color(f);c.clearColor(n.r,n.g,n.b,s)};this.setClearColor=function(f,s){c.clearColor(f.r,f.g,f.b,s)};this.clear=function(){c.clear(c.COLOR_BUFFER_BIT|c.DEPTH_BUFFER_BIT|c.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(f){U.darkness=f};this.initMaterial=function(f,s,n,k){var o,w,x;if(f instanceof THREE.MeshDepthMaterial)x="depth";else if(f instanceof THREE.ShadowVolumeDynamicMaterial)x= +"shadowVolumeDynamic";else if(f instanceof THREE.MeshNormalMaterial)x="normal";else if(f instanceof THREE.MeshBasicMaterial)x="basic";else if(f instanceof THREE.MeshLambertMaterial)x="lambert";else if(f instanceof THREE.MeshPhongMaterial)x="phong";else if(f instanceof THREE.LineBasicMaterial)x="basic";else f instanceof THREE.ParticleBasicMaterial&&(x="particle_basic");if(x){var u=THREE.ShaderLib[x];f.uniforms=Uniforms.clone(u.uniforms);f.vertexShader=u.vertexShader;f.fragmentShader=u.fragmentShader}var A, +t,y;A=y=u=0;for(t=s.length;A0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+n.maxDirLights,"#define MAX_POINT_LIGHTS "+n.maxPointLights,"#define MAX_BONES "+n.maxBones,n.map?"#define USE_MAP":"",n.envMap?"#define USE_ENVMAP":"",n.lightMap?"#define USE_LIGHTMAP": +"",n.vertexColors?"#define USE_COLOR":"",n.skinning?"#define USE_SKINNING":"",n.morphTargets?"#define USE_MORPHTARGETS":"",n.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"); c.attachShader(D,ca("fragment",prefix_fragment+A));c.attachShader(D,ca("vertex",prefix_vertex+t));c.linkProgram(D);c.getProgramParameter(D,c.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+c.getProgramParameter(D,c.VALIDATE_STATUS)+", gl error ["+c.getError()+"]");D.uniforms={};D.attributes={};var B;A=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(B in u)A.push(B); B=A;u=0;for(A=B.length;u=0&&c.enableVertexAttribArray(z.color);z.normal>= 0&&c.enableVertexAttribArray(z.normal);z.tangent>=0&&c.enableVertexAttribArray(z.tangent);if(f.skinning&&z.skinVertexA>=0&&z.skinVertexB>=0&&z.skinIndex>=0&&z.skinWeight>=0){c.enableVertexAttribArray(z.skinVertexA);c.enableVertexAttribArray(z.skinVertexB);c.enableVertexAttribArray(z.skinIndex);c.enableVertexAttribArray(z.skinWeight)}for(o in f.attributes)z[o]>=0&&c.enableVertexAttribArray(z[o]);if(f.morphTargets){f.numSupportedMorphTargets=0;if(z.morphTarget0>=0){c.enableVertexAttribArray(z.morphTarget0); diff --git a/examples/webgl_sprites.html b/examples/webgl_sprites.html index 5891c233..38c8cbe1 100644 --- a/examples/webgl_sprites.html +++ b/examples/webgl_sprites.html @@ -16,6 +16,7 @@ + + +