Experimenting with Phong computed fully in fragment shader. Added new point lights test.

New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.

This version is able to light single untesselated quad correctly.

Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.

Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
This commit is contained in:
alteredq
2011-10-19 02:11:44 +02:00
parent 2253592365
commit b4f89f4b78
8 changed files with 501 additions and 59 deletions
+20 -19
View File
@@ -109,9 +109,9 @@ THREE.MeshBasicMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.col
THREE.MeshLambertMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.map=b.map!==void 0?b.map:null;this.lightMap=b.lightMap!==void 0?b.lightMap:null;this.envMap=b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio=
b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap=b.wireframeLinecap!==void 0?b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning=
b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.specular=b.specular!==void 0?new THREE.Color(b.specular):new THREE.Color(1118481);this.shininess=b.shininess!==void 0?b.shininess:30;this.metal=b.metal!==void 0?b.metal:!1;this.map=b.map!==void 0?b.map:null;this.lightMap=b.lightMap!==void 0?b.lightMap:null;this.envMap=
b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio=b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap=b.wireframeLinecap!==void 0?
b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning=b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.specular=b.specular!==void 0?new THREE.Color(b.specular):new THREE.Color(1118481);this.shininess=b.shininess!==void 0?b.shininess:30;this.metal=b.metal!==void 0?b.metal:!1;this.perPixel=b.perPixel!==void 0?b.perPixel:!1;this.map=b.map!==void 0?b.map:null;this.lightMap=
b.lightMap!==void 0?b.lightMap:null;this.envMap=b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio=b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap=
b.wireframeLinecap!==void 0?b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning=b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.shading=b.shading?b.shading:THREE.FlatShading;this.wireframe=b.wireframe?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth?b.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){};
THREE.MeshShaderMaterial=function(b){console.warn("DEPRECATED: MeshShaderMaterial() is now ShaderMaterial().");return new THREE.ShaderMaterial(b)};
@@ -198,10 +198,11 @@ D.intersects(E))){w=0;for(G=I.meshMaterials.length;w<G;)if(T=I.meshMaterials[w++
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 float flipEnvMap;\nuniform int combine;\n#endif",
envmap_fragment:"#ifdef USE_ENVMAP\nvec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\nif ( combine == 1 ) {\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity );\n} else {\ngl_FragColor.xyz = gl_FragColor.xyz * cubeColor.xyz;\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_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\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( map, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( map, vUv );\n#endif\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 vec3 ambient;\nuniform vec3 diffuse;\nuniform 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#endif",
lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = vec3( 0.0 );\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}\n#endif\nvLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;\n}",
lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif",
lights_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = pow( pointDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 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 + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = pow( dirDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\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_lambert_pars_vertex:"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform 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#endif",
lights_lambert_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = vec3( 0.0 );\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}\n#endif\nvLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;\n}",
lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif",
lights_phong_pars_fragment:"uniform 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 ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",
lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDistance = lDistance;\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );\nfloat pointSpecularWeight = pow( pointDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 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 + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = pow( dirDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif",
color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif",
morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif",
default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform float shadowDarkness;\nuniform float shadowBias;\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",
@@ -217,13 +218,13 @@ vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewM
THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,
THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},lambert:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c",value:new THREE.Color(328965)}}]),vertexShader:["varying vec3 vLightWeighting;",THREE.ShaderChunk.map_pars_vertex,
THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",
THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_lambert_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",
THREE.ShaderChunk.lights_lambert_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,"gl_FragColor.xyz = gl_FragColor.xyz * vLightWeighting;",THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},phong:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c",
value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),vertexShader:["varying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_phong_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = -mvPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,
"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment,
THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.lights_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,
THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = -mvPosition.xyz;\nvec3 transformedNormal = normalMatrix * normal;\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,
"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_phong_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment,
THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.lights_phong_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,
THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;",THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,
THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}"}};
@@ -292,14 +293,14 @@ o.deleteBuffer(c.__webglSkinVertexBBuffer);o.deleteBuffer(c.__webglSkinIndicesBu
THREE.Line)b=b.geometry,o.deleteBuffer(b.__webglVertexBuffer),o.deleteBuffer(b.__webglColorBuffer),Q.info.memory.geometries--;else if(b instanceof THREE.ParticleSystem)b=b.geometry,o.deleteBuffer(b.__webglVertexBuffer),o.deleteBuffer(b.__webglColorBuffer),Q.info.memory.geometries--};this.deallocateTexture=function(b){if(b.__webglInit)b.__webglInit=!1,o.deleteTexture(b.__webglTexture),Q.info.memory.textures--};this.initMaterial=function(b,c,e,f){var h,k,m,n;b instanceof THREE.MeshDepthMaterial?n="depth":
b instanceof THREE.MeshNormalMaterial?n="normal":b instanceof THREE.MeshBasicMaterial?n="basic":b instanceof THREE.MeshLambertMaterial?n="lambert":b instanceof THREE.MeshPhongMaterial?n="phong":b instanceof THREE.LineBasicMaterial?n="basic":b instanceof THREE.ParticleBasicMaterial&&(n="particle_basic");if(n){var p=THREE.ShaderLib[n];b.uniforms=THREE.UniformsUtils.clone(p.uniforms);b.vertexShader=p.vertexShader;b.fragmentShader=p.fragmentShader}var t,u,v;t=v=p=0;for(u=c.length;t<u;t++)m=c[t],m instanceof
THREE.SpotLight&&v++,m instanceof THREE.DirectionalLight&&v++,m instanceof THREE.PointLight&&p++;p+v<=ya?t=v:(t=Math.ceil(ya*v/(p+v)),p=ya-t);m={directional:t,point:p};p=v=0;for(t=c.length;p<t;p++)u=c[p],u instanceof THREE.SpotLight&&u.castShadow&&v++;var w=50;if(f!==void 0&&f instanceof THREE.SkinnedMesh)w=f.bones.length;var x;a:{t=b.fragmentShader;u=b.vertexShader;var p=b.uniforms,c=b.attributes,e={map:!!b.map,envMap:!!b.envMap,lightMap:!!b.lightMap,vertexColors:b.vertexColors,fog:e,useFog:b.fog,
sizeAttenuation:b.sizeAttenuation,skinning:b.skinning,morphTargets:b.morphTargets,maxMorphTargets:this.maxMorphTargets,maxDirLights:m.directional,maxPointLights:m.point,maxBones:w,shadowMapEnabled:this.shadowMapEnabled&&f.receiveShadow,shadowMapSoft:this.shadowMapSoft,shadowMapWidth:this.shadowMapWidth,shadowMapHeight:this.shadowMapHeight,maxShadows:v,alphaTest:b.alphaTest,metal:b.metal},y,f=[];n?f.push(n):(f.push(t),f.push(u));for(y in e)f.push(y),f.push(e[y]);n=f.join();y=0;for(f=R.length;y<f;y++)if(R[y].code==
n){x=R[y].program;break a}y=o.createProgram();f=[Ha?"#define VERTEX_TEXTURES":"",Q.gammaInput?"#define GAMMA_INPUT":"",Q.gammaOutput?"#define GAMMA_OUTPUT":"",Q.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SHADOWS "+e.maxShadows,"#define MAX_BONES "+e.maxBones,e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.vertexColors?"#define USE_COLOR":
"",e.skinning?"#define USE_SKINNING":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapSoft?"#define SHADOWMAP_SOFT":"",e.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
sizeAttenuation:b.sizeAttenuation,skinning:b.skinning,morphTargets:b.morphTargets,maxMorphTargets:this.maxMorphTargets,maxDirLights:m.directional,maxPointLights:m.point,maxBones:w,shadowMapEnabled:this.shadowMapEnabled&&f.receiveShadow,shadowMapSoft:this.shadowMapSoft,shadowMapWidth:this.shadowMapWidth,shadowMapHeight:this.shadowMapHeight,maxShadows:v,alphaTest:b.alphaTest,metal:b.metal,perPixel:b.perPixel},y,f=[];n?f.push(n):(f.push(t),f.push(u));for(y in e)f.push(y),f.push(e[y]);n=f.join();y=0;
for(f=R.length;y<f;y++)if(R[y].code==n){x=R[y].program;break a}y=o.createProgram();f=[Ha?"#define VERTEX_TEXTURES":"",Q.gammaInput?"#define GAMMA_INPUT":"",Q.gammaOutput?"#define GAMMA_OUTPUT":"",Q.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SHADOWS "+e.maxShadows,"#define MAX_BONES "+e.maxBones,e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":
"",e.vertexColors?"#define USE_COLOR":"",e.skinning?"#define USE_SKINNING":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapSoft?"#define SHADOWMAP_SOFT":"",e.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n");
m=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SHADOWS "+e.maxShadows,e.alphaTest?"#define ALPHATEST "+e.alphaTest:"",Q.gammaInput?"#define GAMMA_INPUT":"",Q.gammaOutput?"#define GAMMA_OUTPUT":"",Q.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",e.useFog&&e.fog?"#define USE_FOG":"",e.useFog&&e.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":
"",e.lightMap?"#define USE_LIGHTMAP":"",e.vertexColors?"#define USE_COLOR":"",e.metal?"#define METAL":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapSoft?"#define SHADOWMAP_SOFT":"",e.shadowMapSoft?"#define SHADOWMAP_WIDTH "+e.shadowMapWidth.toFixed(1):"",e.shadowMapSoft?"#define SHADOWMAP_HEIGHT "+e.shadowMapHeight.toFixed(1):"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");o.attachShader(y,J("fragment",m+t));o.attachShader(y,J("vertex",f+u));o.linkProgram(y);
o.getProgramParameter(y,o.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+o.getProgramParameter(y,o.VALIDATE_STATUS)+", gl error ["+o.getError()+"]");y.uniforms={};y.attributes={};var z,f=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(z in p)f.push(z);z=f;f=0;for(p=z.length;f<p;f++)t=z[f],y.uniforms[t]=o.getUniformLocation(y,t);f=["position","normal",
"uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];for(z=0;z<e.maxMorphTargets;z++)f.push("morphTarget"+z);for(x in c)f.push(x);x=f;z=0;for(c=x.length;z<c;z++)e=x[z],y.attributes[e]=o.getAttribLocation(y,e);y.id=R.length;R.push({program:y,code:n});Q.info.memory.programs=R.length;x=y}b.program=x;x=b.program.attributes;x.position>=0&&o.enableVertexAttribArray(x.position);x.color>=0&&o.enableVertexAttribArray(x.color);x.normal>=0&&o.enableVertexAttribArray(x.normal);x.tangent>=
0&&o.enableVertexAttribArray(x.tangent);b.skinning&&x.skinVertexA>=0&&x.skinVertexB>=0&&x.skinIndex>=0&&x.skinWeight>=0&&(o.enableVertexAttribArray(x.skinVertexA),o.enableVertexAttribArray(x.skinVertexB),o.enableVertexAttribArray(x.skinIndex),o.enableVertexAttribArray(x.skinWeight));if(b.attributes)for(k in b.attributes)x[k]!==void 0&&x[k]>=0&&o.enableVertexAttribArray(x[k]);if(b.morphTargets)for(k=b.numSupportedMorphTargets=0;k<this.maxMorphTargets;k++)z="morphTarget"+k,x[z]>=0&&(o.enableVertexAttribArray(x[z]),
"",e.lightMap?"#define USE_LIGHTMAP":"",e.vertexColors?"#define USE_COLOR":"",e.metal?"#define METAL":"",e.perPixel?"#define PHONG_PER_PIXEL":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapSoft?"#define SHADOWMAP_SOFT":"",e.shadowMapSoft?"#define SHADOWMAP_WIDTH "+e.shadowMapWidth.toFixed(1):"",e.shadowMapSoft?"#define SHADOWMAP_HEIGHT "+e.shadowMapHeight.toFixed(1):"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");o.attachShader(y,J("fragment",m+t));o.attachShader(y,
J("vertex",f+u));o.linkProgram(y);o.getProgramParameter(y,o.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+o.getProgramParameter(y,o.VALIDATE_STATUS)+", gl error ["+o.getError()+"]");y.uniforms={};y.attributes={};var z,f=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(z in p)f.push(z);z=f;f=0;for(p=z.length;f<p;f++)t=z[f],y.uniforms[t]=o.getUniformLocation(y,
t);f=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];for(z=0;z<e.maxMorphTargets;z++)f.push("morphTarget"+z);for(x in c)f.push(x);x=f;z=0;for(c=x.length;z<c;z++)e=x[z],y.attributes[e]=o.getAttribLocation(y,e);y.id=R.length;R.push({program:y,code:n});Q.info.memory.programs=R.length;x=y}b.program=x;x=b.program.attributes;x.position>=0&&o.enableVertexAttribArray(x.position);x.color>=0&&o.enableVertexAttribArray(x.color);x.normal>=0&&o.enableVertexAttribArray(x.normal);
x.tangent>=0&&o.enableVertexAttribArray(x.tangent);b.skinning&&x.skinVertexA>=0&&x.skinVertexB>=0&&x.skinIndex>=0&&x.skinWeight>=0&&(o.enableVertexAttribArray(x.skinVertexA),o.enableVertexAttribArray(x.skinVertexB),o.enableVertexAttribArray(x.skinIndex),o.enableVertexAttribArray(x.skinWeight));if(b.attributes)for(k in b.attributes)x[k]!==void 0&&x[k]>=0&&o.enableVertexAttribArray(x[k]);if(b.morphTargets)for(k=b.numSupportedMorphTargets=0;k<this.maxMorphTargets;k++)z="morphTarget"+k,x[z]>=0&&(o.enableVertexAttribArray(x[z]),
b.numSupportedMorphTargets++);b.uniformsList=[];for(h in b.uniforms)b.uniformsList.push([b.uniforms[h],h])};this.clearTarget=function(b,c,e,f){N(b);this.clear(c,e,f)};this.updateShadowMap=function(b,c){z(b,c)};this.render=function(b,c,u,U){var L,da,E,C,G,pa,B,ma,I=b.lights,ca=b.fog;ha=-1;this.shadowMapEnabled&&this.shadowMapAutoUpdate&&z(b,c);Q.info.render.calls=0;Q.info.render.vertices=0;Q.info.render.faces=0;if(c.matrixAutoUpdate){for(G=c;G.parent;)G=G.parent;G.update(void 0,!0)}b.update(void 0,
!1,c);c.matrixWorldInverse.flattenToArray(Fa);c.projectionMatrix.flattenToArray(Ga);Ca.multiply(c.projectionMatrix,c.matrixWorldInverse);t(Ca);this.initWebGLObjects(b);N(u);(this.autoClear||U)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);G=b.__webglObjects.length;for(U=0;U<G;U++)if(L=b.__webglObjects[U],B=L.object,B.visible)if(!(B instanceof THREE.Mesh)||!B.frustumCulled||w(B)){if(B.matrixWorld.flattenToArray(B._objectMatrixArray),D(B,c,!0),v(L),L.render=!0,this.sortObjects)L.object.renderDepth?
L.z=L.object.renderDepth:(Da.copy(B.position),Ca.multiplyVector3(Da),L.z=Da.z)}else L.render=!1;else L.render=!1;this.sortObjects&&b.__webglObjects.sort(A);pa=b.__webglObjectsImmediate.length;for(U=0;U<pa;U++)L=b.__webglObjectsImmediate[U],B=L.object,B.visible&&(B.matrixAutoUpdate&&B.matrixWorld.flattenToArray(B._objectMatrixArray),D(B,c,!0),x(L));if(b.overrideMaterial){m(b.overrideMaterial.depthTest);K(b.overrideMaterial.blending);for(U=0;U<G;U++)if(L=b.__webglObjects[U],L.render)B=L.object,ma=L.buffer,
+3 -3
View File
@@ -103,9 +103,9 @@ THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.col
THREE.MeshLambertMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=
a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=
a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=
a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?
a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.perPixel=a.perPixel!==void 0?a.perPixel:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=
a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=
a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading?a.shading:THREE.FlatShading;this.wireframe=a.wireframe?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth?a.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){};
THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:!0;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.fog=a.fog!==void 0?a.fog:!0};THREE.ParticleBasicMaterial.prototype=new THREE.Material;THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;
+3 -3
View File
@@ -103,9 +103,9 @@ THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.col
THREE.MeshLambertMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=
a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=
a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=
a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?
a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.perPixel=a.perPixel!==void 0?a.perPixel:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=
a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=
a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading?a.shading:THREE.FlatShading;this.wireframe=a.wireframe?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth?a.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){};
THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:!0;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.fog=a.fog!==void 0?a.fog:!0};THREE.ParticleBasicMaterial.prototype=new THREE.Material;THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;
+19 -18
View File
@@ -106,9 +106,9 @@ THREE.MeshBasicMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.col
THREE.MeshLambertMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.map=b.map!==void 0?b.map:null;this.lightMap=b.lightMap!==void 0?b.lightMap:null;this.envMap=b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio=
b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap=b.wireframeLinecap!==void 0?b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning=
b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.specular=b.specular!==void 0?new THREE.Color(b.specular):new THREE.Color(1118481);this.shininess=b.shininess!==void 0?b.shininess:30;this.metal=b.metal!==void 0?b.metal:!1;this.map=b.map!==void 0?b.map:null;this.lightMap=b.lightMap!==void 0?b.lightMap:null;this.envMap=
b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio=b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap=b.wireframeLinecap!==void 0?
b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning=b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.specular=b.specular!==void 0?new THREE.Color(b.specular):new THREE.Color(1118481);this.shininess=b.shininess!==void 0?b.shininess:30;this.metal=b.metal!==void 0?b.metal:!1;this.perPixel=b.perPixel!==void 0?b.perPixel:!1;this.map=b.map!==void 0?b.map:null;this.lightMap=
b.lightMap!==void 0?b.lightMap:null;this.envMap=b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio=b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap=
b.wireframeLinecap!==void 0?b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning=b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.shading=b.shading?b.shading:THREE.FlatShading;this.wireframe=b.wireframe?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth?b.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){};
THREE.MeshShaderMaterial=function(b){console.warn("DEPRECATED: MeshShaderMaterial() is now ShaderMaterial().");return new THREE.ShaderMaterial(b)};
@@ -149,10 +149,11 @@ THREE.ShaderChunk={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#i
envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube envMap;\nuniform float flipEnvMap;\nuniform int combine;\n#endif",envmap_fragment:"#ifdef USE_ENVMAP\nvec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\nif ( combine == 1 ) {\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity );\n} else {\ngl_FragColor.xyz = gl_FragColor.xyz * cubeColor.xyz;\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_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\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( map, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( map, vUv );\n#endif\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 vec3 ambient;\nuniform vec3 diffuse;\nuniform 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#endif",
lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = vec3( 0.0 );\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}\n#endif\nvLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;\n}",
lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif",
lights_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = pow( pointDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 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 + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = pow( dirDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\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_lambert_pars_vertex:"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform 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#endif",
lights_lambert_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = vec3( 0.0 );\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}\n#endif\nvLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;\n}",
lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif",
lights_phong_pars_fragment:"uniform 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 ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",
lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDistance = lDistance;\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );\nfloat pointSpecularWeight = pow( pointDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 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 + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = pow( dirDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif",
color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif",
morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif",
default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform float shadowDarkness;\nuniform float shadowBias;\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",
@@ -168,13 +169,13 @@ vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewM
THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,
THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},lambert:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c",value:new THREE.Color(328965)}}]),vertexShader:["varying vec3 vLightWeighting;",THREE.ShaderChunk.map_pars_vertex,
THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",
THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_lambert_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",
THREE.ShaderChunk.lights_lambert_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightWeighting;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,"gl_FragColor.xyz = gl_FragColor.xyz * vLightWeighting;",THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},phong:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c",
value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),vertexShader:["varying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_phong_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = -mvPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,
"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment,
THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.lights_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,
THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = -mvPosition.xyz;\nvec3 transformedNormal = normalMatrix * normal;\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,
"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_pars_fragment,THREE.ShaderChunk.lightmap_pars_fragment,THREE.ShaderChunk.envmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.lights_phong_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment,
THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.lights_phong_fragment,THREE.ShaderChunk.lightmap_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.envmap_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex,
THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;",THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment,
THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.morphtarget_vertex,
THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}"}};
@@ -243,13 +244,13 @@ e.deleteBuffer(c.__webglSkinVertexBBuffer);e.deleteBuffer(c.__webglSkinIndicesBu
THREE.Line)b=b.geometry,e.deleteBuffer(b.__webglVertexBuffer),e.deleteBuffer(b.__webglColorBuffer),J.info.memory.geometries--;else if(b instanceof THREE.ParticleSystem)b=b.geometry,e.deleteBuffer(b.__webglVertexBuffer),e.deleteBuffer(b.__webglColorBuffer),J.info.memory.geometries--};this.deallocateTexture=function(b){if(b.__webglInit)b.__webglInit=!1,e.deleteTexture(b.__webglTexture),J.info.memory.textures--};this.initMaterial=function(b,c,d,f){var h,i,j,k;b instanceof THREE.MeshDepthMaterial?k="depth":
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 p=THREE.ShaderLib[k];b.uniforms=THREE.UniformsUtils.clone(p.uniforms);b.vertexShader=p.vertexShader;b.fragmentShader=p.fragmentShader}var m,n,o;m=o=p=0;for(n=c.length;m<n;m++)j=c[m],j instanceof
THREE.SpotLight&&o++,j instanceof THREE.DirectionalLight&&o++,j instanceof THREE.PointLight&&p++;p+o<=Za?m=o:(m=Math.ceil(Za*o/(p+o)),p=Za-m);j={directional:m,point:p};p=o=0;for(m=c.length;p<m;p++)n=c[p],n instanceof THREE.SpotLight&&n.castShadow&&o++;var r=50;if(f!==void 0&&f instanceof THREE.SkinnedMesh)r=f.bones.length;var x;a:{m=b.fragmentShader;n=b.vertexShader;var p=b.uniforms,c=b.attributes,d={map:!!b.map,envMap:!!b.envMap,lightMap:!!b.lightMap,vertexColors:b.vertexColors,fog:d,useFog:b.fog,
sizeAttenuation:b.sizeAttenuation,skinning:b.skinning,morphTargets:b.morphTargets,maxMorphTargets:this.maxMorphTargets,maxDirLights:j.directional,maxPointLights:j.point,maxBones:r,shadowMapEnabled:this.shadowMapEnabled&&f.receiveShadow,shadowMapSoft:this.shadowMapSoft,shadowMapWidth:this.shadowMapWidth,shadowMapHeight:this.shadowMapHeight,maxShadows:o,alphaTest:b.alphaTest,metal:b.metal},v,f=[];k?f.push(k):(f.push(m),f.push(n));for(v in d)f.push(v),f.push(d[v]);k=f.join();v=0;for(f=La.length;v<f;v++)if(La[v].code==
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sizeAttenuation:b.sizeAttenuation,skinning:b.skinning,morphTargets:b.morphTargets,maxMorphTargets:this.maxMorphTargets,maxDirLights:j.directional,maxPointLights:j.point,maxBones:r,shadowMapEnabled:this.shadowMapEnabled&&f.receiveShadow,shadowMapSoft:this.shadowMapSoft,shadowMapWidth:this.shadowMapWidth,shadowMapHeight:this.shadowMapHeight,maxShadows:o,alphaTest:b.alphaTest,metal:b.metal,perPixel:b.perPixel},v,f=[];k?f.push(k):(f.push(m),f.push(n));for(v in d)f.push(v),f.push(d[v]);k=f.join();v=0;
for(f=La.length;v<f;v++)if(La[v].code==k){x=La[v].program;break a}v=e.createProgram();f=[db?"#define VERTEX_TEXTURES":"",J.gammaInput?"#define GAMMA_INPUT":"",J.gammaOutput?"#define GAMMA_OUTPUT":"",J.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"","#define MAX_DIR_LIGHTS "+d.maxDirLights,"#define MAX_POINT_LIGHTS "+d.maxPointLights,"#define MAX_SHADOWS "+d.maxShadows,"#define MAX_BONES "+d.maxBones,d.map?"#define USE_MAP":"",d.envMap?"#define USE_ENVMAP":"",d.lightMap?"#define USE_LIGHTMAP":
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j=["#ifdef GL_ES\nprecision highp float;\n#endif","#define MAX_DIR_LIGHTS "+d.maxDirLights,"#define MAX_POINT_LIGHTS "+d.maxPointLights,"#define MAX_SHADOWS "+d.maxShadows,d.alphaTest?"#define ALPHATEST "+d.alphaTest:"",J.gammaInput?"#define GAMMA_INPUT":"",J.gammaOutput?"#define GAMMA_OUTPUT":"",J.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",d.useFog&&d.fog?"#define USE_FOG":"",d.useFog&&d.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",d.map?"#define USE_MAP":"",d.envMap?"#define USE_ENVMAP":
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"",d.lightMap?"#define USE_LIGHTMAP":"",d.vertexColors?"#define USE_COLOR":"",d.metal?"#define METAL":"",d.perPixel?"#define PHONG_PER_PIXEL":"",d.shadowMapEnabled?"#define USE_SHADOWMAP":"",d.shadowMapSoft?"#define SHADOWMAP_SOFT":"",d.shadowMapSoft?"#define SHADOWMAP_WIDTH "+d.shadowMapWidth.toFixed(1):"",d.shadowMapSoft?"#define SHADOWMAP_HEIGHT "+d.shadowMapHeight.toFixed(1):"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");e.attachShader(v,ia("fragment",j+m));e.attachShader(v,
ia("vertex",f+n));e.linkProgram(v);e.getProgramParameter(v,e.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+e.getProgramParameter(v,e.VALIDATE_STATUS)+", gl error ["+e.getError()+"]");v.uniforms={};v.attributes={};var w,f=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(w in p)f.push(w);w=f;f=0;for(p=w.length;f<p;f++)m=w[f],v.uniforms[m]=e.getUniformLocation(v,
m);f=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];for(w=0;w<d.maxMorphTargets;w++)f.push("morphTarget"+w);for(x in c)f.push(x);x=f;w=0;for(c=x.length;w<c;w++)d=x[w],v.attributes[d]=e.getAttribLocation(v,d);v.id=La.length;La.push({program:v,code:k});J.info.memory.programs=La.length;x=v}b.program=x;x=b.program.attributes;x.position>=0&&e.enableVertexAttribArray(x.position);x.color>=0&&e.enableVertexAttribArray(x.color);x.normal>=0&&e.enableVertexAttribArray(x.normal);
x.tangent>=0&&e.enableVertexAttribArray(x.tangent);b.skinning&&x.skinVertexA>=0&&x.skinVertexB>=0&&x.skinIndex>=0&&x.skinWeight>=0&&(e.enableVertexAttribArray(x.skinVertexA),e.enableVertexAttribArray(x.skinVertexB),e.enableVertexAttribArray(x.skinIndex),e.enableVertexAttribArray(x.skinWeight));if(b.attributes)for(i in b.attributes)x[i]!==void 0&&x[i]>=0&&e.enableVertexAttribArray(x[i]);if(b.morphTargets)for(i=b.numSupportedMorphTargets=0;i<this.maxMorphTargets;i++)w="morphTarget"+i,x[w]>=0&&(e.enableVertexAttribArray(x[w]),
b.numSupportedMorphTargets++);b.uniformsList=[];for(h in b.uniforms)b.uniformsList.push([b.uniforms[h],h])};this.clearTarget=function(b,c,d,e){S(b);this.clear(c,d,e)};this.updateShadowMap=function(b,c){F(b,c)};this.render=function(b,c,o,u){var K,Ia,ra,s,p,D,B,Pa,Qa=b.lights,x=b.fog;W=-1;this.shadowMapEnabled&&this.shadowMapAutoUpdate&&F(b,c);J.info.render.calls=0;J.info.render.vertices=0;J.info.render.faces=0;if(c.matrixAutoUpdate){for(p=c;p.parent;)p=p.parent;p.update(void 0,!0)}b.update(void 0,
!1,c);c.matrixWorldInverse.flattenToArray(Wa);c.projectionMatrix.flattenToArray(Va);Ea.multiply(c.projectionMatrix,c.matrixWorldInverse);m(Ea);this.initWebGLObjects(b);S(o);(this.autoClear||u)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);p=b.__webglObjects.length;for(u=0;u<p;u++)if(K=b.__webglObjects[u],B=K.object,B.visible)if(!(B instanceof THREE.Mesh)||!B.frustumCulled||r(B)){if(B.matrixWorld.flattenToArray(B._objectMatrixArray),H(B,c,!0),w(K),K.render=!0,this.sortObjects)K.object.renderDepth?
+404
View File
@@ -0,0 +1,404 @@
<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - lights - point lights</title>
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - point lights WebGL demo
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer, controls,
particle1, particle2, particle4, particle4, particle5, particle6,
light1, light2, light3, light4, light5, light6;
var FAR = 300;
var clock = new THREE.Clock();
init();
animate();
function init() {
var container = document.getElementById( 'container' );
// CAMERA
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, FAR );
camera.position.y = 15;
camera.position.z = 150;
// CONTROLS
if ( 1 ) {
controls = new THREE.TrackballControls( camera );
controls.target.set( 0, 0, 0 );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = false;
controls.dynamicDampingFactor = 0.15;
controls.keys = [ 65, 83, 68 ];
} else {
controls = new THREE.FirstPersonControls( camera );
controls.movementSpeed = 25;
controls.lookSpeed = 0.05;
controls.lookVertical = true;
controls.lon = -90;
}
// SCENE
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x030303, 10, FAR );
scene.fog.color.setHSV( 0.75, 0.5, 0.025 );
camera.lookAt( scene.position );
// TEXTURES
var texture = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
texture.repeat.set( 20, 10 );
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
var texture2 = THREE.ImageUtils.loadTexture( "textures/planets/moon_1024.jpg" );
texture2.repeat.set( 2, 1 );
texture2.wrapS = texture2.wrapT = THREE.RepeatWrapping;
// MATERIALS
var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, ambient: 0x444444, map: texture, perPixel: true } );
var objectMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, ambient: 0x111111, specular: 0xffffff, perPixel: true, metal: true, map: texture2 } );
// GROUND
var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 800, 400, 2, 2 ), groundMaterial );
mesh.rotation.x = -1.57;
mesh.position.y = -5;
scene.add( mesh );
// OBJECTS
//var objectGeometry = new THREE.CubeGeometry( 0.5, 1, 1 );
//var objectGeometry = new THREE.SphereGeometry( 1.5, 16, 8 );
var objectGeometry = new THREE.TorusGeometry( 1.5, 0.4, 8, 16 );
for ( var i = 0; i < 5000; i ++ ) {
var mesh = new THREE.Mesh( objectGeometry, objectMaterial );
mesh.position.x = 400 * ( 0.5 - Math.random() );
mesh.position.y = 50 * ( 0.5 - Math.random() ) + 25;
mesh.position.z = 200 * ( 0.5 - Math.random() );
mesh.rotation.y = 3.14 * ( 0.5 - Math.random() );
mesh.rotation.x = 3.14 * ( 0.5 - Math.random() );
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
scene.add( mesh );
}
// LIGHTS
scene.add( new THREE.AmbientLight( 0x111111 ) );
var intensity = 2.5;
var distance = 100;
var c1 = 0xff0040, c2 = 0x0040ff, c3 = 0x80ff80, c4 = 0xffaa00, c5 = 0x00ffaa, c6 = 0xff1100;
//var c1 = 0xffffff, c2 = 0xffffff, c3 = 0xffffff, c4 = 0xffffff, c5 = 0xffffff, c6 = 0xffffff;
light1 = new THREE.PointLight( c1, intensity, distance );
scene.add( light1 );
light2 = new THREE.PointLight( c2, intensity, distance );
scene.add( light2 );
light3 = new THREE.PointLight( c3, intensity, distance );
scene.add( light3 );
light4 = new THREE.PointLight( c4, intensity, distance );
scene.add( light4 );
light5 = new THREE.PointLight( c5, intensity, distance );
scene.add( light5 );
light6 = new THREE.PointLight( c6, intensity, distance );
scene.add( light6 );
var dlight = new THREE.DirectionalLight( 0xffffff, 0.1 );
dlight.position.set( 0.5, -1, 0 ).normalize();
scene.add( dlight );
var sphere = new THREE.SphereGeometry( 0.25, 16, 8 );
var l1 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c1 } ) );
l1.position = light1.position;
scene.add( l1 );
var l2 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c2 } ) );
l2.position = light2.position;
scene.add( l2 );
var l3 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c3 } ) );
l3.position = light3.position;
scene.add( l3 );
var l4 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c4 } ) );
l4.position = light4.position;
scene.add( l4 );
var l5 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c5 } ) );
l5.position = light5.position;
scene.add( l5 );
var l6 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c6 } ) );
l6.position = light6.position;
scene.add( l6 );
// RENDERER
renderer = new THREE.WebGLRenderer( { maxLights: 10, antialias: false, clearColor: 0x030303, clearAlpha: 1 } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( scene.fog.color, 1 );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.physicallyBasedShading = true;
renderer.sortObjects = false;
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
stats.domElement.children[ 0 ].style.background = "transparent";
stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
container.appendChild( stats.domElement );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
controls.update( clock.getDelta() );
var time = Date.now() * 0.00025;
var z = 20, d = 150;
light1.position.x = Math.sin( time * 0.7 ) * d;
light1.position.z = Math.cos( time * 0.3 ) * d;
light2.position.x = Math.cos( time * 0.3 ) * d;
light2.position.z = Math.sin( time * 0.7 ) * d;
light3.position.x = Math.sin( time * 0.7 ) * d;
light3.position.z = Math.sin( time * 0.5 ) * d;
light4.position.x = Math.sin( time * 0.3 ) * d;
light4.position.z = Math.sin( time * 0.5 ) * d;
light5.position.x = Math.cos( time * 0.3 ) * d;
light5.position.z = Math.sin( time * 0.5 ) * d;
light6.position.x = Math.cos( time * 0.7 ) * d;
light6.position.z = Math.cos( time * 0.5 ) * d;
renderer.render( scene, camera );
}
</script>
</body>
</html>
+1
View File
@@ -44,6 +44,7 @@ THREE.MeshPhongMaterial = function ( parameters ) {
this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30;
this.metal = parameters.metal !== undefined ? parameters.metal : false;
this.perPixel = parameters.perPixel !== undefined ? parameters.perPixel : false;
this.map = parameters.map !== undefined ? parameters.map : null;
+3 -1
View File
@@ -2745,7 +2745,8 @@ THREE.WebGLRenderer = function ( parameters ) {
shadowMapHeight: this.shadowMapHeight,
maxShadows: maxShadows,
alphaTest: material.alphaTest,
metal: material.metal
metal: material.metal,
perPixel: material.perPixel
};
@@ -4934,6 +4935,7 @@ THREE.WebGLRenderer = function ( parameters ) {
parameters.vertexColors ? "#define USE_COLOR" : "",
parameters.metal ? "#define METAL" : "",
parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
+48 -15
View File
@@ -253,7 +253,7 @@ THREE.ShaderChunk = {
// LIGHTS LAMBERT
lights_pars_vertex: [
lights_lambert_pars_vertex: [
"uniform vec3 ambient;",
"uniform vec3 diffuse;",
@@ -278,7 +278,7 @@ THREE.ShaderChunk = {
].join("\n"),
lights_vertex: [
lights_lambert_vertex: [
"if ( !enableLighting ) {",
@@ -333,12 +333,14 @@ THREE.ShaderChunk = {
lights_phong_pars_vertex: [
"#if MAX_POINT_LIGHTS > 0",
"#ifndef PHONG_PER_PIXEL",
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#endif",
"#endif"
].join("\n"),
@@ -347,6 +349,7 @@ THREE.ShaderChunk = {
lights_phong_vertex: [
"#if MAX_POINT_LIGHTS > 0",
"#ifndef PHONG_PER_PIXEL",
"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
@@ -366,10 +369,11 @@ THREE.ShaderChunk = {
"}",
"#endif",
"#endif"
].join("\n"),
lights_pars_fragment: [
lights_phong_pars_fragment: [
"uniform vec3 ambientLightColor;",
@@ -383,7 +387,17 @@ THREE.ShaderChunk = {
"#if MAX_POINT_LIGHTS > 0",
"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#ifdef PHONG_PER_PIXEL",
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
"#else",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#endif",
"#endif",
@@ -392,7 +406,7 @@ THREE.ShaderChunk = {
].join("\n"),
lights_fragment: [
lights_phong_fragment: [
"vec3 normal = normalize( vNormal );",
"vec3 viewPosition = normalize( vViewPosition );",
@@ -404,18 +418,37 @@ THREE.ShaderChunk = {
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
"vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );",
"float pointDistance = vPointLight[ i ].w;",
"#ifdef PHONG_PER_PIXEL",
"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
"float lDistance = 1.0;",
"if ( pointLightDistance[ i ] > 0.0 )",
"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
"lVector = normalize( lVector );",
"#else",
"vec3 lVector = normalize( vPointLight[ i ].xyz );",
"float lDistance = vPointLight[ i ].w;",
"#endif",
"vec3 pointHalfVector = normalize( lVector + viewPosition );",
"float pointDistance = lDistance;",
"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
"float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
"float pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
"#ifdef PHYSICALLY_BASED_SHADING",
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( pointVector, pointHalfVector ), 5.0 );",
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );",
"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;",
"#else",
@@ -1183,7 +1216,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "map_pars_vertex" ],
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
THREE.ShaderChunk[ "lights_pars_vertex" ],
THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
@@ -1200,7 +1233,7 @@ THREE.ShaderLib = {
"vec3 transformedNormal = normalize( normalMatrix * normal );",
THREE.ShaderChunk[ "lights_vertex" ],
THREE.ShaderChunk[ "lights_lambert_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
@@ -1296,7 +1329,7 @@ THREE.ShaderLib = {
"vViewPosition = -mvPosition.xyz;",
"vec3 transformedNormal = normalize( normalMatrix * normal );",
"vec3 transformedNormal = normalMatrix * normal;",
"vNormal = transformedNormal;",
THREE.ShaderChunk[ "lights_phong_vertex" ],
@@ -1323,7 +1356,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "lights_pars_fragment" ],
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
"void main() {",
@@ -1333,7 +1366,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "lights_fragment" ],
THREE.ShaderChunk[ "lights_phong_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],