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Extended Loader base class to handle normal map materials.
Plus some more Loader changes: - fixed diffuse color and opacity being skipped when diffuse texture is present in JSON - more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON) - added handling of wrap / offset / repeat parameters for all textures Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values. Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).
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@@ -222,21 +222,13 @@
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uniforms[ "enableAO" ].value = false;
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uniforms[ "enableDiffuse" ].value = true;
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uniforms[ "uPointLightPos" ].value = new THREE.Vector3(0,0,0);
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uniforms[ "uPointLightColor" ].value = new THREE.Color(1,0,0);
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uniforms[ "uDirLightPos" ].value = directionalLight.position;
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uniforms[ "uDirLightColor" ].value = directionalLight.color;
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uniforms[ "uAmbientLightColor" ].value = new THREE.Color(0,0,0);
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uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
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uniforms[ "uSpecularColor" ].value.setHex( specular );
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uniforms[ "uAmbientColor" ].value.setHex( ambient );
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uniforms[ "uShininess" ].value = shininess;
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var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms };
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var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
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var mat2 = new THREE.MeshShaderMaterial( parameters );
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mesh = new THREE.Mesh( geometry, mat2 );
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