3d-force-graph 1.72.2 → 1.73.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -0
- package/dist/3d-force-graph.d.ts +3 -1
- package/dist/3d-force-graph.js +422 -313
- package/dist/3d-force-graph.js.map +1 -1
- package/dist/3d-force-graph.min.js +3 -3
- package/dist/3d-force-graph.mjs +21 -21
- package/example/bloom-effect/index.html +4 -5
- package/package.json +13 -13
package/dist/3d-force-graph.js
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
// Version 1.
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1
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+
// Version 1.73.0 3d-force-graph - https://github.com/vasturiano/3d-force-graph
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(function (global, factory) {
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typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
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typeof define === 'function' && define.amd ? define(factory) :
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@@ -35,26 +35,26 @@
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var css_248z$1 = ".graph-info-msg {\n top: 50%;\n width: 100%;\n text-align: center;\n color: lavender;\n opacity: 0.7;\n font-size: 22px;\n position: absolute;\n font-family: Sans-serif;\n}\n\n.scene-container .clickable {\n cursor: pointer;\n}\n\n.scene-container .grabbable {\n cursor: move;\n cursor: grab;\n cursor: -moz-grab;\n cursor: -webkit-grab;\n}\n\n.scene-container .grabbable:active {\n cursor: grabbing;\n cursor: -moz-grabbing;\n cursor: -webkit-grabbing;\n}";
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styleInject$1(css_248z$1);
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function ownKeys$2(
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var
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function ownKeys$2(e, r) {
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var t = Object.keys(e);
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if (Object.getOwnPropertySymbols) {
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var
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return Object.getOwnPropertyDescriptor(
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})),
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var o = Object.getOwnPropertySymbols(e);
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r && (o = o.filter(function (r) {
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return Object.getOwnPropertyDescriptor(e, r).enumerable;
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})), t.push.apply(t, o);
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}
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return
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return t;
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}
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function _objectSpread2$2(
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for (var
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var
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_defineProperty$3(
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}) : Object.getOwnPropertyDescriptors ? Object.defineProperties(
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Object.defineProperty(
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function _objectSpread2$2(e) {
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for (var r = 1; r < arguments.length; r++) {
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var t = null != arguments[r] ? arguments[r] : {};
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r % 2 ? ownKeys$2(Object(t), !0).forEach(function (r) {
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_defineProperty$3(e, r, t[r]);
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}) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys$2(Object(t)).forEach(function (r) {
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Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
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});
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}
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return
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return e;
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}
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function _defineProperty$3(obj, key, value) {
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key = _toPropertyKey$5(key);
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@@ -115,7 +115,7 @@
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* Copyright 2010-2023 Three.js Authors
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* SPDX-License-Identifier: MIT
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*/
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const REVISION = '
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const REVISION = '157';
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const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
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const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
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@@ -232,6 +232,8 @@
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const RGBA_ASTC_12x10_Format = 37820;
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const RGBA_ASTC_12x12_Format = 37821;
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const RGBA_BPTC_Format = 36492;
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const RGB_BPTC_SIGNED_Format = 36494;
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const RGB_BPTC_UNSIGNED_Format = 36495;
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const RED_RGTC1_Format = 36283;
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const SIGNED_RED_RGTC1_Format = 36284;
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const RED_GREEN_RGTC2_Format = 36285;
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const SRGBColorSpace = 'srgb';
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const LinearSRGBColorSpace = 'srgb-linear';
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const DisplayP3ColorSpace = 'display-p3';
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const LinearDisplayP3ColorSpace = 'display-p3-linear';
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const LinearTransfer = 'linear';
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const SRGBTransfer = 'srgb';
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const Rec709Primaries = 'rec709';
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const P3Primaries = 'p3';
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const KeepStencilOp = 7680;
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const AlwaysStencilFunc = 519;
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roundToZero() {
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this.x =
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this.y =
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this.x = Math.trunc( this.x );
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this.y = Math.trunc( this.y );
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return this;
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}
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function createCanvasElement() {
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const canvas = createElementNS( 'canvas' );
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canvas.style.display = 'block';
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return canvas;
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}
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const _cache = {};
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function warnOnce( message ) {
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}
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function SRGBToLinear( c ) {
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return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
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}
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function LinearToSRGB( c ) {
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return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
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}
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/**
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* Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
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* or clipping. Based on W3C specifications for sRGB and Display P3,
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* - http://www.russellcottrell.com/photo/matrixCalculator.htm
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*/
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const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().
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0.8224621, 0.
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const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().fromArray( [
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1.2249401, - 0.0420569, - 0.0196376,
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- 0.2249404, 1.0420571, - 0.0786361,
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0.0000001, 0.0000000, 1.0982735
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] );
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function DisplayP3ToLinearSRGB( color ) {
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// Display P3 uses the sRGB transfer functions
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return color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB );
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}
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function LinearSRGBToDisplayP3( color ) {
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return color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB();
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const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
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0.8224621, 0.177538, 0.0,
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0.0331941, 0.9668058, 0.0,
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0.0170827, 0.0723974, 0.9105199,
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);
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const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
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);
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/**
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* Defines supported color spaces by transfer function and primaries,
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* and provides conversions to/from the Linear-sRGB reference space.
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*/
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const COLOR_SPACES = {
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[ LinearSRGBColorSpace ]: {
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transfer: LinearTransfer,
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primaries: Rec709Primaries,
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toReference: ( color ) => color,
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fromReference: ( color ) => color,
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},
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[ SRGBColorSpace ]: {
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transfer: SRGBTransfer,
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primaries: Rec709Primaries,
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toReference: ( color ) => color.convertSRGBToLinear(),
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fromReference: ( color ) => color.convertLinearToSRGB(),
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},
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[ LinearDisplayP3ColorSpace ]: {
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transfer: LinearTransfer,
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primaries: P3Primaries,
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toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
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fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
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},
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[ DisplayP3ColorSpace ]: {
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transfer: SRGBTransfer,
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primaries: P3Primaries,
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toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
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fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
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},
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const FROM_LINEAR = {
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[ LinearSRGBColorSpace ]: ( color ) => color,
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[ SRGBColorSpace ]: ( color ) => color.convertLinearToSRGB(),
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[ DisplayP3ColorSpace ]: LinearSRGBToDisplayP3,
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};
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const ColorManagement = {
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_workingColorSpace: LinearSRGBColorSpace,
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get legacyMode() {
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get workingColorSpace() {
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}
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class Source {
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this.isSource = true;
|
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1853
1892
|
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|
1854
|
-
Object.defineProperty( this, 'id', { value:
|
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|
+
Object.defineProperty( this, 'id', { value: _sourceId ++ } );
|
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1855
1894
|
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1856
1895
|
this.uuid = generateUUID();
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1896
|
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@@ -1966,7 +2005,7 @@
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2005
|
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2006
|
}
|
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1968
2007
|
|
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|
-
let
|
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|
+
let _textureId = 0;
|
|
1970
2009
|
|
|
1971
2010
|
class Texture extends EventDispatcher {
|
|
1972
2011
|
|
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@@ -1976,7 +2015,7 @@
|
|
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2015
|
|
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1977
2016
|
this.isTexture = true;
|
|
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2017
|
|
|
1979
|
-
Object.defineProperty( this, 'id', { value:
|
|
2018
|
+
Object.defineProperty( this, 'id', { value: _textureId ++ } );
|
|
1980
2019
|
|
|
1981
2020
|
this.uuid = generateUUID();
|
|
1982
2021
|
|
|
@@ -2786,10 +2825,10 @@
|
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2786
2825
|
|
|
2787
2826
|
roundToZero() {
|
|
2788
2827
|
|
|
2789
|
-
this.x =
|
|
2790
|
-
this.y =
|
|
2791
|
-
this.z =
|
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2792
|
-
this.w =
|
|
2828
|
+
this.x = Math.trunc( this.x );
|
|
2829
|
+
this.y = Math.trunc( this.y );
|
|
2830
|
+
this.z = Math.trunc( this.z );
|
|
2831
|
+
this.w = Math.trunc( this.w );
|
|
2793
2832
|
|
|
2794
2833
|
return this;
|
|
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2834
|
|
|
@@ -2957,20 +2996,29 @@
|
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2957
2996
|
|
|
2958
2997
|
}
|
|
2959
2998
|
|
|
2999
|
+
options = Object.assign( {
|
|
3000
|
+
generateMipmaps: false,
|
|
3001
|
+
internalFormat: null,
|
|
3002
|
+
minFilter: LinearFilter,
|
|
3003
|
+
depthBuffer: true,
|
|
3004
|
+
stencilBuffer: false,
|
|
3005
|
+
depthTexture: null,
|
|
3006
|
+
samples: 0
|
|
3007
|
+
}, options );
|
|
3008
|
+
|
|
2960
3009
|
this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
|
|
2961
3010
|
this.texture.isRenderTargetTexture = true;
|
|
2962
3011
|
|
|
2963
3012
|
this.texture.flipY = false;
|
|
2964
|
-
this.texture.generateMipmaps = options.generateMipmaps
|
|
2965
|
-
this.texture.internalFormat = options.internalFormat
|
|
2966
|
-
this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
|
|
3013
|
+
this.texture.generateMipmaps = options.generateMipmaps;
|
|
3014
|
+
this.texture.internalFormat = options.internalFormat;
|
|
2967
3015
|
|
|
2968
|
-
this.depthBuffer = options.depthBuffer
|
|
2969
|
-
this.stencilBuffer = options.stencilBuffer
|
|
3016
|
+
this.depthBuffer = options.depthBuffer;
|
|
3017
|
+
this.stencilBuffer = options.stencilBuffer;
|
|
2970
3018
|
|
|
2971
|
-
this.depthTexture = options.depthTexture
|
|
3019
|
+
this.depthTexture = options.depthTexture;
|
|
2972
3020
|
|
|
2973
|
-
this.samples = options.samples
|
|
3021
|
+
this.samples = options.samples;
|
|
2974
3022
|
|
|
2975
3023
|
}
|
|
2976
3024
|
|
|
@@ -4182,9 +4230,9 @@
|
|
|
4182
4230
|
|
|
4183
4231
|
roundToZero() {
|
|
4184
4232
|
|
|
4185
|
-
this.x =
|
|
4186
|
-
this.y =
|
|
4187
|
-
this.z =
|
|
4233
|
+
this.x = Math.trunc( this.x );
|
|
4234
|
+
this.y = Math.trunc( this.y );
|
|
4235
|
+
this.z = Math.trunc( this.z );
|
|
4188
4236
|
|
|
4189
4237
|
return this;
|
|
4190
4238
|
|
|
@@ -7414,20 +7462,7 @@
|
|
|
7414
7462
|
|
|
7415
7463
|
clear() {
|
|
7416
7464
|
|
|
7417
|
-
|
|
7418
|
-
|
|
7419
|
-
const object = this.children[ i ];
|
|
7420
|
-
|
|
7421
|
-
object.parent = null;
|
|
7422
|
-
|
|
7423
|
-
object.dispatchEvent( _removedEvent );
|
|
7424
|
-
|
|
7425
|
-
}
|
|
7426
|
-
|
|
7427
|
-
this.children.length = 0;
|
|
7428
|
-
|
|
7429
|
-
return this;
|
|
7430
|
-
|
|
7465
|
+
return this.remove( ... this.children );
|
|
7431
7466
|
|
|
7432
7467
|
}
|
|
7433
7468
|
|
|
@@ -8318,7 +8353,7 @@
|
|
|
8318
8353
|
|
|
8319
8354
|
}
|
|
8320
8355
|
|
|
8321
|
-
let
|
|
8356
|
+
let _materialId = 0;
|
|
8322
8357
|
|
|
8323
8358
|
class Material extends EventDispatcher {
|
|
8324
8359
|
|
|
@@ -8328,7 +8363,7 @@
|
|
|
8328
8363
|
|
|
8329
8364
|
this.isMaterial = true;
|
|
8330
8365
|
|
|
8331
|
-
Object.defineProperty( this, 'id', { value:
|
|
8366
|
+
Object.defineProperty( this, 'id', { value: _materialId ++ } );
|
|
8332
8367
|
|
|
8333
8368
|
this.uuid = generateUUID();
|
|
8334
8369
|
|
|
@@ -8636,10 +8671,10 @@
|
|
|
8636
8671
|
|
|
8637
8672
|
if ( this.blending !== NormalBlending ) data.blending = this.blending;
|
|
8638
8673
|
if ( this.side !== FrontSide ) data.side = this.side;
|
|
8639
|
-
if ( this.vertexColors ) data.vertexColors = true;
|
|
8674
|
+
if ( this.vertexColors === true ) data.vertexColors = true;
|
|
8640
8675
|
|
|
8641
8676
|
if ( this.opacity < 1 ) data.opacity = this.opacity;
|
|
8642
|
-
if ( this.transparent === true ) data.transparent =
|
|
8677
|
+
if ( this.transparent === true ) data.transparent = true;
|
|
8643
8678
|
|
|
8644
8679
|
data.depthFunc = this.depthFunc;
|
|
8645
8680
|
data.depthTest = this.depthTest;
|
|
@@ -8670,17 +8705,17 @@
|
|
|
8670
8705
|
if ( this.dithering === true ) data.dithering = true;
|
|
8671
8706
|
|
|
8672
8707
|
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
|
|
8673
|
-
if ( this.alphaHash === true ) data.alphaHash =
|
|
8674
|
-
if ( this.alphaToCoverage === true ) data.alphaToCoverage =
|
|
8675
|
-
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha =
|
|
8676
|
-
if ( this.forceSinglePass === true ) data.forceSinglePass =
|
|
8708
|
+
if ( this.alphaHash === true ) data.alphaHash = true;
|
|
8709
|
+
if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
|
|
8710
|
+
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
|
|
8711
|
+
if ( this.forceSinglePass === true ) data.forceSinglePass = true;
|
|
8677
8712
|
|
|
8678
|
-
if ( this.wireframe === true ) data.wireframe =
|
|
8713
|
+
if ( this.wireframe === true ) data.wireframe = true;
|
|
8679
8714
|
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
|
|
8680
8715
|
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
|
|
8681
8716
|
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
|
|
8682
8717
|
|
|
8683
|
-
if ( this.flatShading === true ) data.flatShading =
|
|
8718
|
+
if ( this.flatShading === true ) data.flatShading = true;
|
|
8684
8719
|
|
|
8685
8720
|
if ( this.visible === false ) data.visible = false;
|
|
8686
8721
|
|
|
@@ -9261,11 +9296,7 @@
|
|
|
9261
9296
|
|
|
9262
9297
|
this.getHSL( _hslA );
|
|
9263
9298
|
|
|
9264
|
-
_hslA.h
|
|
9265
|
-
|
|
9266
|
-
this.setHSL( _hslA.h, _hslA.s, _hslA.l );
|
|
9267
|
-
|
|
9268
|
-
return this;
|
|
9299
|
+
return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
|
|
9269
9300
|
|
|
9270
9301
|
}
|
|
9271
9302
|
|
|
@@ -9914,7 +9945,7 @@
|
|
|
9914
9945
|
|
|
9915
9946
|
}
|
|
9916
9947
|
|
|
9917
|
-
let _id$
|
|
9948
|
+
let _id$2 = 0;
|
|
9918
9949
|
|
|
9919
9950
|
const _m1 = /*@__PURE__*/ new Matrix4();
|
|
9920
9951
|
const _obj = /*@__PURE__*/ new Object3D();
|
|
@@ -9931,7 +9962,7 @@
|
|
|
9931
9962
|
|
|
9932
9963
|
this.isBufferGeometry = true;
|
|
9933
9964
|
|
|
9934
|
-
Object.defineProperty( this, 'id', { value: _id$
|
|
9965
|
+
Object.defineProperty( this, 'id', { value: _id$2 ++ } );
|
|
9935
9966
|
|
|
9936
9967
|
this.uuid = generateUUID();
|
|
9937
9968
|
|
|
@@ -11036,7 +11067,7 @@
|
|
|
11036
11067
|
|
|
11037
11068
|
}
|
|
11038
11069
|
|
|
11039
|
-
this.material = source.material;
|
|
11070
|
+
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
|
|
11040
11071
|
this.geometry = source.geometry;
|
|
11041
11072
|
|
|
11042
11073
|
return this;
|
|
@@ -11665,7 +11696,7 @@
|
|
|
11665
11696
|
|
|
11666
11697
|
}
|
|
11667
11698
|
|
|
11668
|
-
return
|
|
11699
|
+
return ColorManagement.workingColorSpace;
|
|
11669
11700
|
|
|
11670
11701
|
}
|
|
11671
11702
|
|
|
@@ -11893,11 +11924,7 @@
|
|
|
11893
11924
|
|
|
11894
11925
|
getWorldDirection( target ) {
|
|
11895
11926
|
|
|
11896
|
-
|
|
11897
|
-
|
|
11898
|
-
const e = this.matrixWorld.elements;
|
|
11899
|
-
|
|
11900
|
-
return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
|
|
11927
|
+
return super.getWorldDirection( target ).negate();
|
|
11901
11928
|
|
|
11902
11929
|
}
|
|
11903
11930
|
|
|
@@ -12167,6 +12194,7 @@
|
|
|
12167
12194
|
|
|
12168
12195
|
this.renderTarget = renderTarget;
|
|
12169
12196
|
this.coordinateSystem = null;
|
|
12197
|
+
this.activeMipmapLevel = 0;
|
|
12170
12198
|
|
|
12171
12199
|
const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
|
|
12172
12200
|
cameraPX.layers = this.layers;
|
|
@@ -12264,7 +12292,7 @@
|
|
|
12264
12292
|
|
|
12265
12293
|
if ( this.parent === null ) this.updateMatrixWorld();
|
|
12266
12294
|
|
|
12267
|
-
const renderTarget = this
|
|
12295
|
+
const { renderTarget, activeMipmapLevel } = this;
|
|
12268
12296
|
|
|
12269
12297
|
if ( this.coordinateSystem !== renderer.coordinateSystem ) {
|
|
12270
12298
|
|
|
@@ -12277,6 +12305,8 @@
|
|
|
12277
12305
|
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
|
|
12278
12306
|
|
|
12279
12307
|
const currentRenderTarget = renderer.getRenderTarget();
|
|
12308
|
+
const currentActiveCubeFace = renderer.getActiveCubeFace();
|
|
12309
|
+
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
|
|
12280
12310
|
|
|
12281
12311
|
const currentXrEnabled = renderer.xr.enabled;
|
|
12282
12312
|
|
|
@@ -12286,27 +12316,30 @@
|
|
|
12286
12316
|
|
|
12287
12317
|
renderTarget.texture.generateMipmaps = false;
|
|
12288
12318
|
|
|
12289
|
-
renderer.setRenderTarget( renderTarget, 0 );
|
|
12319
|
+
renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
|
|
12290
12320
|
renderer.render( scene, cameraPX );
|
|
12291
12321
|
|
|
12292
|
-
renderer.setRenderTarget( renderTarget, 1 );
|
|
12322
|
+
renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
|
|
12293
12323
|
renderer.render( scene, cameraNX );
|
|
12294
12324
|
|
|
12295
|
-
renderer.setRenderTarget( renderTarget, 2 );
|
|
12325
|
+
renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
|
|
12296
12326
|
renderer.render( scene, cameraPY );
|
|
12297
12327
|
|
|
12298
|
-
renderer.setRenderTarget( renderTarget, 3 );
|
|
12328
|
+
renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
|
|
12299
12329
|
renderer.render( scene, cameraNY );
|
|
12300
12330
|
|
|
12301
|
-
renderer.setRenderTarget( renderTarget, 4 );
|
|
12331
|
+
renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
|
|
12302
12332
|
renderer.render( scene, cameraPZ );
|
|
12303
12333
|
|
|
12334
|
+
// mipmaps are generated during the last call of render()
|
|
12335
|
+
// at this point, all sides of the cube render target are defined
|
|
12336
|
+
|
|
12304
12337
|
renderTarget.texture.generateMipmaps = generateMipmaps;
|
|
12305
12338
|
|
|
12306
|
-
renderer.setRenderTarget( renderTarget, 5 );
|
|
12339
|
+
renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
|
|
12307
12340
|
renderer.render( scene, cameraNZ );
|
|
12308
12341
|
|
|
12309
|
-
renderer.setRenderTarget( currentRenderTarget );
|
|
12342
|
+
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
|
|
12310
12343
|
|
|
12311
12344
|
renderer.xr.enabled = currentXrEnabled;
|
|
12312
12345
|
|
|
@@ -13220,7 +13253,7 @@
|
|
|
13220
13253
|
|
|
13221
13254
|
var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
|
|
13222
13255
|
|
|
13223
|
-
var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot(
|
|
13256
|
+
var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
|
|
13224
13257
|
|
|
13225
13258
|
var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
|
|
13226
13259
|
|
|
@@ -13250,7 +13283,7 @@
|
|
|
13250
13283
|
|
|
13251
13284
|
var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
|
|
13252
13285
|
|
|
13253
|
-
var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\
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var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated";
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var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
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var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
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var colorspace_pars_fragment = "vec4
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var colorspace_pars_fragment = "\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn sRGBTransferOETF( value );\n}";
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var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
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var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
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var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in
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var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
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var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\
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var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
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var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
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var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
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var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in
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var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon";
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var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";
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var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx(
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var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tanisotropyV /= material.anisotropy;\n\tmaterial.anisotropy = saturate( material.anisotropy );\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x - tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x + tbn[ 0 ] * anisotropyV.y;\n#endif";
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var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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var lights_fragment_begin = "\
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var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal;\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
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var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance(
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var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
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var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance,
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var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
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var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
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var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
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var map_fragment = "#ifdef USE_MAP\n\
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var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif";
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var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
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@@ -13346,7 +13379,7 @@
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var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif";
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var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3
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var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
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var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
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var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif";
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var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal =
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var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";
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var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif";
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const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
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const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
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const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
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const vertex$g = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
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const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
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-
const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot(
|
|
13504
|
+
const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
|
|
13472
13505
|
|
|
13473
13506
|
const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
|
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13474
13507
|
|
|
@@ -14240,24 +14273,15 @@
|
|
|
14240
14273
|
|
|
14241
14274
|
}
|
|
14242
14275
|
|
|
14243
|
-
const
|
|
14244
|
-
const environmentBlendMode = xr.getEnvironmentBlendMode();
|
|
14276
|
+
const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();
|
|
14245
14277
|
|
|
14246
|
-
|
|
14278
|
+
if ( environmentBlendMode === 'additive' ) {
|
|
14247
14279
|
|
|
14248
|
-
|
|
14249
|
-
forceClear = true;
|
|
14250
|
-
break;
|
|
14280
|
+
state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );
|
|
14251
14281
|
|
|
14252
|
-
|
|
14253
|
-
state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );
|
|
14254
|
-
forceClear = true;
|
|
14255
|
-
break;
|
|
14282
|
+
} else if ( environmentBlendMode === 'alpha-blend' ) {
|
|
14256
14283
|
|
|
14257
|
-
|
|
14258
|
-
state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );
|
|
14259
|
-
forceClear = true;
|
|
14260
|
-
break;
|
|
14284
|
+
state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );
|
|
14261
14285
|
|
|
14262
14286
|
}
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14287
|
|
|
@@ -14313,7 +14337,7 @@
|
|
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14313
14337
|
boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;
|
|
14314
14338
|
boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
|
|
14315
14339
|
boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
|
|
14316
|
-
boxMesh.material.toneMapped = ( background.colorSpace
|
|
14340
|
+
boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
|
|
14317
14341
|
|
|
14318
14342
|
if ( currentBackground !== background ||
|
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14319
14343
|
currentBackgroundVersion !== background.version ||
|
|
@@ -14369,7 +14393,7 @@
|
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14393
|
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14370
14394
|
planeMesh.material.uniforms.t2D.value = background;
|
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14371
14395
|
planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
|
|
14372
|
-
planeMesh.material.toneMapped = ( background.colorSpace
|
|
14396
|
+
planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
|
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14373
14397
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14374
14398
|
if ( background.matrixAutoUpdate === true ) {
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14399
|
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@@ -18633,15 +18657,38 @@
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18657
|
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|
18634
18658
|
function getEncodingComponents( colorSpace ) {
|
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18635
18659
|
|
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18660
|
+
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
|
|
18661
|
+
const encodingPrimaries = ColorManagement.getPrimaries( colorSpace );
|
|
18662
|
+
|
|
18663
|
+
let gamutMapping;
|
|
18664
|
+
|
|
18665
|
+
if ( workingPrimaries === encodingPrimaries ) {
|
|
18666
|
+
|
|
18667
|
+
gamutMapping = '';
|
|
18668
|
+
|
|
18669
|
+
} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {
|
|
18670
|
+
|
|
18671
|
+
gamutMapping = 'LinearDisplayP3ToLinearSRGB';
|
|
18672
|
+
|
|
18673
|
+
} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {
|
|
18674
|
+
|
|
18675
|
+
gamutMapping = 'LinearSRGBToLinearDisplayP3';
|
|
18676
|
+
|
|
18677
|
+
}
|
|
18678
|
+
|
|
18636
18679
|
switch ( colorSpace ) {
|
|
18637
18680
|
|
|
18638
18681
|
case LinearSRGBColorSpace:
|
|
18639
|
-
|
|
18682
|
+
case LinearDisplayP3ColorSpace:
|
|
18683
|
+
return [ gamutMapping, 'LinearTransferOETF' ];
|
|
18684
|
+
|
|
18640
18685
|
case SRGBColorSpace:
|
|
18641
|
-
|
|
18686
|
+
case DisplayP3ColorSpace:
|
|
18687
|
+
return [ gamutMapping, 'sRGBTransferOETF' ];
|
|
18688
|
+
|
|
18642
18689
|
default:
|
|
18643
18690
|
console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );
|
|
18644
|
-
return [
|
|
18691
|
+
return [ gamutMapping, 'LinearTransferOETF' ];
|
|
18645
18692
|
|
|
18646
18693
|
}
|
|
18647
18694
|
|
|
@@ -18674,7 +18721,7 @@
|
|
|
18674
18721
|
function getTexelEncodingFunction( functionName, colorSpace ) {
|
|
18675
18722
|
|
|
18676
18723
|
const components = getEncodingComponents( colorSpace );
|
|
18677
|
-
return
|
|
18724
|
+
return `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;
|
|
18678
18725
|
|
|
18679
18726
|
}
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18727
|
|
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@@ -19101,6 +19148,7 @@
|
|
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19148
|
parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',
|
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19102
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|
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
|
19103
19150
|
|
|
19151
|
+
parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
|
|
19104
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|
parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',
|
|
19105
19153
|
|
|
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|
parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
|
|
@@ -19188,6 +19236,8 @@
|
|
|
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19236
|
|
|
19189
19237
|
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
|
|
19190
19238
|
|
|
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|
+
parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
|
|
19240
|
+
|
|
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19241
|
parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
|
|
19192
19242
|
|
|
19193
19243
|
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
|
@@ -19370,8 +19420,12 @@
|
|
|
19370
19420
|
|
|
19371
19421
|
parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
|
|
19372
19422
|
|
|
19423
|
+
parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
|
|
19424
|
+
|
|
19373
19425
|
parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
|
|
19374
19426
|
|
|
19427
|
+
parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
|
|
19428
|
+
|
|
19375
19429
|
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
|
19376
19430
|
( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
|
19377
19431
|
|
|
@@ -19606,7 +19660,7 @@
|
|
|
19606
19660
|
|
|
19607
19661
|
}
|
|
19608
19662
|
|
|
19609
|
-
let _id = 0;
|
|
19663
|
+
let _id$1 = 0;
|
|
19610
19664
|
|
|
19611
19665
|
class WebGLShaderCache {
|
|
19612
19666
|
|
|
@@ -19720,7 +19774,7 @@
|
|
|
19720
19774
|
|
|
19721
19775
|
constructor( code ) {
|
|
19722
19776
|
|
|
19723
|
-
this.id = _id ++;
|
|
19777
|
+
this.id = _id$1 ++;
|
|
19724
19778
|
|
|
19725
19779
|
this.code = code;
|
|
19726
19780
|
this.usedTimes = 0;
|
|
@@ -20048,6 +20102,8 @@
|
|
|
20048
20102
|
numSpotLightShadows: lights.spotShadowMap.length,
|
|
20049
20103
|
numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
|
|
20050
20104
|
|
|
20105
|
+
numLightProbes: lights.numLightProbes,
|
|
20106
|
+
|
|
20051
20107
|
numClippingPlanes: clipping.numPlanes,
|
|
20052
20108
|
numClipIntersection: clipping.numIntersection,
|
|
20053
20109
|
|
|
@@ -20059,6 +20115,8 @@
|
|
|
20059
20115
|
toneMapping: toneMapping,
|
|
20060
20116
|
useLegacyLights: renderer._useLegacyLights,
|
|
20061
20117
|
|
|
20118
|
+
decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),
|
|
20119
|
+
|
|
20062
20120
|
premultipliedAlpha: material.premultipliedAlpha,
|
|
20063
20121
|
|
|
20064
20122
|
doubleSided: material.side === DoubleSide,
|
|
@@ -20170,6 +20228,7 @@
|
|
|
20170
20228
|
array.push( parameters.numPointLightShadows );
|
|
20171
20229
|
array.push( parameters.numSpotLightShadows );
|
|
20172
20230
|
array.push( parameters.numSpotLightShadowsWithMaps );
|
|
20231
|
+
array.push( parameters.numLightProbes );
|
|
20173
20232
|
array.push( parameters.shadowMapType );
|
|
20174
20233
|
array.push( parameters.toneMapping );
|
|
20175
20234
|
array.push( parameters.numClippingPlanes );
|
|
@@ -20260,6 +20319,8 @@
|
|
|
20260
20319
|
_programLayers.enable( 17 );
|
|
20261
20320
|
if ( parameters.pointsUvs )
|
|
20262
20321
|
_programLayers.enable( 18 );
|
|
20322
|
+
if ( parameters.decodeVideoTexture )
|
|
20323
|
+
_programLayers.enable( 19 );
|
|
20263
20324
|
|
|
20264
20325
|
array.push( _programLayers.mask );
|
|
20265
20326
|
|
|
@@ -20806,7 +20867,9 @@
|
|
|
20806
20867
|
numDirectionalShadows: - 1,
|
|
20807
20868
|
numPointShadows: - 1,
|
|
20808
20869
|
numSpotShadows: - 1,
|
|
20809
|
-
numSpotMaps: - 1
|
|
20870
|
+
numSpotMaps: - 1,
|
|
20871
|
+
|
|
20872
|
+
numLightProbes: - 1
|
|
20810
20873
|
},
|
|
20811
20874
|
|
|
20812
20875
|
ambient: [ 0, 0, 0 ],
|
|
@@ -20828,7 +20891,8 @@
|
|
|
20828
20891
|
pointShadowMap: [],
|
|
20829
20892
|
pointShadowMatrix: [],
|
|
20830
20893
|
hemi: [],
|
|
20831
|
-
numSpotLightShadowsWithMaps: 0
|
|
20894
|
+
numSpotLightShadowsWithMaps: 0,
|
|
20895
|
+
numLightProbes: 0
|
|
20832
20896
|
|
|
20833
20897
|
};
|
|
20834
20898
|
|
|
@@ -20856,6 +20920,8 @@
|
|
|
20856
20920
|
let numSpotMaps = 0;
|
|
20857
20921
|
let numSpotShadowsWithMaps = 0;
|
|
20858
20922
|
|
|
20923
|
+
let numLightProbes = 0;
|
|
20924
|
+
|
|
20859
20925
|
// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
|
|
20860
20926
|
lights.sort( shadowCastingAndTexturingLightsFirst );
|
|
20861
20927
|
|
|
@@ -20886,6 +20952,8 @@
|
|
|
20886
20952
|
|
|
20887
20953
|
}
|
|
20888
20954
|
|
|
20955
|
+
numLightProbes ++;
|
|
20956
|
+
|
|
20889
20957
|
} else if ( light.isDirectionalLight ) {
|
|
20890
20958
|
|
|
20891
20959
|
const uniforms = cache.get( light );
|
|
@@ -21073,7 +21141,8 @@
|
|
|
21073
21141
|
hash.numDirectionalShadows !== numDirectionalShadows ||
|
|
21074
21142
|
hash.numPointShadows !== numPointShadows ||
|
|
21075
21143
|
hash.numSpotShadows !== numSpotShadows ||
|
|
21076
|
-
hash.numSpotMaps !== numSpotMaps
|
|
21144
|
+
hash.numSpotMaps !== numSpotMaps ||
|
|
21145
|
+
hash.numLightProbes !== numLightProbes ) {
|
|
21077
21146
|
|
|
21078
21147
|
state.directional.length = directionalLength;
|
|
21079
21148
|
state.spot.length = spotLength;
|
|
@@ -21092,6 +21161,7 @@
|
|
|
21092
21161
|
state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
|
|
21093
21162
|
state.spotLightMap.length = numSpotMaps;
|
|
21094
21163
|
state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
|
|
21164
|
+
state.numLightProbes = numLightProbes;
|
|
21095
21165
|
|
|
21096
21166
|
hash.directionalLength = directionalLength;
|
|
21097
21167
|
hash.pointLength = pointLength;
|
|
@@ -21104,6 +21174,8 @@
|
|
|
21104
21174
|
hash.numSpotShadows = numSpotShadows;
|
|
21105
21175
|
hash.numSpotMaps = numSpotMaps;
|
|
21106
21176
|
|
|
21177
|
+
hash.numLightProbes = numLightProbes;
|
|
21178
|
+
|
|
21107
21179
|
state.version = nextVersion ++;
|
|
21108
21180
|
|
|
21109
21181
|
}
|
|
@@ -23250,9 +23322,11 @@
|
|
|
23250
23322
|
|
|
23251
23323
|
if ( glFormat === _gl.RGBA ) {
|
|
23252
23324
|
|
|
23325
|
+
const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );
|
|
23326
|
+
|
|
23253
23327
|
if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
|
|
23254
23328
|
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
|
|
23255
|
-
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = (
|
|
23329
|
+
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
|
|
23256
23330
|
if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
|
|
23257
23331
|
if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;
|
|
23258
23332
|
|
|
@@ -23807,10 +23881,14 @@
|
|
|
23807
23881
|
|
|
23808
23882
|
state.activeTexture( _gl.TEXTURE0 + slot );
|
|
23809
23883
|
|
|
23884
|
+
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
|
|
23885
|
+
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
23886
|
+
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
23887
|
+
|
|
23810
23888
|
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
23811
23889
|
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
23812
23890
|
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
23813
|
-
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,
|
|
23891
|
+
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
|
|
23814
23892
|
|
|
23815
23893
|
const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
|
|
23816
23894
|
let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
|
|
@@ -23820,7 +23898,7 @@
|
|
|
23820
23898
|
glFormat = utils.convert( texture.format, texture.colorSpace );
|
|
23821
23899
|
|
|
23822
23900
|
let glType = utils.convert( texture.type ),
|
|
23823
|
-
glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
|
|
23901
|
+
glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
|
|
23824
23902
|
|
|
23825
23903
|
setTextureParameters( textureType, texture, supportsMips );
|
|
23826
23904
|
|
|
@@ -24221,10 +24299,14 @@
|
|
|
24221
24299
|
|
|
24222
24300
|
state.activeTexture( _gl.TEXTURE0 + slot );
|
|
24223
24301
|
|
|
24302
|
+
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
|
|
24303
|
+
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
24304
|
+
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
24305
|
+
|
|
24224
24306
|
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
24225
24307
|
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
24226
24308
|
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
24227
|
-
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,
|
|
24309
|
+
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
|
|
24228
24310
|
|
|
24229
24311
|
const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
|
|
24230
24312
|
const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
|
|
@@ -24464,7 +24546,7 @@
|
|
|
24464
24546
|
|
|
24465
24547
|
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
|
24466
24548
|
|
|
24467
|
-
let glInternalFormat = _gl.DEPTH_COMPONENT16;
|
|
24549
|
+
let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;
|
|
24468
24550
|
|
|
24469
24551
|
if ( isMultisample || useMultisampledRTT( renderTarget ) ) {
|
|
24470
24552
|
|
|
@@ -25099,13 +25181,13 @@
|
|
|
25099
25181
|
const format = texture.format;
|
|
25100
25182
|
const type = texture.type;
|
|
25101
25183
|
|
|
25102
|
-
if ( texture.isCompressedTexture === true || texture.format === _SRGBAFormat ) return image;
|
|
25184
|
+
if ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image;
|
|
25103
25185
|
|
|
25104
25186
|
if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {
|
|
25105
25187
|
|
|
25106
25188
|
// sRGB
|
|
25107
25189
|
|
|
25108
|
-
if ( colorSpace ===
|
|
25190
|
+
if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {
|
|
25109
25191
|
|
|
25110
25192
|
if ( isWebGL2 === false ) {
|
|
25111
25193
|
|
|
@@ -25179,6 +25261,8 @@
|
|
|
25179
25261
|
|
|
25180
25262
|
let extension;
|
|
25181
25263
|
|
|
25264
|
+
const transfer = ColorManagement.getTransfer( colorSpace );
|
|
25265
|
+
|
|
25182
25266
|
if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
|
|
25183
25267
|
if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
|
|
25184
25268
|
if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
|
|
@@ -25245,7 +25329,7 @@
|
|
|
25245
25329
|
|
|
25246
25330
|
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
|
|
25247
25331
|
|
|
25248
|
-
if (
|
|
25332
|
+
if ( transfer === SRGBTransfer ) {
|
|
25249
25333
|
|
|
25250
25334
|
extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
|
|
25251
25335
|
|
|
@@ -25330,8 +25414,8 @@
|
|
|
25330
25414
|
|
|
25331
25415
|
if ( extension !== null ) {
|
|
25332
25416
|
|
|
25333
|
-
if ( p === RGB_ETC2_Format ) return (
|
|
25334
|
-
if ( p === RGBA_ETC2_EAC_Format ) return (
|
|
25417
|
+
if ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
|
|
25418
|
+
if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
|
|
25335
25419
|
|
|
25336
25420
|
} else {
|
|
25337
25421
|
|
|
@@ -25353,20 +25437,20 @@
|
|
|
25353
25437
|
|
|
25354
25438
|
if ( extension !== null ) {
|
|
25355
25439
|
|
|
25356
|
-
if ( p === RGBA_ASTC_4x4_Format ) return (
|
|
25357
|
-
if ( p === RGBA_ASTC_5x4_Format ) return (
|
|
25358
|
-
if ( p === RGBA_ASTC_5x5_Format ) return (
|
|
25359
|
-
if ( p === RGBA_ASTC_6x5_Format ) return (
|
|
25360
|
-
if ( p === RGBA_ASTC_6x6_Format ) return (
|
|
25361
|
-
if ( p === RGBA_ASTC_8x5_Format ) return (
|
|
25362
|
-
if ( p === RGBA_ASTC_8x6_Format ) return (
|
|
25363
|
-
if ( p === RGBA_ASTC_8x8_Format ) return (
|
|
25364
|
-
if ( p === RGBA_ASTC_10x5_Format ) return (
|
|
25365
|
-
if ( p === RGBA_ASTC_10x6_Format ) return (
|
|
25366
|
-
if ( p === RGBA_ASTC_10x8_Format ) return (
|
|
25367
|
-
if ( p === RGBA_ASTC_10x10_Format ) return (
|
|
25368
|
-
if ( p === RGBA_ASTC_12x10_Format ) return (
|
|
25369
|
-
if ( p === RGBA_ASTC_12x12_Format ) return (
|
|
25440
|
+
if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
|
|
25441
|
+
if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
|
|
25442
|
+
if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
|
|
25443
|
+
if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
|
|
25444
|
+
if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
|
|
25445
|
+
if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
|
|
25446
|
+
if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
|
|
25447
|
+
if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
|
|
25448
|
+
if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
|
|
25449
|
+
if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
|
|
25450
|
+
if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
|
|
25451
|
+
if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
|
|
25452
|
+
if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
|
|
25453
|
+
if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
|
|
25370
25454
|
|
|
25371
25455
|
} else {
|
|
25372
25456
|
|
|
@@ -25378,13 +25462,15 @@
|
|
|
25378
25462
|
|
|
25379
25463
|
// BPTC
|
|
25380
25464
|
|
|
25381
|
-
if ( p === RGBA_BPTC_Format ) {
|
|
25465
|
+
if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {
|
|
25382
25466
|
|
|
25383
25467
|
extension = extensions.get( 'EXT_texture_compression_bptc' );
|
|
25384
25468
|
|
|
25385
25469
|
if ( extension !== null ) {
|
|
25386
25470
|
|
|
25387
|
-
if ( p === RGBA_BPTC_Format ) return (
|
|
25471
|
+
if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
|
|
25472
|
+
if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
|
|
25473
|
+
if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
|
|
25388
25474
|
|
|
25389
25475
|
} else {
|
|
25390
25476
|
|
|
@@ -26426,14 +26512,6 @@
|
|
|
26426
26512
|
camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
|
|
26427
26513
|
camera.updateMatrixWorld( true );
|
|
26428
26514
|
|
|
26429
|
-
const children = camera.children;
|
|
26430
|
-
|
|
26431
|
-
for ( let i = 0, l = children.length; i < l; i ++ ) {
|
|
26432
|
-
|
|
26433
|
-
children[ i ].updateMatrixWorld( true );
|
|
26434
|
-
|
|
26435
|
-
}
|
|
26436
|
-
|
|
26437
26515
|
camera.projectionMatrix.copy( cameraXR.projectionMatrix );
|
|
26438
26516
|
camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );
|
|
26439
26517
|
|
|
@@ -27596,14 +27674,6 @@
|
|
|
27596
27674
|
|
|
27597
27675
|
}
|
|
27598
27676
|
|
|
27599
|
-
function createCanvasElement() {
|
|
27600
|
-
|
|
27601
|
-
const canvas = createElementNS( 'canvas' );
|
|
27602
|
-
canvas.style.display = 'block';
|
|
27603
|
-
return canvas;
|
|
27604
|
-
|
|
27605
|
-
}
|
|
27606
|
-
|
|
27607
27677
|
class WebGLRenderer {
|
|
27608
27678
|
|
|
27609
27679
|
constructor( parameters = {} ) {
|
|
@@ -27684,7 +27754,7 @@
|
|
|
27684
27754
|
|
|
27685
27755
|
// physically based shading
|
|
27686
27756
|
|
|
27687
|
-
this.
|
|
27757
|
+
this._outputColorSpace = SRGBColorSpace;
|
|
27688
27758
|
|
|
27689
27759
|
// physical lights
|
|
27690
27760
|
|
|
@@ -29329,48 +29399,28 @@
|
|
|
29329
29399
|
|
|
29330
29400
|
if ( refreshProgram || _currentCamera !== camera ) {
|
|
29331
29401
|
|
|
29332
|
-
|
|
29333
|
-
|
|
29334
|
-
if ( capabilities.logarithmicDepthBuffer ) {
|
|
29335
|
-
|
|
29336
|
-
p_uniforms.setValue( _gl, 'logDepthBufFC',
|
|
29337
|
-
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
|
|
29402
|
+
// common camera uniforms
|
|
29338
29403
|
|
|
29339
|
-
|
|
29340
|
-
|
|
29341
|
-
if ( _currentCamera !== camera ) {
|
|
29404
|
+
p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
|
|
29405
|
+
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
|
|
29342
29406
|
|
|
29343
|
-
|
|
29407
|
+
const uCamPos = p_uniforms.map.cameraPosition;
|
|
29344
29408
|
|
|
29345
|
-
|
|
29346
|
-
// now, in case this material supports lights - or later, when
|
|
29347
|
-
// the next material that does gets activated:
|
|
29409
|
+
if ( uCamPos !== undefined ) {
|
|
29348
29410
|
|
|
29349
|
-
|
|
29350
|
-
refreshLights = true; // remains set until update done
|
|
29411
|
+
uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
|
|
29351
29412
|
|
|
29352
29413
|
}
|
|
29353
29414
|
|
|
29354
|
-
|
|
29355
|
-
// (shader material also gets them for the sake of genericity)
|
|
29356
|
-
|
|
29357
|
-
if ( material.isShaderMaterial ||
|
|
29358
|
-
material.isMeshPhongMaterial ||
|
|
29359
|
-
material.isMeshToonMaterial ||
|
|
29360
|
-
material.isMeshStandardMaterial ||
|
|
29361
|
-
material.envMap ) {
|
|
29362
|
-
|
|
29363
|
-
const uCamPos = p_uniforms.map.cameraPosition;
|
|
29364
|
-
|
|
29365
|
-
if ( uCamPos !== undefined ) {
|
|
29366
|
-
|
|
29367
|
-
uCamPos.setValue( _gl,
|
|
29368
|
-
_vector3.setFromMatrixPosition( camera.matrixWorld ) );
|
|
29415
|
+
if ( capabilities.logarithmicDepthBuffer ) {
|
|
29369
29416
|
|
|
29370
|
-
|
|
29417
|
+
p_uniforms.setValue( _gl, 'logDepthBufFC',
|
|
29418
|
+
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
|
|
29371
29419
|
|
|
29372
29420
|
}
|
|
29373
29421
|
|
|
29422
|
+
// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
|
|
29423
|
+
|
|
29374
29424
|
if ( material.isMeshPhongMaterial ||
|
|
29375
29425
|
material.isMeshToonMaterial ||
|
|
29376
29426
|
material.isMeshLambertMaterial ||
|
|
@@ -29382,16 +29432,16 @@
|
|
|
29382
29432
|
|
|
29383
29433
|
}
|
|
29384
29434
|
|
|
29385
|
-
if (
|
|
29386
|
-
|
|
29387
|
-
|
|
29388
|
-
material.isMeshBasicMaterial ||
|
|
29389
|
-
material.isMeshStandardMaterial ||
|
|
29390
|
-
material.isShaderMaterial ||
|
|
29391
|
-
material.isShadowMaterial ||
|
|
29392
|
-
object.isSkinnedMesh ) {
|
|
29435
|
+
if ( _currentCamera !== camera ) {
|
|
29436
|
+
|
|
29437
|
+
_currentCamera = camera;
|
|
29393
29438
|
|
|
29394
|
-
|
|
29439
|
+
// lighting uniforms depend on the camera so enforce an update
|
|
29440
|
+
// now, in case this material supports lights - or later, when
|
|
29441
|
+
// the next material that does gets activated:
|
|
29442
|
+
|
|
29443
|
+
refreshMaterial = true; // set to true on material change
|
|
29444
|
+
refreshLights = true; // remains set until update done
|
|
29395
29445
|
|
|
29396
29446
|
}
|
|
29397
29447
|
|
|
@@ -29981,6 +30031,22 @@
|
|
|
29981
30031
|
|
|
29982
30032
|
}
|
|
29983
30033
|
|
|
30034
|
+
get outputColorSpace() {
|
|
30035
|
+
|
|
30036
|
+
return this._outputColorSpace;
|
|
30037
|
+
|
|
30038
|
+
}
|
|
30039
|
+
|
|
30040
|
+
set outputColorSpace( colorSpace ) {
|
|
30041
|
+
|
|
30042
|
+
this._outputColorSpace = colorSpace;
|
|
30043
|
+
|
|
30044
|
+
const gl = this.getContext();
|
|
30045
|
+
gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
|
|
30046
|
+
gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
|
|
30047
|
+
|
|
30048
|
+
}
|
|
30049
|
+
|
|
29984
30050
|
get physicallyCorrectLights() { // @deprecated, r150
|
|
29985
30051
|
|
|
29986
30052
|
console.warn( 'THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' );
|
|
@@ -30161,7 +30227,7 @@
|
|
|
30161
30227
|
|
|
30162
30228
|
super.copy( source, recursive );
|
|
30163
30229
|
|
|
30164
|
-
this.material = source.material;
|
|
30230
|
+
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
|
|
30165
30231
|
this.geometry = source.geometry;
|
|
30166
30232
|
|
|
30167
30233
|
return this;
|
|
@@ -33563,7 +33629,7 @@
|
|
|
33563
33629
|
_intersections.length = 0;
|
|
33564
33630
|
|
|
33565
33631
|
_raycaster.setFromCamera( _pointer, _camera );
|
|
33566
|
-
_raycaster.intersectObjects( _objects,
|
|
33632
|
+
_raycaster.intersectObjects( _objects, scope.recursive, _intersections );
|
|
33567
33633
|
|
|
33568
33634
|
if ( _intersections.length > 0 ) {
|
|
33569
33635
|
|
|
@@ -33615,7 +33681,7 @@
|
|
|
33615
33681
|
_intersections.length = 0;
|
|
33616
33682
|
|
|
33617
33683
|
_raycaster.setFromCamera( _pointer, _camera );
|
|
33618
|
-
_raycaster.intersectObjects( _objects,
|
|
33684
|
+
_raycaster.intersectObjects( _objects, scope.recursive, _intersections );
|
|
33619
33685
|
|
|
33620
33686
|
if ( _intersections.length > 0 ) {
|
|
33621
33687
|
|
|
@@ -33669,6 +33735,7 @@
|
|
|
33669
33735
|
// API
|
|
33670
33736
|
|
|
33671
33737
|
this.enabled = true;
|
|
33738
|
+
this.recursive = true;
|
|
33672
33739
|
this.transformGroup = false;
|
|
33673
33740
|
|
|
33674
33741
|
this.activate = activate;
|
|
@@ -43168,7 +43235,7 @@ function InsertStackElement(node, body) {
|
|
|
43168
43235
|
|
|
43169
43236
|
const twoPI = 2 * Math.PI;
|
|
43170
43237
|
|
|
43171
|
-
return function update() {
|
|
43238
|
+
return function update( deltaTime = null ) {
|
|
43172
43239
|
|
|
43173
43240
|
const position = scope.object.position;
|
|
43174
43241
|
|
|
@@ -43182,7 +43249,7 @@ function InsertStackElement(node, body) {
|
|
|
43182
43249
|
|
|
43183
43250
|
if ( scope.autoRotate && state === STATE.NONE ) {
|
|
43184
43251
|
|
|
43185
|
-
rotateLeft( getAutoRotationAngle() );
|
|
43252
|
+
rotateLeft( getAutoRotationAngle( deltaTime ) );
|
|
43186
43253
|
|
|
43187
43254
|
}
|
|
43188
43255
|
|
|
@@ -43461,9 +43528,17 @@ function InsertStackElement(node, body) {
|
|
|
43461
43528
|
const pointers = [];
|
|
43462
43529
|
const pointerPositions = {};
|
|
43463
43530
|
|
|
43464
|
-
function getAutoRotationAngle() {
|
|
43531
|
+
function getAutoRotationAngle( deltaTime ) {
|
|
43532
|
+
|
|
43533
|
+
if ( deltaTime !== null ) {
|
|
43534
|
+
|
|
43535
|
+
return ( 2 * Math.PI / 60 * scope.autoRotateSpeed ) * deltaTime;
|
|
43536
|
+
|
|
43537
|
+
} else {
|
|
43465
43538
|
|
|
43466
|
-
|
|
43539
|
+
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
|
|
43540
|
+
|
|
43541
|
+
}
|
|
43467
43542
|
|
|
43468
43543
|
}
|
|
43469
43544
|
|
|
@@ -43615,7 +43690,7 @@ function InsertStackElement(node, body) {
|
|
|
43615
43690
|
mouse.x = ( x / w ) * 2 - 1;
|
|
43616
43691
|
mouse.y = - ( y / h ) * 2 + 1;
|
|
43617
43692
|
|
|
43618
|
-
dollyDirection.set( mouse.x, mouse.y, 1 ).unproject( object ).sub( object.position ).normalize();
|
|
43693
|
+
dollyDirection.set( mouse.x, mouse.y, 1 ).unproject( scope.object ).sub( scope.object.position ).normalize();
|
|
43619
43694
|
|
|
43620
43695
|
}
|
|
43621
43696
|
|
|
@@ -45181,7 +45256,7 @@ function InsertStackElement(node, body) {
|
|
|
45181
45256
|
|
|
45182
45257
|
class RenderPass extends Pass {
|
|
45183
45258
|
|
|
45184
|
-
constructor( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
|
|
45259
|
+
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
|
|
45185
45260
|
|
|
45186
45261
|
super();
|
|
45187
45262
|
|
|
@@ -45191,7 +45266,7 @@ function InsertStackElement(node, body) {
|
|
|
45191
45266
|
this.overrideMaterial = overrideMaterial;
|
|
45192
45267
|
|
|
45193
45268
|
this.clearColor = clearColor;
|
|
45194
|
-
this.clearAlpha =
|
|
45269
|
+
this.clearAlpha = clearAlpha;
|
|
45195
45270
|
|
|
45196
45271
|
this.clear = true;
|
|
45197
45272
|
this.clearDepth = false;
|
|
@@ -45207,7 +45282,7 @@ function InsertStackElement(node, body) {
|
|
|
45207
45282
|
|
|
45208
45283
|
let oldClearAlpha, oldOverrideMaterial;
|
|
45209
45284
|
|
|
45210
|
-
if ( this.overrideMaterial !==
|
|
45285
|
+
if ( this.overrideMaterial !== null ) {
|
|
45211
45286
|
|
|
45212
45287
|
oldOverrideMaterial = this.scene.overrideMaterial;
|
|
45213
45288
|
|
|
@@ -45215,16 +45290,21 @@ function InsertStackElement(node, body) {
|
|
|
45215
45290
|
|
|
45216
45291
|
}
|
|
45217
45292
|
|
|
45218
|
-
if ( this.clearColor ) {
|
|
45293
|
+
if ( this.clearColor !== null ) {
|
|
45219
45294
|
|
|
45220
45295
|
renderer.getClearColor( this._oldClearColor );
|
|
45221
|
-
|
|
45296
|
+
renderer.setClearColor( this.clearColor );
|
|
45297
|
+
|
|
45298
|
+
}
|
|
45299
|
+
|
|
45300
|
+
if ( this.clearAlpha !== null ) {
|
|
45222
45301
|
|
|
45223
|
-
renderer.
|
|
45302
|
+
oldClearAlpha = renderer.getClearAlpha();
|
|
45303
|
+
renderer.setClearAlpha( this.clearAlpha );
|
|
45224
45304
|
|
|
45225
45305
|
}
|
|
45226
45306
|
|
|
45227
|
-
if ( this.clearDepth ) {
|
|
45307
|
+
if ( this.clearDepth == true ) {
|
|
45228
45308
|
|
|
45229
45309
|
renderer.clearDepth();
|
|
45230
45310
|
|
|
@@ -45232,17 +45312,30 @@ function InsertStackElement(node, body) {
|
|
|
45232
45312
|
|
|
45233
45313
|
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
|
|
45234
45314
|
|
|
45235
|
-
|
|
45236
|
-
|
|
45315
|
+
if ( this.clear === true ) {
|
|
45316
|
+
|
|
45317
|
+
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
|
|
45318
|
+
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
|
45319
|
+
|
|
45320
|
+
}
|
|
45321
|
+
|
|
45237
45322
|
renderer.render( this.scene, this.camera );
|
|
45238
45323
|
|
|
45239
|
-
|
|
45324
|
+
// restore
|
|
45325
|
+
|
|
45326
|
+
if ( this.clearColor !== null ) {
|
|
45327
|
+
|
|
45328
|
+
renderer.setClearColor( this._oldClearColor );
|
|
45240
45329
|
|
|
45241
|
-
|
|
45330
|
+
}
|
|
45331
|
+
|
|
45332
|
+
if ( this.clearAlpha !== null ) {
|
|
45333
|
+
|
|
45334
|
+
renderer.setClearAlpha( oldClearAlpha );
|
|
45242
45335
|
|
|
45243
45336
|
}
|
|
45244
45337
|
|
|
45245
|
-
if ( this.overrideMaterial !==
|
|
45338
|
+
if ( this.overrideMaterial !== null ) {
|
|
45246
45339
|
|
|
45247
45340
|
this.scene.overrideMaterial = oldOverrideMaterial;
|
|
45248
45341
|
|
|
@@ -45298,7 +45391,11 @@ function InsertStackElement(node, body) {
|
|
|
45298
45391
|
}
|
|
45299
45392
|
|
|
45300
45393
|
function _isNativeFunction(fn) {
|
|
45301
|
-
|
|
45394
|
+
try {
|
|
45395
|
+
return Function.toString.call(fn).indexOf("[native code]") !== -1;
|
|
45396
|
+
} catch (e) {
|
|
45397
|
+
return typeof fn === "function";
|
|
45398
|
+
}
|
|
45302
45399
|
}
|
|
45303
45400
|
|
|
45304
45401
|
function _isNativeReflectConstruct() {
|
|
@@ -46866,31 +46963,31 @@ function InsertStackElement(node, body) {
|
|
|
46866
46963
|
var css_248z = ".scene-nav-info {\n bottom: 5px;\n width: 100%;\n text-align: center;\n color: slategrey;\n opacity: 0.7;\n font-size: 10px;\n}\n\n.scene-tooltip {\n top: 0;\n color: lavender;\n font-size: 15px;\n}\n\n.scene-nav-info, .scene-tooltip {\n position: absolute;\n font-family: sans-serif;\n pointer-events: none;\n user-select: none;\n}\n\n.scene-container canvas:focus {\n outline: none;\n}";
|
|
46867
46964
|
styleInject(css_248z);
|
|
46868
46965
|
|
|
46869
|
-
function _iterableToArrayLimit(
|
|
46870
|
-
var
|
|
46871
|
-
if (null !=
|
|
46872
|
-
var
|
|
46873
|
-
|
|
46874
|
-
|
|
46875
|
-
|
|
46876
|
-
|
|
46877
|
-
|
|
46878
|
-
|
|
46966
|
+
function _iterableToArrayLimit(r, l) {
|
|
46967
|
+
var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
|
|
46968
|
+
if (null != t) {
|
|
46969
|
+
var e,
|
|
46970
|
+
n,
|
|
46971
|
+
i,
|
|
46972
|
+
u,
|
|
46973
|
+
a = [],
|
|
46974
|
+
f = !0,
|
|
46975
|
+
o = !1;
|
|
46879
46976
|
try {
|
|
46880
|
-
if (
|
|
46881
|
-
if (Object(
|
|
46882
|
-
|
|
46883
|
-
} else for (; !(
|
|
46884
|
-
} catch (
|
|
46885
|
-
|
|
46977
|
+
if (i = (t = t.call(r)).next, 0 === l) {
|
|
46978
|
+
if (Object(t) !== t) return;
|
|
46979
|
+
f = !1;
|
|
46980
|
+
} else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
|
|
46981
|
+
} catch (r) {
|
|
46982
|
+
o = !0, n = r;
|
|
46886
46983
|
} finally {
|
|
46887
46984
|
try {
|
|
46888
|
-
if (!
|
|
46985
|
+
if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
|
|
46889
46986
|
} finally {
|
|
46890
|
-
if (
|
|
46987
|
+
if (o) throw n;
|
|
46891
46988
|
}
|
|
46892
46989
|
}
|
|
46893
|
-
return
|
|
46990
|
+
return a;
|
|
46894
46991
|
}
|
|
46895
46992
|
}
|
|
46896
46993
|
function _defineProperty(obj, key, value) {
|
|
@@ -47006,6 +47103,9 @@ function InsertStackElement(node, body) {
|
|
|
47006
47103
|
objects: {
|
|
47007
47104
|
"default": []
|
|
47008
47105
|
},
|
|
47106
|
+
lights: {
|
|
47107
|
+
"default": []
|
|
47108
|
+
},
|
|
47009
47109
|
enablePointerInteraction: {
|
|
47010
47110
|
"default": true,
|
|
47011
47111
|
onChange: function onChange(_, state) {
|
|
@@ -47466,6 +47566,15 @@ function InsertStackElement(node, body) {
|
|
|
47466
47566
|
}
|
|
47467
47567
|
}
|
|
47468
47568
|
changedProps.hasOwnProperty('showNavInfo') && (state.navInfo.style.display = state.showNavInfo ? null : 'none');
|
|
47569
|
+
if (changedProps.hasOwnProperty('lights')) {
|
|
47570
|
+
(changedProps.lights || []).forEach(function (light) {
|
|
47571
|
+
return state.scene.remove(light);
|
|
47572
|
+
}); // Clear the place
|
|
47573
|
+
state.lights.forEach(function (light) {
|
|
47574
|
+
return state.scene.add(light);
|
|
47575
|
+
}); // Add to scene
|
|
47576
|
+
}
|
|
47577
|
+
|
|
47469
47578
|
if (changedProps.hasOwnProperty('objects')) {
|
|
47470
47579
|
(changedProps.objects || []).forEach(function (obj) {
|
|
47471
47580
|
return state.scene.remove(obj);
|
|
@@ -47539,7 +47648,7 @@ function InsertStackElement(node, body) {
|
|
|
47539
47648
|
var linkedRenderObjsProps = Object.assign.apply(Object, _toConsumableArray$4(['width', 'height', 'backgroundColor', 'showNavInfo', 'enablePointerInteraction'].map(function (p) {
|
|
47540
47649
|
return _defineProperty$3({}, p, bindRenderObjs.linkProp(p));
|
|
47541
47650
|
})));
|
|
47542
|
-
var linkedRenderObjsMethods = Object.assign.apply(Object, _toConsumableArray$4(['cameraPosition', 'postProcessingComposer'].map(function (p) {
|
|
47651
|
+
var linkedRenderObjsMethods = Object.assign.apply(Object, _toConsumableArray$4(['lights', 'cameraPosition', 'postProcessingComposer'].map(function (p) {
|
|
47543
47652
|
return _defineProperty$3({}, p, bindRenderObjs.linkMethod(p));
|
|
47544
47653
|
})).concat([{
|
|
47545
47654
|
graph2ScreenCoords: bindRenderObjs.linkMethod('getScreenCoords'),
|
|
@@ -47679,13 +47788,15 @@ function InsertStackElement(node, body) {
|
|
|
47679
47788
|
var controlType = _ref5.controlType,
|
|
47680
47789
|
rendererConfig = _ref5.rendererConfig,
|
|
47681
47790
|
extraRenderers = _ref5.extraRenderers;
|
|
47791
|
+
var forceGraph = new threeForcegraph();
|
|
47682
47792
|
return {
|
|
47683
|
-
forceGraph:
|
|
47793
|
+
forceGraph: forceGraph,
|
|
47684
47794
|
renderObjs: threeRenderObjects({
|
|
47685
47795
|
controlType: controlType,
|
|
47686
47796
|
rendererConfig: rendererConfig,
|
|
47687
47797
|
extraRenderers: extraRenderers
|
|
47688
|
-
})
|
|
47798
|
+
}).objects([forceGraph]) // Populate scene
|
|
47799
|
+
.lights([new three.AmbientLight(0xcccccc, Math.PI), new three.DirectionalLight(0xffffff, 0.6 * Math.PI)])
|
|
47689
47800
|
};
|
|
47690
47801
|
},
|
|
47691
47802
|
init: function init(domNode, state) {
|
|
@@ -47853,9 +47964,7 @@ function InsertStackElement(node, body) {
|
|
|
47853
47964
|
|
|
47854
47965
|
// config renderObjs
|
|
47855
47966
|
state.renderObjs.renderer().useLegacyLights = false; // force behavior for three < 155
|
|
47856
|
-
state.renderObjs.
|
|
47857
|
-
// Populate scene
|
|
47858
|
-
new three.AmbientLight(0xcccccc, Math.PI), new three.DirectionalLight(0xffffff, 0.6 * Math.PI), state.forceGraph]).hoverOrderComparator(function (a, b) {
|
|
47967
|
+
state.renderObjs.hoverOrderComparator(function (a, b) {
|
|
47859
47968
|
// Prioritize graph objects
|
|
47860
47969
|
var aObj = getGraphObj(a);
|
|
47861
47970
|
if (!aObj) return 1;
|