@plastic-software/three 0.167.1 → 0.167.2

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Files changed (94) hide show
  1. package/build/three.cjs +6 -16
  2. package/build/three.module.js +6 -16
  3. package/build/three.module.min.js +1 -1
  4. package/build/three.webgpu.js +510 -354
  5. package/build/three.webgpu.min.js +1 -1
  6. package/examples/jsm/controls/Controls.js +32 -0
  7. package/examples/jsm/controls/DragControls.js +260 -132
  8. package/examples/jsm/transpiler/TSLEncoder.js +8 -8
  9. package/package.json +1 -1
  10. package/src/loaders/ObjectLoader.js +3 -3
  11. package/src/nodes/Nodes.js +3 -2
  12. package/src/nodes/accessors/BatchNode.js +2 -2
  13. package/src/nodes/accessors/ClippingNode.js +8 -8
  14. package/src/nodes/accessors/MorphNode.js +4 -4
  15. package/src/nodes/accessors/TangentNode.js +2 -2
  16. package/src/nodes/accessors/Texture3DNode.js +8 -8
  17. package/src/nodes/accessors/UniformArrayNode.js +5 -3
  18. package/src/nodes/core/StackNode.js +22 -6
  19. package/src/nodes/display/AfterImageNode.js +3 -3
  20. package/src/nodes/display/AnamorphicNode.js +4 -4
  21. package/src/nodes/display/BleachBypassNode.js +2 -2
  22. package/src/nodes/display/BlendModeNode.js +8 -8
  23. package/src/nodes/display/BloomNode.js +9 -9
  24. package/src/nodes/display/BumpMapNode.js +3 -3
  25. package/src/nodes/display/ColorAdjustmentNode.js +4 -4
  26. package/src/nodes/display/ColorSpaceNode.js +3 -3
  27. package/src/nodes/display/DenoiseNode.js +8 -8
  28. package/src/nodes/display/DepthOfFieldNode.js +2 -2
  29. package/src/nodes/display/DotScreenNode.js +3 -3
  30. package/src/nodes/display/FXAANode.js +11 -11
  31. package/src/nodes/display/FilmNode.js +2 -2
  32. package/src/nodes/display/GTAONode.js +9 -9
  33. package/src/nodes/display/GaussianBlurNode.js +2 -2
  34. package/src/nodes/display/Lut3DNode.js +2 -2
  35. package/src/nodes/display/NormalMapNode.js +2 -2
  36. package/src/nodes/display/PassNode.js +71 -3
  37. package/src/nodes/display/PixelationPassNode.js +3 -3
  38. package/src/nodes/display/RGBShiftNode.js +2 -2
  39. package/src/nodes/display/SepiaNode.js +2 -2
  40. package/src/nodes/display/SobelOperatorNode.js +2 -2
  41. package/src/nodes/display/ToneMappingNode.js +13 -13
  42. package/src/nodes/display/TransitionNode.js +3 -3
  43. package/src/nodes/functions/BSDF/BRDF_GGX.js +2 -2
  44. package/src/nodes/functions/BSDF/BRDF_Lambert.js +2 -2
  45. package/src/nodes/functions/BSDF/BRDF_Sheen.js +4 -4
  46. package/src/nodes/functions/BSDF/DFGApprox.js +2 -2
  47. package/src/nodes/functions/BSDF/D_GGX.js +2 -2
  48. package/src/nodes/functions/BSDF/D_GGX_Anisotropic.js +2 -2
  49. package/src/nodes/functions/BSDF/EnvironmentBRDF.js +2 -2
  50. package/src/nodes/functions/BSDF/F_Schlick.js +2 -2
  51. package/src/nodes/functions/BSDF/LTC.js +6 -6
  52. package/src/nodes/functions/BSDF/Schlick_to_F0.js +2 -2
  53. package/src/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +2 -2
  54. package/src/nodes/functions/BSDF/V_GGX_SmithCorrelated_Anisotropic.js +2 -2
  55. package/src/nodes/functions/PhongLightingModel.js +3 -3
  56. package/src/nodes/functions/PhysicalLightingModel.js +18 -18
  57. package/src/nodes/functions/ToonLightingModel.js +2 -2
  58. package/src/nodes/functions/material/getGeometryRoughness.js +2 -2
  59. package/src/nodes/functions/material/getRoughness.js +2 -2
  60. package/src/nodes/lighting/AnalyticLightNode.js +5 -5
  61. package/src/nodes/lighting/BasicEnvironmentNode.js +2 -1
  62. package/src/nodes/lighting/LightProbeNode.js +80 -0
  63. package/src/nodes/lighting/LightUtils.js +3 -3
  64. package/src/nodes/materials/InstancedPointsNodeMaterial.js +3 -3
  65. package/src/nodes/materials/Line2NodeMaterial.js +17 -17
  66. package/src/nodes/materials/MeshPhysicalNodeMaterial.js +1 -1
  67. package/src/nodes/materials/VolumeNodeMaterial.js +5 -5
  68. package/src/nodes/materialx/lib/mx_hsv.js +12 -12
  69. package/src/nodes/materialx/lib/mx_noise.js +80 -80
  70. package/src/nodes/materialx/lib/mx_transform_color.js +2 -2
  71. package/src/nodes/math/CondNode.js +13 -2
  72. package/src/nodes/math/MathNode.js +2 -2
  73. package/src/nodes/math/TriNoise3D.js +6 -6
  74. package/src/nodes/pmrem/PMREMUtils.js +34 -34
  75. package/src/nodes/procedural/CheckerNode.js +2 -2
  76. package/src/nodes/shadernode/ShaderNode.js +11 -4
  77. package/src/nodes/utils/CubeMapNode.js +157 -0
  78. package/src/nodes/utils/LoopNode.js +10 -4
  79. package/src/nodes/utils/SpriteUtils.js +2 -2
  80. package/src/nodes/utils/UVUtils.js +3 -3
  81. package/src/nodes/utils/ViewportUtils.js +3 -3
  82. package/src/renderers/WebGLRenderer.js +8 -0
  83. package/src/renderers/common/RenderContext.js +24 -0
  84. package/src/renderers/common/RenderObject.js +1 -1
  85. package/src/renderers/shaders/ShaderChunk/batching_pars_vertex.glsl.js +1 -1
  86. package/src/renderers/shaders/ShaderChunk/batching_vertex.glsl.js +1 -1
  87. package/src/renderers/shaders/ShaderLib/linedashed.glsl.js +0 -2
  88. package/src/renderers/shaders/ShaderLib/points.glsl.js +0 -2
  89. package/src/renderers/webgl/WebGLPrograms.js +2 -1
  90. package/src/renderers/webgl-fallback/WebGLBackend.js +31 -27
  91. package/src/renderers/webgl-fallback/utils/WebGLTextureUtils.js +12 -8
  92. package/src/renderers/webgpu/WebGPUBackend.js +10 -14
  93. package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +30 -2
  94. package/src/renderers/webgpu/utils/WebGPUConstants.js +2 -1
package/build/three.cjs CHANGED
@@ -13837,9 +13837,9 @@ var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D(
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  var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
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- var batching_pars_vertex = "#ifdef USE_BATCHING_MATRIX\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif";
13840
+ var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif";
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- var batching_vertex = "#ifdef USE_BATCHING_MATRIX\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#elif defined ( USE_BATCHING )\n\tmat4 batchingMatrix = mat4( 1.0 );\n#endif";
13842
+ var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif";
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  var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif";
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@@ -14059,7 +14059,7 @@ const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main()
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  const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
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14062
- const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
14062
+ const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
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  const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\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}";
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@@ -14091,7 +14091,7 @@ const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n
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  const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\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 <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\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 <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_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 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\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}";
14093
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14094
- const vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <batching_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
14094
+ const vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
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  const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\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}";
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@@ -19799,7 +19799,6 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
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  parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',
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  parameters.batching ? '#define USE_BATCHING' : '',
19802
- parameters.batchingMatrix ? '#define USE_BATCHING_MATRIX' : '',
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  parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '',
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  parameters.instancing ? '#define USE_INSTANCING' : '',
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  parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
@@ -20645,7 +20644,6 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
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  precision: precision,
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  batching: IS_BATCHEDMESH,
20648
- batchingMatrix: IS_BATCHEDMESH && object._matricesTexture !== null,
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  batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null,
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  instancing: IS_INSTANCEDMESH,
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  instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
@@ -30631,18 +30629,10 @@ class WebGLRenderer {
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  if ( object.isBatchedMesh ) {
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  p_uniforms.setOptional( _gl, object, 'batchingTexture' );
30634
- if ( objects._matricesTexture !== null ) {
30635
-
30636
- p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
30637
-
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- }
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+ p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
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  p_uniforms.setOptional( _gl, object, 'batchingIdTexture' );
30641
- if ( object._indirectTexture !== null ) {
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-
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- p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );
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-
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- }
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+ p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );
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  p_uniforms.setOptional( _gl, object, 'batchingColorTexture' );
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  if ( object._colorsTexture !== null ) {
@@ -13835,9 +13835,9 @@ var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D(
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  var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
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13838
- var batching_pars_vertex = "#ifdef USE_BATCHING_MATRIX\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif";
13838
+ var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif";
13839
13839
 
13840
- var batching_vertex = "#ifdef USE_BATCHING_MATRIX\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#elif defined ( USE_BATCHING )\n\tmat4 batchingMatrix = mat4( 1.0 );\n#endif";
13840
+ var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif";
13841
13841
 
13842
13842
  var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif";
13843
13843
 
@@ -14057,7 +14057,7 @@ const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main()
14057
14057
 
14058
14058
  const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
14059
14059
 
14060
- const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
14060
+ const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
14061
14061
 
14062
14062
  const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\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}";
14063
14063
 
@@ -14089,7 +14089,7 @@ const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n
14089
14089
 
14090
14090
  const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\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 <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\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 <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_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 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\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}";
14091
14091
 
14092
- const vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <batching_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
14092
+ const vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
14093
14093
 
14094
14094
  const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\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}";
14095
14095
 
@@ -19797,7 +19797,6 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19797
19797
 
19798
19798
  parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',
19799
19799
  parameters.batching ? '#define USE_BATCHING' : '',
19800
- parameters.batchingMatrix ? '#define USE_BATCHING_MATRIX' : '',
19801
19800
  parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '',
19802
19801
  parameters.instancing ? '#define USE_INSTANCING' : '',
19803
19802
  parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
@@ -20643,7 +20642,6 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20643
20642
  precision: precision,
20644
20643
 
20645
20644
  batching: IS_BATCHEDMESH,
20646
- batchingMatrix: IS_BATCHEDMESH && object._matricesTexture !== null,
20647
20645
  batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null,
20648
20646
  instancing: IS_INSTANCEDMESH,
20649
20647
  instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
@@ -30629,18 +30627,10 @@ class WebGLRenderer {
30629
30627
  if ( object.isBatchedMesh ) {
30630
30628
 
30631
30629
  p_uniforms.setOptional( _gl, object, 'batchingTexture' );
30632
- if ( objects._matricesTexture !== null ) {
30633
-
30634
- p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
30635
-
30636
- }
30630
+ p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
30637
30631
 
30638
30632
  p_uniforms.setOptional( _gl, object, 'batchingIdTexture' );
30639
- if ( object._indirectTexture !== null ) {
30640
-
30641
- p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );
30642
-
30643
- }
30633
+ p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );
30644
30634
 
30645
30635
  p_uniforms.setOptional( _gl, object, 'batchingColorTexture' );
30646
30636
  if ( object._colorsTexture !== null ) {