super-three 0.156.0 → 0.157.0
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/build/three.cjs +279 -224
- package/build/three.js +279 -224
- package/build/three.min.js +2 -2
- package/build/three.module.js +276 -223
- package/build/three.module.min.js +1 -1
- package/examples/jsm/capabilities/WebGL.js +17 -0
- package/examples/jsm/controls/DragControls.js +3 -2
- package/examples/jsm/csm/CSMShader.js +25 -21
- package/examples/jsm/exporters/EXRExporter.js +102 -24
- package/examples/jsm/exporters/GLTFExporter.js +1 -1
- package/examples/jsm/libs/rhino3dm/rhino3dm.js +8726 -4
- package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8737 -4
- package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
- package/examples/jsm/lights/LightProbeGenerator.js +37 -3
- package/examples/jsm/lines/LineMaterial.js +90 -156
- package/examples/jsm/loaders/3DMLoader.js +378 -104
- package/examples/jsm/loaders/GLTFLoader.js +1 -1
- package/examples/jsm/loaders/LDrawLoader.js +22 -16
- package/examples/jsm/loaders/RGBELoader.js +1 -1
- package/examples/jsm/loaders/USDZLoader.js +215 -12
- package/examples/jsm/materials/MeshGouraudMaterial.js +22 -18
- package/examples/jsm/nodes/Nodes.js +5 -1
- package/examples/jsm/nodes/accessors/BitangentNode.js +1 -1
- package/examples/jsm/nodes/accessors/BufferAttributeNode.js +2 -2
- package/examples/jsm/nodes/accessors/BufferNode.js +1 -1
- package/examples/jsm/nodes/accessors/CameraNode.js +1 -1
- package/examples/jsm/nodes/accessors/CubeTextureNode.js +2 -2
- package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +6 -5
- package/examples/jsm/nodes/accessors/InstanceNode.js +2 -2
- package/examples/jsm/nodes/accessors/LineMaterialNode.js +7 -9
- package/examples/jsm/nodes/accessors/MaterialNode.js +34 -46
- package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +9 -9
- package/examples/jsm/nodes/accessors/ModelNode.js +1 -1
- package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +5 -4
- package/examples/jsm/nodes/accessors/MorphNode.js +4 -4
- package/examples/jsm/nodes/accessors/NormalNode.js +1 -1
- package/examples/jsm/nodes/accessors/Object3DNode.js +1 -1
- package/examples/jsm/nodes/accessors/PointUVNode.js +1 -1
- package/examples/jsm/nodes/accessors/PositionNode.js +1 -1
- package/examples/jsm/nodes/accessors/ReferenceNode.js +13 -7
- package/examples/jsm/nodes/accessors/ReflectVectorNode.js +2 -2
- package/examples/jsm/nodes/accessors/SceneNode.js +2 -2
- package/examples/jsm/nodes/accessors/SkinningNode.js +2 -2
- package/examples/jsm/nodes/accessors/StorageBufferNode.js +1 -1
- package/examples/jsm/nodes/accessors/TangentNode.js +1 -1
- package/examples/jsm/nodes/accessors/TextureBicubicNode.js +2 -2
- package/examples/jsm/nodes/accessors/TextureNode.js +12 -6
- package/examples/jsm/nodes/accessors/TextureSizeNode.js +2 -2
- package/examples/jsm/nodes/accessors/TextureStoreNode.js +1 -1
- package/examples/jsm/nodes/accessors/UVNode.js +1 -1
- package/examples/jsm/nodes/accessors/UserDataNode.js +2 -2
- package/examples/jsm/nodes/code/CodeNode.js +1 -1
- package/examples/jsm/nodes/code/ExpressionNode.js +1 -1
- package/examples/jsm/nodes/code/FunctionCallNode.js +1 -1
- package/examples/jsm/nodes/code/FunctionNode.js +18 -7
- package/examples/jsm/nodes/code/ScriptableNode.js +2 -2
- package/examples/jsm/nodes/code/ScriptableValueNode.js +2 -2
- package/examples/jsm/nodes/core/ArrayUniformNode.js +1 -1
- package/examples/jsm/nodes/core/AttributeNode.js +1 -1
- package/examples/jsm/nodes/core/BypassNode.js +1 -1
- package/examples/jsm/nodes/core/CacheNode.js +1 -1
- package/examples/jsm/nodes/core/ConstNode.js +1 -1
- package/examples/jsm/nodes/core/ContextNode.js +2 -2
- package/examples/jsm/nodes/core/IndexNode.js +1 -1
- package/examples/jsm/nodes/core/InputNode.js +1 -1
- package/examples/jsm/nodes/core/Node.js +28 -13
- package/examples/jsm/nodes/core/NodeBuilder.js +3 -17
- package/examples/jsm/nodes/core/NodeFrame.js +37 -14
- package/examples/jsm/nodes/core/OutputStructNode.js +8 -4
- package/examples/jsm/nodes/core/PropertyNode.js +3 -3
- package/examples/jsm/nodes/core/StackNode.js +1 -1
- package/examples/jsm/nodes/core/StructTypeNode.js +1 -1
- package/examples/jsm/nodes/core/TempNode.js +1 -1
- package/examples/jsm/nodes/core/UniformNode.js +3 -1
- package/examples/jsm/nodes/core/VarNode.js +1 -1
- package/examples/jsm/nodes/core/VaryingNode.js +1 -1
- package/examples/jsm/nodes/core/constants.js +1 -1
- package/examples/jsm/nodes/display/BlendModeNode.js +2 -2
- package/examples/jsm/nodes/display/BumpMapNode.js +2 -2
- package/examples/jsm/nodes/display/ColorAdjustmentNode.js +2 -2
- package/examples/jsm/nodes/display/ColorSpaceNode.js +2 -2
- package/examples/jsm/nodes/display/FrontFacingNode.js +1 -1
- package/examples/jsm/nodes/display/NormalMapNode.js +2 -2
- package/examples/jsm/nodes/display/PosterizeNode.js +2 -2
- package/examples/jsm/nodes/display/ToneMappingNode.js +2 -2
- package/examples/jsm/nodes/display/ViewportDepthNode.js +2 -2
- package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +1 -1
- package/examples/jsm/nodes/display/ViewportNode.js +2 -2
- package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +1 -1
- package/examples/jsm/nodes/display/ViewportTextureNode.js +1 -1
- package/examples/jsm/nodes/fog/FogExp2Node.js +2 -2
- package/examples/jsm/nodes/fog/FogNode.js +2 -2
- package/examples/jsm/nodes/fog/FogRangeNode.js +2 -2
- package/examples/jsm/nodes/geometry/RangeNode.js +2 -2
- package/examples/jsm/nodes/gpgpu/ComputeNode.js +1 -1
- package/examples/jsm/nodes/lighting/AONode.js +2 -2
- package/examples/jsm/nodes/lighting/AmbientLightNode.js +3 -3
- package/examples/jsm/nodes/lighting/AnalyticLightNode.js +4 -4
- package/examples/jsm/nodes/lighting/DirectionalLightNode.js +4 -4
- package/examples/jsm/nodes/lighting/EnvironmentNode.js +2 -2
- package/examples/jsm/nodes/lighting/HemisphereLightNode.js +3 -3
- package/examples/jsm/nodes/lighting/IESSpotLightNode.js +2 -2
- package/examples/jsm/nodes/lighting/LightNode.js +2 -2
- package/examples/jsm/nodes/lighting/LightingContextNode.js +3 -3
- package/examples/jsm/nodes/lighting/LightingNode.js +1 -1
- package/examples/jsm/nodes/lighting/LightsNode.js +4 -4
- package/examples/jsm/nodes/lighting/PointLightNode.js +3 -3
- package/examples/jsm/nodes/lighting/SpotLightNode.js +4 -4
- package/examples/jsm/nodes/materials/Line2NodeMaterial.js +449 -0
- package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +1 -1
- package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +2 -2
- package/examples/jsm/nodes/materials/Materials.js +1 -0
- package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +1 -1
- package/examples/jsm/nodes/materials/MeshLambertNodeMaterial.js +2 -2
- package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +2 -2
- package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +3 -3
- package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +6 -6
- package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +3 -3
- package/examples/jsm/nodes/materials/NodeMaterial.js +27 -26
- package/examples/jsm/nodes/materials/PointsNodeMaterial.js +1 -1
- package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +2 -2
- package/examples/jsm/nodes/math/CondNode.js +1 -1
- package/examples/jsm/nodes/math/HashNode.js +8 -9
- package/examples/jsm/nodes/math/MathNode.js +2 -2
- package/examples/jsm/nodes/math/OperatorNode.js +1 -1
- package/examples/jsm/nodes/procedural/CheckerNode.js +3 -3
- package/examples/jsm/nodes/shadernode/ShaderNode.js +81 -28
- package/examples/jsm/nodes/utils/ArrayElementNode.js +1 -1
- package/examples/jsm/nodes/utils/ConvertNode.js +1 -1
- package/examples/jsm/nodes/utils/DiscardNode.js +1 -1
- package/examples/jsm/nodes/utils/EquirectUVNode.js +2 -2
- package/examples/jsm/nodes/utils/JoinNode.js +1 -1
- package/examples/jsm/nodes/utils/LoopNode.js +11 -11
- package/examples/jsm/nodes/utils/MatcapUVNode.js +2 -2
- package/examples/jsm/nodes/utils/MaxMipLevelNode.js +1 -1
- package/examples/jsm/nodes/utils/OscNode.js +2 -2
- package/examples/jsm/nodes/utils/PackingNode.js +2 -2
- package/examples/jsm/nodes/utils/RemapNode.js +2 -2
- package/examples/jsm/nodes/utils/RotateUVNode.js +2 -2
- package/examples/jsm/nodes/utils/SetNode.js +62 -0
- package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +2 -2
- package/examples/jsm/nodes/utils/SplitNode.js +1 -1
- package/examples/jsm/nodes/utils/SpriteSheetUVNode.js +2 -2
- package/examples/jsm/nodes/utils/TimerNode.js +2 -2
- package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +2 -2
- package/examples/jsm/objects/Sky.js +1 -3
- package/examples/jsm/postprocessing/OutputPass.js +3 -2
- package/examples/jsm/renderers/common/Background.js +2 -2
- package/examples/jsm/renderers/common/Bindings.js +3 -5
- package/examples/jsm/renderers/common/Pipelines.js +7 -7
- package/examples/jsm/renderers/common/RenderContext.js +3 -0
- package/examples/jsm/renderers/common/RenderObject.js +40 -16
- package/examples/jsm/renderers/common/RenderObjects.js +8 -14
- package/examples/jsm/renderers/common/Renderer.js +40 -13
- package/examples/jsm/renderers/common/SampledTexture.js +4 -2
- package/examples/jsm/renderers/common/StorageTexture.js +19 -0
- package/examples/jsm/renderers/common/Textures.js +14 -9
- package/examples/jsm/renderers/common/nodes/NodeBuilderState.js +35 -0
- package/examples/jsm/renderers/common/nodes/NodeSampledTexture.js +20 -10
- package/examples/jsm/renderers/common/nodes/NodeSampler.js +0 -6
- package/examples/jsm/renderers/common/nodes/Nodes.js +51 -24
- package/examples/jsm/renderers/webgl/WebGLBackend.js +100 -5
- package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +92 -6
- package/examples/jsm/renderers/webgl/utils/WebGLTextureUtils.js +13 -0
- package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +3 -3
- package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js +14 -2
- package/examples/jsm/renderers/webgpu/WebGPUBackend.js +5 -5
- package/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js +6 -3
- package/examples/jsm/renderers/webgpu/utils/WebGPUPipelineUtils.js +5 -5
- package/examples/jsm/renderers/webgpu/utils/WebGPUTexturePassUtils.js +285 -0
- package/examples/jsm/renderers/webgpu/utils/WebGPUTextureUtils.js +197 -167
- package/examples/jsm/shaders/GammaCorrectionShader.js +1 -1
- package/examples/jsm/shaders/MMDToonShader.js +4 -4
- package/examples/jsm/shaders/OutputShader.js +2 -2
- package/examples/jsm/shaders/SubsurfaceScatteringShader.js +6 -6
- package/examples/jsm/utils/BufferGeometryUtils.js +6 -4
- package/package.json +1 -1
- package/src/Three.js +0 -2
- package/src/animation/AnimationUtils.js +3 -20
- package/src/animation/KeyframeTrack.js +8 -8
- package/src/cameras/Camera.js +1 -5
- package/src/cameras/CubeCamera.js +14 -8
- package/src/constants.js +7 -1
- package/src/core/RenderTarget.js +16 -7
- package/src/extras/core/CurvePath.js +4 -1
- package/src/loaders/MaterialLoader.js +1 -1
- package/src/loaders/ObjectLoader.js +6 -0
- package/src/materials/Material.js +8 -8
- package/src/math/Color.js +1 -5
- package/src/math/ColorManagement.js +82 -60
- package/src/objects/Sprite.js +2 -2
- package/src/renderers/WebGLRenderer.js +21 -2
- package/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js +1 -1
- package/src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.js +1 -1
- package/src/renderers/shaders/ShaderChunk/colorspace_pars_fragment.glsl.js +35 -2
- package/src/renderers/shaders/ShaderChunk/common.glsl.js +0 -9
- package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +19 -15
- package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +2 -2
- package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +4 -4
- package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +3 -3
- package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +11 -6
- package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +4 -4
- package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +1 -1
- package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +16 -16
- package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +3 -3
- package/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js +1 -1
- package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +1 -1
- package/src/renderers/shaders/UniformsUtils.js +2 -2
- package/src/renderers/webgl/WebGLBackground.js +4 -3
- package/src/renderers/webgl/WebGLLights.js +14 -3
- package/src/renderers/webgl/WebGLProgram.js +34 -5
- package/src/renderers/webgl/WebGLPrograms.js +6 -2
- package/src/renderers/webgl/WebGLTextures.js +17 -6
- package/src/renderers/webgl/WebGLUtils.js +21 -23
- package/src/scenes/Fog.js +1 -0
- package/src/scenes/FogExp2.js +1 -0
- package/src/textures/Source.js +2 -2
- package/examples/jsm/renderers/webgpu/utils/WebGPUTextureMipmapUtils.js +0 -163
- package/src/lights/AmbientLightProbe.js +0 -21
- package/src/lights/HemisphereLightProbe.js +0 -30
package/build/three.cjs
CHANGED
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'use strict';
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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 SRGBTransfer = 'srgb';
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|
+
primaries: P3Primaries,
|
|
1612
|
+
toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
|
|
1613
|
+
fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
|
|
1614
|
+
},
|
|
1611
1615
|
};
|
|
1612
1616
|
|
|
1613
|
-
|
|
1614
|
-
const FROM_LINEAR = {
|
|
1615
|
-
[ LinearSRGBColorSpace ]: ( color ) => color,
|
|
1616
|
-
[ SRGBColorSpace ]: ( color ) => color.convertLinearToSRGB(),
|
|
1617
|
-
[ DisplayP3ColorSpace ]: LinearSRGBToDisplayP3,
|
|
1618
|
-
};
|
|
1617
|
+
const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
|
|
1619
1618
|
|
|
1620
1619
|
const ColorManagement = {
|
|
1621
1620
|
|
|
1622
1621
|
enabled: true,
|
|
1623
1622
|
|
|
1623
|
+
_workingColorSpace: LinearSRGBColorSpace,
|
|
1624
|
+
|
|
1624
1625
|
get legacyMode() {
|
|
1625
1626
|
|
|
1626
1627
|
console.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' );
|
|
@@ -1639,13 +1640,19 @@ const ColorManagement = {
|
|
|
1639
1640
|
|
|
1640
1641
|
get workingColorSpace() {
|
|
1641
1642
|
|
|
1642
|
-
return
|
|
1643
|
+
return this._workingColorSpace;
|
|
1643
1644
|
|
|
1644
1645
|
},
|
|
1645
1646
|
|
|
1646
1647
|
set workingColorSpace( colorSpace ) {
|
|
1647
1648
|
|
|
1648
|
-
|
|
1649
|
+
if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
|
|
1650
|
+
|
|
1651
|
+
throw new Error( `Unsupported working color space, "${ colorSpace }".` );
|
|
1652
|
+
|
|
1653
|
+
}
|
|
1654
|
+
|
|
1655
|
+
this._workingColorSpace = colorSpace;
|
|
1649
1656
|
|
|
1650
1657
|
},
|
|
1651
1658
|
|
|
@@ -1657,33 +1664,54 @@ const ColorManagement = {
|
|
|
1657
1664
|
|
|
1658
1665
|
}
|
|
1659
1666
|
|
|
1660
|
-
const
|
|
1661
|
-
const
|
|
1667
|
+
const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
|
|
1668
|
+
const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
|
|
1662
1669
|
|
|
1663
|
-
|
|
1670
|
+
return targetFromReference( sourceToReference( color ) );
|
|
1664
1671
|
|
|
1665
|
-
|
|
1672
|
+
},
|
|
1666
1673
|
|
|
1667
|
-
|
|
1674
|
+
fromWorkingColorSpace: function ( color, targetColorSpace ) {
|
|
1668
1675
|
|
|
1669
|
-
return
|
|
1676
|
+
return this.convert( color, this._workingColorSpace, targetColorSpace );
|
|
1670
1677
|
|
|
1671
1678
|
},
|
|
1672
1679
|
|
|
1673
|
-
|
|
1680
|
+
toWorkingColorSpace: function ( color, sourceColorSpace ) {
|
|
1674
1681
|
|
|
1675
|
-
return this.convert( color, this.
|
|
1682
|
+
return this.convert( color, sourceColorSpace, this._workingColorSpace );
|
|
1676
1683
|
|
|
1677
1684
|
},
|
|
1678
1685
|
|
|
1679
|
-
|
|
1686
|
+
getPrimaries: function ( colorSpace ) {
|
|
1680
1687
|
|
|
1681
|
-
return
|
|
1688
|
+
return COLOR_SPACES[ colorSpace ].primaries;
|
|
1689
|
+
|
|
1690
|
+
},
|
|
1691
|
+
|
|
1692
|
+
getTransfer: function ( colorSpace ) {
|
|
1693
|
+
|
|
1694
|
+
if ( colorSpace === NoColorSpace ) return LinearTransfer;
|
|
1695
|
+
|
|
1696
|
+
return COLOR_SPACES[ colorSpace ].transfer;
|
|
1682
1697
|
|
|
1683
1698
|
},
|
|
1684
1699
|
|
|
1685
1700
|
};
|
|
1686
1701
|
|
|
1702
|
+
|
|
1703
|
+
function SRGBToLinear( c ) {
|
|
1704
|
+
|
|
1705
|
+
return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
|
|
1706
|
+
|
|
1707
|
+
}
|
|
1708
|
+
|
|
1709
|
+
function LinearToSRGB( c ) {
|
|
1710
|
+
|
|
1711
|
+
return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
|
|
1712
|
+
|
|
1713
|
+
}
|
|
1714
|
+
|
|
1687
1715
|
let _canvas;
|
|
1688
1716
|
|
|
1689
1717
|
class ImageUtils {
|
|
@@ -1809,7 +1837,7 @@ class ImageUtils {
|
|
|
1809
1837
|
|
|
1810
1838
|
}
|
|
1811
1839
|
|
|
1812
|
-
let
|
|
1840
|
+
let _sourceId = 0;
|
|
1813
1841
|
|
|
1814
1842
|
class Source {
|
|
1815
1843
|
|
|
@@ -1817,7 +1845,7 @@ class Source {
|
|
|
1817
1845
|
|
|
1818
1846
|
this.isSource = true;
|
|
1819
1847
|
|
|
1820
|
-
Object.defineProperty( this, 'id', { value:
|
|
1848
|
+
Object.defineProperty( this, 'id', { value: _sourceId ++ } );
|
|
1821
1849
|
|
|
1822
1850
|
this.uuid = generateUUID();
|
|
1823
1851
|
|
|
@@ -2923,20 +2951,29 @@ class RenderTarget extends EventDispatcher {
|
|
|
2923
2951
|
|
|
2924
2952
|
}
|
|
2925
2953
|
|
|
2954
|
+
options = Object.assign( {
|
|
2955
|
+
generateMipmaps: false,
|
|
2956
|
+
internalFormat: null,
|
|
2957
|
+
minFilter: LinearFilter,
|
|
2958
|
+
depthBuffer: true,
|
|
2959
|
+
stencilBuffer: false,
|
|
2960
|
+
depthTexture: null,
|
|
2961
|
+
samples: 0
|
|
2962
|
+
}, options );
|
|
2963
|
+
|
|
2926
2964
|
this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
|
|
2927
2965
|
this.texture.isRenderTargetTexture = true;
|
|
2928
2966
|
|
|
2929
2967
|
this.texture.flipY = false;
|
|
2930
|
-
this.texture.generateMipmaps = options.generateMipmaps
|
|
2931
|
-
this.texture.internalFormat = options.internalFormat
|
|
2932
|
-
this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
|
|
2968
|
+
this.texture.generateMipmaps = options.generateMipmaps;
|
|
2969
|
+
this.texture.internalFormat = options.internalFormat;
|
|
2933
2970
|
|
|
2934
|
-
this.depthBuffer = options.depthBuffer
|
|
2935
|
-
this.stencilBuffer = options.stencilBuffer
|
|
2971
|
+
this.depthBuffer = options.depthBuffer;
|
|
2972
|
+
this.stencilBuffer = options.stencilBuffer;
|
|
2936
2973
|
|
|
2937
|
-
this.depthTexture = options.depthTexture
|
|
2974
|
+
this.depthTexture = options.depthTexture;
|
|
2938
2975
|
|
|
2939
|
-
this.samples = options.samples
|
|
2976
|
+
this.samples = options.samples;
|
|
2940
2977
|
|
|
2941
2978
|
}
|
|
2942
2979
|
|
|
@@ -8704,10 +8741,10 @@ class Material extends EventDispatcher {
|
|
|
8704
8741
|
|
|
8705
8742
|
if ( this.blending !== NormalBlending ) data.blending = this.blending;
|
|
8706
8743
|
if ( this.side !== FrontSide ) data.side = this.side;
|
|
8707
|
-
if ( this.vertexColors ) data.vertexColors = true;
|
|
8744
|
+
if ( this.vertexColors === true ) data.vertexColors = true;
|
|
8708
8745
|
|
|
8709
8746
|
if ( this.opacity < 1 ) data.opacity = this.opacity;
|
|
8710
|
-
if ( this.transparent === true ) data.transparent =
|
|
8747
|
+
if ( this.transparent === true ) data.transparent = true;
|
|
8711
8748
|
|
|
8712
8749
|
data.depthFunc = this.depthFunc;
|
|
8713
8750
|
data.depthTest = this.depthTest;
|
|
@@ -8738,17 +8775,17 @@ class Material extends EventDispatcher {
|
|
|
8738
8775
|
if ( this.dithering === true ) data.dithering = true;
|
|
8739
8776
|
|
|
8740
8777
|
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
|
|
8741
|
-
if ( this.alphaHash === true ) data.alphaHash =
|
|
8742
|
-
if ( this.alphaToCoverage === true ) data.alphaToCoverage =
|
|
8743
|
-
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha =
|
|
8744
|
-
if ( this.forceSinglePass === true ) data.forceSinglePass =
|
|
8778
|
+
if ( this.alphaHash === true ) data.alphaHash = true;
|
|
8779
|
+
if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
|
|
8780
|
+
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
|
|
8781
|
+
if ( this.forceSinglePass === true ) data.forceSinglePass = true;
|
|
8745
8782
|
|
|
8746
|
-
if ( this.wireframe === true ) data.wireframe =
|
|
8783
|
+
if ( this.wireframe === true ) data.wireframe = true;
|
|
8747
8784
|
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
|
|
8748
8785
|
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
|
|
8749
8786
|
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
|
|
8750
8787
|
|
|
8751
|
-
if ( this.flatShading === true ) data.flatShading =
|
|
8788
|
+
if ( this.flatShading === true ) data.flatShading = true;
|
|
8752
8789
|
|
|
8753
8790
|
if ( this.visible === false ) data.visible = false;
|
|
8754
8791
|
|
|
@@ -9329,11 +9366,7 @@ class Color {
|
|
|
9329
9366
|
|
|
9330
9367
|
this.getHSL( _hslA );
|
|
9331
9368
|
|
|
9332
|
-
_hslA.h
|
|
9333
|
-
|
|
9334
|
-
this.setHSL( _hslA.h, _hslA.s, _hslA.l );
|
|
9335
|
-
|
|
9336
|
-
return this;
|
|
9369
|
+
return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
|
|
9337
9370
|
|
|
9338
9371
|
}
|
|
9339
9372
|
|
|
@@ -12116,7 +12149,7 @@ function getUnlitUniformColorSpace( renderer ) {
|
|
|
12116
12149
|
|
|
12117
12150
|
}
|
|
12118
12151
|
|
|
12119
|
-
return
|
|
12152
|
+
return ColorManagement.workingColorSpace;
|
|
12120
12153
|
|
|
12121
12154
|
}
|
|
12122
12155
|
|
|
@@ -12344,11 +12377,7 @@ class Camera extends Object3D {
|
|
|
12344
12377
|
|
|
12345
12378
|
getWorldDirection( target ) {
|
|
12346
12379
|
|
|
12347
|
-
|
|
12348
|
-
|
|
12349
|
-
const e = this.matrixWorld.elements;
|
|
12350
|
-
|
|
12351
|
-
return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
|
|
12380
|
+
return super.getWorldDirection( target ).negate();
|
|
12352
12381
|
|
|
12353
12382
|
}
|
|
12354
12383
|
|
|
@@ -12618,6 +12647,7 @@ class CubeCamera extends Object3D {
|
|
|
12618
12647
|
|
|
12619
12648
|
this.renderTarget = renderTarget;
|
|
12620
12649
|
this.coordinateSystem = null;
|
|
12650
|
+
this.activeMipmapLevel = 0;
|
|
12621
12651
|
|
|
12622
12652
|
const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
|
|
12623
12653
|
cameraPX.layers = this.layers;
|
|
@@ -12715,7 +12745,7 @@ class CubeCamera extends Object3D {
|
|
|
12715
12745
|
|
|
12716
12746
|
if ( this.parent === null ) this.updateMatrixWorld();
|
|
12717
12747
|
|
|
12718
|
-
const renderTarget = this
|
|
12748
|
+
const { renderTarget, activeMipmapLevel } = this;
|
|
12719
12749
|
|
|
12720
12750
|
if ( this.coordinateSystem !== renderer.coordinateSystem ) {
|
|
12721
12751
|
|
|
@@ -12728,6 +12758,8 @@ class CubeCamera extends Object3D {
|
|
|
12728
12758
|
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
|
|
12729
12759
|
|
|
12730
12760
|
const currentRenderTarget = renderer.getRenderTarget();
|
|
12761
|
+
const currentActiveCubeFace = renderer.getActiveCubeFace();
|
|
12762
|
+
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
|
|
12731
12763
|
|
|
12732
12764
|
const currentXrEnabled = renderer.xr.enabled;
|
|
12733
12765
|
|
|
@@ -12737,27 +12769,30 @@ class CubeCamera extends Object3D {
|
|
|
12737
12769
|
|
|
12738
12770
|
renderTarget.texture.generateMipmaps = false;
|
|
12739
12771
|
|
|
12740
|
-
renderer.setRenderTarget( renderTarget, 0 );
|
|
12772
|
+
renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
|
|
12741
12773
|
renderer.render( scene, cameraPX );
|
|
12742
12774
|
|
|
12743
|
-
renderer.setRenderTarget( renderTarget, 1 );
|
|
12775
|
+
renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
|
|
12744
12776
|
renderer.render( scene, cameraNX );
|
|
12745
12777
|
|
|
12746
|
-
renderer.setRenderTarget( renderTarget, 2 );
|
|
12778
|
+
renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
|
|
12747
12779
|
renderer.render( scene, cameraPY );
|
|
12748
12780
|
|
|
12749
|
-
renderer.setRenderTarget( renderTarget, 3 );
|
|
12781
|
+
renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
|
|
12750
12782
|
renderer.render( scene, cameraNY );
|
|
12751
12783
|
|
|
12752
|
-
renderer.setRenderTarget( renderTarget, 4 );
|
|
12784
|
+
renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
|
|
12753
12785
|
renderer.render( scene, cameraPZ );
|
|
12754
12786
|
|
|
12787
|
+
// mipmaps are generated during the last call of render()
|
|
12788
|
+
// at this point, all sides of the cube render target are defined
|
|
12789
|
+
|
|
12755
12790
|
renderTarget.texture.generateMipmaps = generateMipmaps;
|
|
12756
12791
|
|
|
12757
|
-
renderer.setRenderTarget( renderTarget, 5 );
|
|
12792
|
+
renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
|
|
12758
12793
|
renderer.render( scene, cameraNZ );
|
|
12759
12794
|
|
|
12760
|
-
renderer.setRenderTarget( currentRenderTarget );
|
|
12795
|
+
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
|
|
12761
12796
|
|
|
12762
12797
|
renderer.xr.enabled = currentXrEnabled;
|
|
12763
12798
|
|
|
@@ -13671,7 +13706,7 @@ var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTes
|
|
|
13671
13706
|
|
|
13672
13707
|
var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
|
|
13673
13708
|
|
|
13674
|
-
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(
|
|
13709
|
+
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";
|
|
13675
13710
|
|
|
13676
13711
|
var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
|
|
13677
13712
|
|
|
@@ -13701,7 +13736,7 @@ var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\
|
|
|
13701
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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";
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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};\
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13739
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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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@@ -13717,7 +13752,7 @@ var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emi
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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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@@ -13745,29 +13780,29 @@ var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;
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var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
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13748
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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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13783
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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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13750
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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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13794
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13760
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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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13795
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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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13762
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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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@@ -13797,7 +13832,7 @@ var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTar
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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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@@ -13809,7 +13844,7 @@ var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNorm
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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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@@ -13919,7 +13954,7 @@ const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;
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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(
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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( 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}";
|
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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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@@ -14755,7 +14790,7 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
|
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boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;
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boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
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boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
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-
boxMesh.material.toneMapped = ( background.colorSpace
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+
boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
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if ( currentBackground !== background ||
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currentBackgroundVersion !== background.version ||
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@@ -14811,7 +14846,7 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
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planeMesh.material.uniforms.t2D.value = background;
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planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
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planeMesh.material.toneMapped = ( background.colorSpace
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planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
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if ( background.matrixAutoUpdate === true ) {
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@@ -19075,15 +19110,38 @@ function handleSource( string, errorLine ) {
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function getEncodingComponents( colorSpace ) {
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const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
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const encodingPrimaries = ColorManagement.getPrimaries( colorSpace );
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let gamutMapping;
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if ( workingPrimaries === encodingPrimaries ) {
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gamutMapping = '';
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} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {
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gamutMapping = 'LinearDisplayP3ToLinearSRGB';
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|
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} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {
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gamutMapping = 'LinearSRGBToLinearDisplayP3';
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+
}
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switch ( colorSpace ) {
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case LinearSRGBColorSpace:
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-
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+
case LinearDisplayP3ColorSpace:
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|
+
return [ gamutMapping, 'LinearTransferOETF' ];
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+
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case SRGBColorSpace:
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-
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case DisplayP3ColorSpace:
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|
+
return [ gamutMapping, 'sRGBTransferOETF' ];
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default:
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console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );
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-
return [
|
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+
return [ gamutMapping, 'LinearTransferOETF' ];
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}
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@@ -19116,7 +19174,7 @@ function getShaderErrors( gl, shader, type ) {
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function getTexelEncodingFunction( functionName, colorSpace ) {
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const components = getEncodingComponents( colorSpace );
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-
return
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return `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;
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}
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@@ -19543,6 +19601,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
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parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',
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parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
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parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
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parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',
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parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
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@@ -19630,6 +19689,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
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parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
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parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
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parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
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parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
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@@ -19812,6 +19873,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
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parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
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parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
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parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
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parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
|
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@@ -20492,6 +20555,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
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20492
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|
numSpotLightShadows: lights.spotShadowMap.length,
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|
numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
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+
numLightProbes: lights.numLightProbes,
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+
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numClippingPlanes: clipping.numPlanes,
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|
numClipIntersection: clipping.numIntersection,
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@@ -20503,7 +20568,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
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|
toneMapping: toneMapping,
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|
useLegacyLights: renderer._useLegacyLights,
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|
-
decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( material.map.colorSpace ===
|
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|
+
decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),
|
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premultipliedAlpha: material.premultipliedAlpha,
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@@ -20616,6 +20681,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
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array.push( parameters.numPointLightShadows );
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array.push( parameters.numSpotLightShadows );
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array.push( parameters.numSpotLightShadowsWithMaps );
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+
array.push( parameters.numLightProbes );
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|
array.push( parameters.shadowMapType );
|
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|
array.push( parameters.toneMapping );
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|
array.push( parameters.numClippingPlanes );
|
|
@@ -21254,7 +21320,9 @@ function WebGLLights( extensions, capabilities ) {
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|
numDirectionalShadows: - 1,
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|
numPointShadows: - 1,
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|
numSpotShadows: - 1,
|
|
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|
-
numSpotMaps: - 1
|
|
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|
+
numSpotMaps: - 1,
|
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|
+
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|
+
numLightProbes: - 1
|
|
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21326
|
},
|
|
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|
|
|
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21328
|
ambient: [ 0, 0, 0 ],
|
|
@@ -21276,7 +21344,8 @@ function WebGLLights( extensions, capabilities ) {
|
|
|
21276
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|
pointShadowMap: [],
|
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|
pointShadowMatrix: [],
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|
hemi: [],
|
|
21279
|
-
numSpotLightShadowsWithMaps: 0
|
|
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|
+
numSpotLightShadowsWithMaps: 0,
|
|
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|
+
numLightProbes: 0
|
|
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|
|
|
21281
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|
};
|
|
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21351
|
|
|
@@ -21304,6 +21373,8 @@ function WebGLLights( extensions, capabilities ) {
|
|
|
21304
21373
|
let numSpotMaps = 0;
|
|
21305
21374
|
let numSpotShadowsWithMaps = 0;
|
|
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21375
|
|
|
21376
|
+
let numLightProbes = 0;
|
|
21377
|
+
|
|
21307
21378
|
// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
|
|
21308
21379
|
lights.sort( shadowCastingAndTexturingLightsFirst );
|
|
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|
|
|
@@ -21334,6 +21405,8 @@ function WebGLLights( extensions, capabilities ) {
|
|
|
21334
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|
|
|
21335
21406
|
}
|
|
21336
21407
|
|
|
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|
+
numLightProbes ++;
|
|
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|
+
|
|
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21410
|
} else if ( light.isDirectionalLight ) {
|
|
21338
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|
|
|
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|
const uniforms = cache.get( light );
|
|
@@ -21521,7 +21594,8 @@ function WebGLLights( extensions, capabilities ) {
|
|
|
21521
21594
|
hash.numDirectionalShadows !== numDirectionalShadows ||
|
|
21522
21595
|
hash.numPointShadows !== numPointShadows ||
|
|
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21596
|
hash.numSpotShadows !== numSpotShadows ||
|
|
21524
|
-
hash.numSpotMaps !== numSpotMaps
|
|
21597
|
+
hash.numSpotMaps !== numSpotMaps ||
|
|
21598
|
+
hash.numLightProbes !== numLightProbes ) {
|
|
21525
21599
|
|
|
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21600
|
state.directional.length = directionalLength;
|
|
21527
21601
|
state.spot.length = spotLength;
|
|
@@ -21540,6 +21614,7 @@ function WebGLLights( extensions, capabilities ) {
|
|
|
21540
21614
|
state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
|
|
21541
21615
|
state.spotLightMap.length = numSpotMaps;
|
|
21542
21616
|
state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
|
|
21617
|
+
state.numLightProbes = numLightProbes;
|
|
21543
21618
|
|
|
21544
21619
|
hash.directionalLength = directionalLength;
|
|
21545
21620
|
hash.pointLength = pointLength;
|
|
@@ -21552,6 +21627,8 @@ function WebGLLights( extensions, capabilities ) {
|
|
|
21552
21627
|
hash.numSpotShadows = numSpotShadows;
|
|
21553
21628
|
hash.numSpotMaps = numSpotMaps;
|
|
21554
21629
|
|
|
21630
|
+
hash.numLightProbes = numLightProbes;
|
|
21631
|
+
|
|
21555
21632
|
state.version = nextVersion ++;
|
|
21556
21633
|
|
|
21557
21634
|
}
|
|
@@ -23698,9 +23775,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
23698
23775
|
|
|
23699
23776
|
if ( glFormat === _gl.RGBA ) {
|
|
23700
23777
|
|
|
23778
|
+
const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );
|
|
23779
|
+
|
|
23701
23780
|
if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
|
|
23702
23781
|
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
|
|
23703
|
-
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = (
|
|
23782
|
+
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
|
|
23704
23783
|
if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
|
|
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|
if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;
|
|
23706
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|
|
|
@@ -24255,10 +24334,14 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
24255
24334
|
|
|
24256
24335
|
state.activeTexture( _gl.TEXTURE0 + slot );
|
|
24257
24336
|
|
|
24337
|
+
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
|
|
24338
|
+
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
24339
|
+
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
24340
|
+
|
|
24258
24341
|
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
24259
24342
|
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
24260
24343
|
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
24261
|
-
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,
|
|
24344
|
+
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
|
|
24262
24345
|
|
|
24263
24346
|
const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
|
|
24264
24347
|
let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
|
|
@@ -24669,10 +24752,14 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
24669
24752
|
|
|
24670
24753
|
state.activeTexture( _gl.TEXTURE0 + slot );
|
|
24671
24754
|
|
|
24755
|
+
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
|
|
24756
|
+
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
24757
|
+
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
24758
|
+
|
|
24672
24759
|
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
24673
24760
|
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
24674
24761
|
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
24675
|
-
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,
|
|
24762
|
+
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
|
|
24676
24763
|
|
|
24677
24764
|
const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
|
|
24678
24765
|
const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
|
|
@@ -24912,7 +24999,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
24912
24999
|
|
|
24913
25000
|
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
|
24914
25001
|
|
|
24915
|
-
let glInternalFormat = _gl.DEPTH_COMPONENT16;
|
|
25002
|
+
let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;
|
|
24916
25003
|
|
|
24917
25004
|
if ( isMultisample || useMultisampledRTT( renderTarget ) ) {
|
|
24918
25005
|
|
|
@@ -25553,7 +25640,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
25553
25640
|
|
|
25554
25641
|
// sRGB
|
|
25555
25642
|
|
|
25556
|
-
if ( colorSpace
|
|
25643
|
+
if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {
|
|
25557
25644
|
|
|
25558
25645
|
if ( isWebGL2 === false ) {
|
|
25559
25646
|
|
|
@@ -25619,9 +25706,6 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
25619
25706
|
|
|
25620
25707
|
}
|
|
25621
25708
|
|
|
25622
|
-
const LinearTransferFunction = 0;
|
|
25623
|
-
const SRGBTransferFunction = 1;
|
|
25624
|
-
|
|
25625
25709
|
function WebGLUtils( gl, extensions, capabilities ) {
|
|
25626
25710
|
|
|
25627
25711
|
const isWebGL2 = capabilities.isWebGL2;
|
|
@@ -25630,7 +25714,7 @@ function WebGLUtils( gl, extensions, capabilities ) {
|
|
|
25630
25714
|
|
|
25631
25715
|
let extension;
|
|
25632
25716
|
|
|
25633
|
-
const
|
|
25717
|
+
const transfer = ColorManagement.getTransfer( colorSpace );
|
|
25634
25718
|
|
|
25635
25719
|
if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
|
|
25636
25720
|
if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
|
|
@@ -25698,7 +25782,7 @@ function WebGLUtils( gl, extensions, capabilities ) {
|
|
|
25698
25782
|
|
|
25699
25783
|
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
|
|
25700
25784
|
|
|
25701
|
-
if (
|
|
25785
|
+
if ( transfer === SRGBTransfer ) {
|
|
25702
25786
|
|
|
25703
25787
|
extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
|
|
25704
25788
|
|
|
@@ -25783,8 +25867,8 @@ function WebGLUtils( gl, extensions, capabilities ) {
|
|
|
25783
25867
|
|
|
25784
25868
|
if ( extension !== null ) {
|
|
25785
25869
|
|
|
25786
|
-
if ( p === RGB_ETC2_Format ) return (
|
|
25787
|
-
if ( p === RGBA_ETC2_EAC_Format ) return (
|
|
25870
|
+
if ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
|
|
25871
|
+
if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
|
|
25788
25872
|
|
|
25789
25873
|
} else {
|
|
25790
25874
|
|
|
@@ -25806,20 +25890,20 @@ function WebGLUtils( gl, extensions, capabilities ) {
|
|
|
25806
25890
|
|
|
25807
25891
|
if ( extension !== null ) {
|
|
25808
25892
|
|
|
25809
|
-
if ( p === RGBA_ASTC_4x4_Format ) return (
|
|
25810
|
-
if ( p === RGBA_ASTC_5x4_Format ) return (
|
|
25811
|
-
if ( p === RGBA_ASTC_5x5_Format ) return (
|
|
25812
|
-
if ( p === RGBA_ASTC_6x5_Format ) return (
|
|
25813
|
-
if ( p === RGBA_ASTC_6x6_Format ) return (
|
|
25814
|
-
if ( p === RGBA_ASTC_8x5_Format ) return (
|
|
25815
|
-
if ( p === RGBA_ASTC_8x6_Format ) return (
|
|
25816
|
-
if ( p === RGBA_ASTC_8x8_Format ) return (
|
|
25817
|
-
if ( p === RGBA_ASTC_10x5_Format ) return (
|
|
25818
|
-
if ( p === RGBA_ASTC_10x6_Format ) return (
|
|
25819
|
-
if ( p === RGBA_ASTC_10x8_Format ) return (
|
|
25820
|
-
if ( p === RGBA_ASTC_10x10_Format ) return (
|
|
25821
|
-
if ( p === RGBA_ASTC_12x10_Format ) return (
|
|
25822
|
-
if ( p === RGBA_ASTC_12x12_Format ) return (
|
|
25893
|
+
if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
|
|
25894
|
+
if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
|
|
25895
|
+
if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
|
|
25896
|
+
if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
|
|
25897
|
+
if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
|
|
25898
|
+
if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
|
|
25899
|
+
if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
|
|
25900
|
+
if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
|
|
25901
|
+
if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
|
|
25902
|
+
if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
|
|
25903
|
+
if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
|
|
25904
|
+
if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
|
|
25905
|
+
if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
|
|
25906
|
+
if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
|
|
25823
25907
|
|
|
25824
25908
|
} else {
|
|
25825
25909
|
|
|
@@ -25837,7 +25921,7 @@ function WebGLUtils( gl, extensions, capabilities ) {
|
|
|
25837
25921
|
|
|
25838
25922
|
if ( extension !== null ) {
|
|
25839
25923
|
|
|
25840
|
-
if ( p === RGBA_BPTC_Format ) return (
|
|
25924
|
+
if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
|
|
25841
25925
|
if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
|
|
25842
25926
|
if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
|
|
25843
25927
|
|
|
@@ -28707,7 +28791,7 @@ class WebGLRenderer {
|
|
|
28707
28791
|
|
|
28708
28792
|
// physically based shading
|
|
28709
28793
|
|
|
28710
|
-
this.
|
|
28794
|
+
this._outputColorSpace = SRGBColorSpace;
|
|
28711
28795
|
|
|
28712
28796
|
// physical lights
|
|
28713
28797
|
|
|
@@ -31015,6 +31099,22 @@ class WebGLRenderer {
|
|
|
31015
31099
|
|
|
31016
31100
|
}
|
|
31017
31101
|
|
|
31102
|
+
get outputColorSpace() {
|
|
31103
|
+
|
|
31104
|
+
return this._outputColorSpace;
|
|
31105
|
+
|
|
31106
|
+
}
|
|
31107
|
+
|
|
31108
|
+
set outputColorSpace( colorSpace ) {
|
|
31109
|
+
|
|
31110
|
+
this._outputColorSpace = colorSpace;
|
|
31111
|
+
|
|
31112
|
+
const gl = this.getContext();
|
|
31113
|
+
gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
|
|
31114
|
+
gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
|
|
31115
|
+
|
|
31116
|
+
}
|
|
31117
|
+
|
|
31018
31118
|
get physicallyCorrectLights() { // @deprecated, r150
|
|
31019
31119
|
|
|
31020
31120
|
console.warn( 'THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' );
|
|
@@ -31086,6 +31186,7 @@ class FogExp2 {
|
|
|
31086
31186
|
|
|
31087
31187
|
return {
|
|
31088
31188
|
type: 'FogExp2',
|
|
31189
|
+
name: this.name,
|
|
31089
31190
|
color: this.color.getHex(),
|
|
31090
31191
|
density: this.density
|
|
31091
31192
|
};
|
|
@@ -31119,6 +31220,7 @@ class Fog {
|
|
|
31119
31220
|
|
|
31120
31221
|
return {
|
|
31121
31222
|
type: 'Fog',
|
|
31223
|
+
name: this.name,
|
|
31122
31224
|
color: this.color.getHex(),
|
|
31123
31225
|
near: this.near,
|
|
31124
31226
|
far: this.far
|
|
@@ -31724,7 +31826,7 @@ const _uvC = /*@__PURE__*/ new Vector2();
|
|
|
31724
31826
|
|
|
31725
31827
|
class Sprite extends Object3D {
|
|
31726
31828
|
|
|
31727
|
-
constructor( material ) {
|
|
31829
|
+
constructor( material = new SpriteMaterial() ) {
|
|
31728
31830
|
|
|
31729
31831
|
super();
|
|
31730
31832
|
|
|
@@ -31752,7 +31854,7 @@ class Sprite extends Object3D {
|
|
|
31752
31854
|
}
|
|
31753
31855
|
|
|
31754
31856
|
this.geometry = _geometry;
|
|
31755
|
-
this.material =
|
|
31857
|
+
this.material = material;
|
|
31756
31858
|
|
|
31757
31859
|
this.center = new Vector2( 0.5, 0.5 );
|
|
31758
31860
|
|
|
@@ -35046,10 +35148,13 @@ class CurvePath extends Curve {
|
|
|
35046
35148
|
|
|
35047
35149
|
if ( ! startPoint.equals( endPoint ) ) {
|
|
35048
35150
|
|
|
35049
|
-
|
|
35151
|
+
const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
|
|
35152
|
+
this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
|
|
35050
35153
|
|
|
35051
35154
|
}
|
|
35052
35155
|
|
|
35156
|
+
return this;
|
|
35157
|
+
|
|
35053
35158
|
}
|
|
35054
35159
|
|
|
35055
35160
|
// To get accurate point with reference to
|
|
@@ -40405,21 +40510,6 @@ class LineDashedMaterial extends LineBasicMaterial {
|
|
|
40405
40510
|
|
|
40406
40511
|
}
|
|
40407
40512
|
|
|
40408
|
-
// same as Array.prototype.slice, but also works on typed arrays
|
|
40409
|
-
function arraySlice( array, from, to ) {
|
|
40410
|
-
|
|
40411
|
-
if ( isTypedArray( array ) ) {
|
|
40412
|
-
|
|
40413
|
-
// in ios9 array.subarray(from, undefined) will return empty array
|
|
40414
|
-
// but array.subarray(from) or array.subarray(from, len) is correct
|
|
40415
|
-
return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
|
|
40416
|
-
|
|
40417
|
-
}
|
|
40418
|
-
|
|
40419
|
-
return array.slice( from, to );
|
|
40420
|
-
|
|
40421
|
-
}
|
|
40422
|
-
|
|
40423
40513
|
// converts an array to a specific type
|
|
40424
40514
|
function convertArray( array, type, forceClone ) {
|
|
40425
40515
|
|
|
@@ -40683,14 +40773,14 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
|
|
|
40683
40773
|
// Reference frame is earlier than the first keyframe, so just use the first keyframe
|
|
40684
40774
|
const startIndex = referenceOffset;
|
|
40685
40775
|
const endIndex = referenceValueSize - referenceOffset;
|
|
40686
|
-
referenceValue =
|
|
40776
|
+
referenceValue = referenceTrack.values.slice( startIndex, endIndex );
|
|
40687
40777
|
|
|
40688
40778
|
} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
|
|
40689
40779
|
|
|
40690
40780
|
// Reference frame is after the last keyframe, so just use the last keyframe
|
|
40691
40781
|
const startIndex = lastIndex * referenceValueSize + referenceOffset;
|
|
40692
40782
|
const endIndex = startIndex + referenceValueSize - referenceOffset;
|
|
40693
|
-
referenceValue =
|
|
40783
|
+
referenceValue = referenceTrack.values.slice( startIndex, endIndex );
|
|
40694
40784
|
|
|
40695
40785
|
} else {
|
|
40696
40786
|
|
|
@@ -40699,7 +40789,7 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
|
|
|
40699
40789
|
const startIndex = referenceOffset;
|
|
40700
40790
|
const endIndex = referenceValueSize - referenceOffset;
|
|
40701
40791
|
interpolant.evaluate( referenceTime );
|
|
40702
|
-
referenceValue =
|
|
40792
|
+
referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
|
|
40703
40793
|
|
|
40704
40794
|
}
|
|
40705
40795
|
|
|
@@ -40754,7 +40844,6 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
|
|
|
40754
40844
|
}
|
|
40755
40845
|
|
|
40756
40846
|
const AnimationUtils = {
|
|
40757
|
-
arraySlice: arraySlice,
|
|
40758
40847
|
convertArray: convertArray,
|
|
40759
40848
|
isTypedArray: isTypedArray,
|
|
40760
40849
|
getKeyframeOrder: getKeyframeOrder,
|
|
@@ -41437,8 +41526,8 @@ class KeyframeTrack {
|
|
|
41437
41526
|
}
|
|
41438
41527
|
|
|
41439
41528
|
const stride = this.getValueSize();
|
|
41440
|
-
this.times =
|
|
41441
|
-
this.values =
|
|
41529
|
+
this.times = times.slice( from, to );
|
|
41530
|
+
this.values = this.values.slice( from * stride, to * stride );
|
|
41442
41531
|
|
|
41443
41532
|
}
|
|
41444
41533
|
|
|
@@ -41528,8 +41617,8 @@ class KeyframeTrack {
|
|
|
41528
41617
|
optimize() {
|
|
41529
41618
|
|
|
41530
41619
|
// times or values may be shared with other tracks, so overwriting is unsafe
|
|
41531
|
-
const times =
|
|
41532
|
-
values =
|
|
41620
|
+
const times = this.times.slice(),
|
|
41621
|
+
values = this.values.slice(),
|
|
41533
41622
|
stride = this.getValueSize(),
|
|
41534
41623
|
|
|
41535
41624
|
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
|
|
@@ -41622,8 +41711,8 @@ class KeyframeTrack {
|
|
|
41622
41711
|
|
|
41623
41712
|
if ( writeIndex !== times.length ) {
|
|
41624
41713
|
|
|
41625
|
-
this.times =
|
|
41626
|
-
this.values =
|
|
41714
|
+
this.times = times.slice( 0, writeIndex );
|
|
41715
|
+
this.values = values.slice( 0, writeIndex * stride );
|
|
41627
41716
|
|
|
41628
41717
|
} else {
|
|
41629
41718
|
|
|
@@ -41638,8 +41727,8 @@ class KeyframeTrack {
|
|
|
41638
41727
|
|
|
41639
41728
|
clone() {
|
|
41640
41729
|
|
|
41641
|
-
const times =
|
|
41642
|
-
const values =
|
|
41730
|
+
const times = this.times.slice();
|
|
41731
|
+
const values = this.values.slice();
|
|
41643
41732
|
|
|
41644
41733
|
const TypedKeyframeTrack = this.constructor;
|
|
41645
41734
|
const track = new TypedKeyframeTrack( this.name, times, values );
|
|
@@ -44218,7 +44307,7 @@ class MaterialLoader extends Loader {
|
|
|
44218
44307
|
|
|
44219
44308
|
if ( json.rotation !== undefined ) material.rotation = json.rotation;
|
|
44220
44309
|
|
|
44221
|
-
if ( json.linewidth !==
|
|
44310
|
+
if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
|
|
44222
44311
|
if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
|
|
44223
44312
|
if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
|
|
44224
44313
|
if ( json.scale !== undefined ) material.scale = json.scale;
|
|
@@ -45499,6 +45588,12 @@ class ObjectLoader extends Loader {
|
|
|
45499
45588
|
|
|
45500
45589
|
}
|
|
45501
45590
|
|
|
45591
|
+
if ( data.fog.name !== '' ) {
|
|
45592
|
+
|
|
45593
|
+
object.fog.name = data.fog.name;
|
|
45594
|
+
|
|
45595
|
+
}
|
|
45596
|
+
|
|
45502
45597
|
}
|
|
45503
45598
|
|
|
45504
45599
|
if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
|
|
@@ -45983,48 +46078,6 @@ class AudioLoader extends Loader {
|
|
|
45983
46078
|
|
|
45984
46079
|
}
|
|
45985
46080
|
|
|
45986
|
-
class HemisphereLightProbe extends LightProbe {
|
|
45987
|
-
|
|
45988
|
-
constructor( skyColor, groundColor, intensity = 1 ) {
|
|
45989
|
-
|
|
45990
|
-
super( undefined, intensity );
|
|
45991
|
-
|
|
45992
|
-
this.isHemisphereLightProbe = true;
|
|
45993
|
-
|
|
45994
|
-
const color1 = new Color().set( skyColor );
|
|
45995
|
-
const color2 = new Color().set( groundColor );
|
|
45996
|
-
|
|
45997
|
-
const sky = new Vector3( color1.r, color1.g, color1.b );
|
|
45998
|
-
const ground = new Vector3( color2.r, color2.g, color2.b );
|
|
45999
|
-
|
|
46000
|
-
// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
|
|
46001
|
-
const c0 = Math.sqrt( Math.PI );
|
|
46002
|
-
const c1 = c0 * Math.sqrt( 0.75 );
|
|
46003
|
-
|
|
46004
|
-
this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
|
|
46005
|
-
this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
|
|
46006
|
-
|
|
46007
|
-
}
|
|
46008
|
-
|
|
46009
|
-
}
|
|
46010
|
-
|
|
46011
|
-
class AmbientLightProbe extends LightProbe {
|
|
46012
|
-
|
|
46013
|
-
constructor( color, intensity = 1 ) {
|
|
46014
|
-
|
|
46015
|
-
super( undefined, intensity );
|
|
46016
|
-
|
|
46017
|
-
this.isAmbientLightProbe = true;
|
|
46018
|
-
|
|
46019
|
-
const color1 = new Color().set( color );
|
|
46020
|
-
|
|
46021
|
-
// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
|
|
46022
|
-
this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
|
|
46023
|
-
|
|
46024
|
-
}
|
|
46025
|
-
|
|
46026
|
-
}
|
|
46027
|
-
|
|
46028
46081
|
const _eyeRight = /*@__PURE__*/ new Matrix4();
|
|
46029
46082
|
const _eyeLeft = /*@__PURE__*/ new Matrix4();
|
|
46030
46083
|
const _projectionMatrix = /*@__PURE__*/ new Matrix4();
|
|
@@ -52075,7 +52128,6 @@ exports.AlwaysCompare = AlwaysCompare;
|
|
|
52075
52128
|
exports.AlwaysDepth = AlwaysDepth;
|
|
52076
52129
|
exports.AlwaysStencilFunc = AlwaysStencilFunc;
|
|
52077
52130
|
exports.AmbientLight = AmbientLight;
|
|
52078
|
-
exports.AmbientLightProbe = AmbientLightProbe;
|
|
52079
52131
|
exports.AnimationAction = AnimationAction;
|
|
52080
52132
|
exports.AnimationClip = AnimationClip;
|
|
52081
52133
|
exports.AnimationLoader = AnimationLoader;
|
|
@@ -52198,7 +52250,6 @@ exports.Group = Group;
|
|
|
52198
52250
|
exports.HalfFloatType = HalfFloatType;
|
|
52199
52251
|
exports.HemisphereLight = HemisphereLight;
|
|
52200
52252
|
exports.HemisphereLightHelper = HemisphereLightHelper;
|
|
52201
|
-
exports.HemisphereLightProbe = HemisphereLightProbe;
|
|
52202
52253
|
exports.IcosahedronGeometry = IcosahedronGeometry;
|
|
52203
52254
|
exports.ImageBitmapLoader = ImageBitmapLoader;
|
|
52204
52255
|
exports.ImageLoader = ImageLoader;
|
|
@@ -52251,6 +52302,7 @@ exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
|
|
|
52251
52302
|
exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
|
|
52252
52303
|
exports.LinearSRGBColorSpace = LinearSRGBColorSpace;
|
|
52253
52304
|
exports.LinearToneMapping = LinearToneMapping;
|
|
52305
|
+
exports.LinearTransfer = LinearTransfer;
|
|
52254
52306
|
exports.Loader = Loader;
|
|
52255
52307
|
exports.LoaderUtils = LoaderUtils;
|
|
52256
52308
|
exports.LoadingManager = LoadingManager;
|
|
@@ -52309,6 +52361,7 @@ exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
|
|
|
52309
52361
|
exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
|
|
52310
52362
|
exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
|
|
52311
52363
|
exports.OrthographicCamera = OrthographicCamera;
|
|
52364
|
+
exports.P3Primaries = P3Primaries;
|
|
52312
52365
|
exports.PCFShadowMap = PCFShadowMap;
|
|
52313
52366
|
exports.PCFSoftShadowMap = PCFSoftShadowMap;
|
|
52314
52367
|
exports.PMREMGenerator = PMREMGenerator;
|
|
@@ -52370,6 +52423,7 @@ exports.RGIntegerFormat = RGIntegerFormat;
|
|
|
52370
52423
|
exports.RawShaderMaterial = RawShaderMaterial;
|
|
52371
52424
|
exports.Ray = Ray;
|
|
52372
52425
|
exports.Raycaster = Raycaster;
|
|
52426
|
+
exports.Rec709Primaries = Rec709Primaries;
|
|
52373
52427
|
exports.RectAreaLight = RectAreaLight;
|
|
52374
52428
|
exports.RedFormat = RedFormat;
|
|
52375
52429
|
exports.RedIntegerFormat = RedIntegerFormat;
|
|
@@ -52382,6 +52436,7 @@ exports.RingGeometry = RingGeometry;
|
|
|
52382
52436
|
exports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format;
|
|
52383
52437
|
exports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format;
|
|
52384
52438
|
exports.SRGBColorSpace = SRGBColorSpace;
|
|
52439
|
+
exports.SRGBTransfer = SRGBTransfer;
|
|
52385
52440
|
exports.Scene = Scene;
|
|
52386
52441
|
exports.ShaderChunk = ShaderChunk;
|
|
52387
52442
|
exports.ShaderLib = ShaderLib;
|