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.js
CHANGED
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@@ -10,7 +10,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
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})(this, (function (exports) { 'use strict';
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const REVISION = '
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const REVISION = '157';
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const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
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const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
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const DisplayP3ColorSpace = 'display-p3';
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const LinearDisplayP3ColorSpace = 'display-p3-linear';
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const LinearTransfer = 'linear';
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const SRGBTransfer = 'srgb';
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const Rec709Primaries = 'rec709';
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const P3Primaries = 'p3';
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const ZeroStencilOp = 0;
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const KeepStencilOp = 7680;
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const ReplaceStencilOp = 7681;
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return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
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}
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}
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*/
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const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().
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const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().fromArray( [
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[ SRGBColorSpace ]: {
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transfer: SRGBTransfer,
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[ LinearDisplayP3ColorSpace ]: {
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fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
|
|
1613
|
+
},
|
|
1614
|
+
[ DisplayP3ColorSpace ]: {
|
|
1615
|
+
transfer: SRGBTransfer,
|
|
1616
|
+
primaries: P3Primaries,
|
|
1617
|
+
toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
|
|
1618
|
+
fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
|
|
1619
|
+
},
|
|
1616
1620
|
};
|
|
1617
1621
|
|
|
1618
|
-
|
|
1619
|
-
const FROM_LINEAR = {
|
|
1620
|
-
[ LinearSRGBColorSpace ]: ( color ) => color,
|
|
1621
|
-
[ SRGBColorSpace ]: ( color ) => color.convertLinearToSRGB(),
|
|
1622
|
-
[ DisplayP3ColorSpace ]: LinearSRGBToDisplayP3,
|
|
1623
|
-
};
|
|
1622
|
+
const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
|
|
1624
1623
|
|
|
1625
1624
|
const ColorManagement = {
|
|
1626
1625
|
|
|
1627
1626
|
enabled: true,
|
|
1628
1627
|
|
|
1628
|
+
_workingColorSpace: LinearSRGBColorSpace,
|
|
1629
|
+
|
|
1629
1630
|
get legacyMode() {
|
|
1630
1631
|
|
|
1631
1632
|
console.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' );
|
|
@@ -1644,13 +1645,19 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
1644
1645
|
|
|
1645
1646
|
get workingColorSpace() {
|
|
1646
1647
|
|
|
1647
|
-
return
|
|
1648
|
+
return this._workingColorSpace;
|
|
1648
1649
|
|
|
1649
1650
|
},
|
|
1650
1651
|
|
|
1651
1652
|
set workingColorSpace( colorSpace ) {
|
|
1652
1653
|
|
|
1653
|
-
|
|
1654
|
+
if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
|
|
1655
|
+
|
|
1656
|
+
throw new Error( `Unsupported working color space, "${ colorSpace }".` );
|
|
1657
|
+
|
|
1658
|
+
}
|
|
1659
|
+
|
|
1660
|
+
this._workingColorSpace = colorSpace;
|
|
1654
1661
|
|
|
1655
1662
|
},
|
|
1656
1663
|
|
|
@@ -1662,33 +1669,54 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
1662
1669
|
|
|
1663
1670
|
}
|
|
1664
1671
|
|
|
1665
|
-
const
|
|
1666
|
-
const
|
|
1672
|
+
const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
|
|
1673
|
+
const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
|
|
1667
1674
|
|
|
1668
|
-
|
|
1675
|
+
return targetFromReference( sourceToReference( color ) );
|
|
1669
1676
|
|
|
1670
|
-
|
|
1677
|
+
},
|
|
1671
1678
|
|
|
1672
|
-
|
|
1679
|
+
fromWorkingColorSpace: function ( color, targetColorSpace ) {
|
|
1673
1680
|
|
|
1674
|
-
return
|
|
1681
|
+
return this.convert( color, this._workingColorSpace, targetColorSpace );
|
|
1675
1682
|
|
|
1676
1683
|
},
|
|
1677
1684
|
|
|
1678
|
-
|
|
1685
|
+
toWorkingColorSpace: function ( color, sourceColorSpace ) {
|
|
1679
1686
|
|
|
1680
|
-
return this.convert( color, this.
|
|
1687
|
+
return this.convert( color, sourceColorSpace, this._workingColorSpace );
|
|
1681
1688
|
|
|
1682
1689
|
},
|
|
1683
1690
|
|
|
1684
|
-
|
|
1691
|
+
getPrimaries: function ( colorSpace ) {
|
|
1685
1692
|
|
|
1686
|
-
return
|
|
1693
|
+
return COLOR_SPACES[ colorSpace ].primaries;
|
|
1694
|
+
|
|
1695
|
+
},
|
|
1696
|
+
|
|
1697
|
+
getTransfer: function ( colorSpace ) {
|
|
1698
|
+
|
|
1699
|
+
if ( colorSpace === NoColorSpace ) return LinearTransfer;
|
|
1700
|
+
|
|
1701
|
+
return COLOR_SPACES[ colorSpace ].transfer;
|
|
1687
1702
|
|
|
1688
1703
|
},
|
|
1689
1704
|
|
|
1690
1705
|
};
|
|
1691
1706
|
|
|
1707
|
+
|
|
1708
|
+
function SRGBToLinear( c ) {
|
|
1709
|
+
|
|
1710
|
+
return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
|
|
1711
|
+
|
|
1712
|
+
}
|
|
1713
|
+
|
|
1714
|
+
function LinearToSRGB( c ) {
|
|
1715
|
+
|
|
1716
|
+
return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
|
|
1717
|
+
|
|
1718
|
+
}
|
|
1719
|
+
|
|
1692
1720
|
let _canvas;
|
|
1693
1721
|
|
|
1694
1722
|
class ImageUtils {
|
|
@@ -1814,7 +1842,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
1814
1842
|
|
|
1815
1843
|
}
|
|
1816
1844
|
|
|
1817
|
-
let
|
|
1845
|
+
let _sourceId = 0;
|
|
1818
1846
|
|
|
1819
1847
|
class Source {
|
|
1820
1848
|
|
|
@@ -1822,7 +1850,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
1822
1850
|
|
|
1823
1851
|
this.isSource = true;
|
|
1824
1852
|
|
|
1825
|
-
Object.defineProperty( this, 'id', { value:
|
|
1853
|
+
Object.defineProperty( this, 'id', { value: _sourceId ++ } );
|
|
1826
1854
|
|
|
1827
1855
|
this.uuid = generateUUID();
|
|
1828
1856
|
|
|
@@ -2928,20 +2956,29 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
2928
2956
|
|
|
2929
2957
|
}
|
|
2930
2958
|
|
|
2959
|
+
options = Object.assign( {
|
|
2960
|
+
generateMipmaps: false,
|
|
2961
|
+
internalFormat: null,
|
|
2962
|
+
minFilter: LinearFilter,
|
|
2963
|
+
depthBuffer: true,
|
|
2964
|
+
stencilBuffer: false,
|
|
2965
|
+
depthTexture: null,
|
|
2966
|
+
samples: 0
|
|
2967
|
+
}, options );
|
|
2968
|
+
|
|
2931
2969
|
this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
|
|
2932
2970
|
this.texture.isRenderTargetTexture = true;
|
|
2933
2971
|
|
|
2934
2972
|
this.texture.flipY = false;
|
|
2935
|
-
this.texture.generateMipmaps = options.generateMipmaps
|
|
2936
|
-
this.texture.internalFormat = options.internalFormat
|
|
2937
|
-
this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
|
|
2973
|
+
this.texture.generateMipmaps = options.generateMipmaps;
|
|
2974
|
+
this.texture.internalFormat = options.internalFormat;
|
|
2938
2975
|
|
|
2939
|
-
this.depthBuffer = options.depthBuffer
|
|
2940
|
-
this.stencilBuffer = options.stencilBuffer
|
|
2976
|
+
this.depthBuffer = options.depthBuffer;
|
|
2977
|
+
this.stencilBuffer = options.stencilBuffer;
|
|
2941
2978
|
|
|
2942
|
-
this.depthTexture = options.depthTexture
|
|
2979
|
+
this.depthTexture = options.depthTexture;
|
|
2943
2980
|
|
|
2944
|
-
this.samples = options.samples
|
|
2981
|
+
this.samples = options.samples;
|
|
2945
2982
|
|
|
2946
2983
|
}
|
|
2947
2984
|
|
|
@@ -8709,10 +8746,10 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
8709
8746
|
|
|
8710
8747
|
if ( this.blending !== NormalBlending ) data.blending = this.blending;
|
|
8711
8748
|
if ( this.side !== FrontSide ) data.side = this.side;
|
|
8712
|
-
if ( this.vertexColors ) data.vertexColors = true;
|
|
8749
|
+
if ( this.vertexColors === true ) data.vertexColors = true;
|
|
8713
8750
|
|
|
8714
8751
|
if ( this.opacity < 1 ) data.opacity = this.opacity;
|
|
8715
|
-
if ( this.transparent === true ) data.transparent =
|
|
8752
|
+
if ( this.transparent === true ) data.transparent = true;
|
|
8716
8753
|
|
|
8717
8754
|
data.depthFunc = this.depthFunc;
|
|
8718
8755
|
data.depthTest = this.depthTest;
|
|
@@ -8743,17 +8780,17 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
8743
8780
|
if ( this.dithering === true ) data.dithering = true;
|
|
8744
8781
|
|
|
8745
8782
|
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
|
|
8746
|
-
if ( this.alphaHash === true ) data.alphaHash =
|
|
8747
|
-
if ( this.alphaToCoverage === true ) data.alphaToCoverage =
|
|
8748
|
-
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha =
|
|
8749
|
-
if ( this.forceSinglePass === true ) data.forceSinglePass =
|
|
8783
|
+
if ( this.alphaHash === true ) data.alphaHash = true;
|
|
8784
|
+
if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
|
|
8785
|
+
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
|
|
8786
|
+
if ( this.forceSinglePass === true ) data.forceSinglePass = true;
|
|
8750
8787
|
|
|
8751
|
-
if ( this.wireframe === true ) data.wireframe =
|
|
8788
|
+
if ( this.wireframe === true ) data.wireframe = true;
|
|
8752
8789
|
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
|
|
8753
8790
|
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
|
|
8754
8791
|
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
|
|
8755
8792
|
|
|
8756
|
-
if ( this.flatShading === true ) data.flatShading =
|
|
8793
|
+
if ( this.flatShading === true ) data.flatShading = true;
|
|
8757
8794
|
|
|
8758
8795
|
if ( this.visible === false ) data.visible = false;
|
|
8759
8796
|
|
|
@@ -9334,11 +9371,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
9334
9371
|
|
|
9335
9372
|
this.getHSL( _hslA );
|
|
9336
9373
|
|
|
9337
|
-
_hslA.h
|
|
9338
|
-
|
|
9339
|
-
this.setHSL( _hslA.h, _hslA.s, _hslA.l );
|
|
9340
|
-
|
|
9341
|
-
return this;
|
|
9374
|
+
return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
|
|
9342
9375
|
|
|
9343
9376
|
}
|
|
9344
9377
|
|
|
@@ -12121,7 +12154,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
12121
12154
|
|
|
12122
12155
|
}
|
|
12123
12156
|
|
|
12124
|
-
return
|
|
12157
|
+
return ColorManagement.workingColorSpace;
|
|
12125
12158
|
|
|
12126
12159
|
}
|
|
12127
12160
|
|
|
@@ -12349,11 +12382,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
12349
12382
|
|
|
12350
12383
|
getWorldDirection( target ) {
|
|
12351
12384
|
|
|
12352
|
-
|
|
12353
|
-
|
|
12354
|
-
const e = this.matrixWorld.elements;
|
|
12355
|
-
|
|
12356
|
-
return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
|
|
12385
|
+
return super.getWorldDirection( target ).negate();
|
|
12357
12386
|
|
|
12358
12387
|
}
|
|
12359
12388
|
|
|
@@ -12623,6 +12652,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
12623
12652
|
|
|
12624
12653
|
this.renderTarget = renderTarget;
|
|
12625
12654
|
this.coordinateSystem = null;
|
|
12655
|
+
this.activeMipmapLevel = 0;
|
|
12626
12656
|
|
|
12627
12657
|
const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
|
|
12628
12658
|
cameraPX.layers = this.layers;
|
|
@@ -12720,7 +12750,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
12720
12750
|
|
|
12721
12751
|
if ( this.parent === null ) this.updateMatrixWorld();
|
|
12722
12752
|
|
|
12723
|
-
const renderTarget = this
|
|
12753
|
+
const { renderTarget, activeMipmapLevel } = this;
|
|
12724
12754
|
|
|
12725
12755
|
if ( this.coordinateSystem !== renderer.coordinateSystem ) {
|
|
12726
12756
|
|
|
@@ -12733,6 +12763,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
12733
12763
|
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
|
|
12734
12764
|
|
|
12735
12765
|
const currentRenderTarget = renderer.getRenderTarget();
|
|
12766
|
+
const currentActiveCubeFace = renderer.getActiveCubeFace();
|
|
12767
|
+
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
|
|
12736
12768
|
|
|
12737
12769
|
const currentXrEnabled = renderer.xr.enabled;
|
|
12738
12770
|
|
|
@@ -12742,27 +12774,30 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
12742
12774
|
|
|
12743
12775
|
renderTarget.texture.generateMipmaps = false;
|
|
12744
12776
|
|
|
12745
|
-
renderer.setRenderTarget( renderTarget, 0 );
|
|
12777
|
+
renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
|
|
12746
12778
|
renderer.render( scene, cameraPX );
|
|
12747
12779
|
|
|
12748
|
-
renderer.setRenderTarget( renderTarget, 1 );
|
|
12780
|
+
renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
|
|
12749
12781
|
renderer.render( scene, cameraNX );
|
|
12750
12782
|
|
|
12751
|
-
renderer.setRenderTarget( renderTarget, 2 );
|
|
12783
|
+
renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
|
|
12752
12784
|
renderer.render( scene, cameraPY );
|
|
12753
12785
|
|
|
12754
|
-
renderer.setRenderTarget( renderTarget, 3 );
|
|
12786
|
+
renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
|
|
12755
12787
|
renderer.render( scene, cameraNY );
|
|
12756
12788
|
|
|
12757
|
-
renderer.setRenderTarget( renderTarget, 4 );
|
|
12789
|
+
renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
|
|
12758
12790
|
renderer.render( scene, cameraPZ );
|
|
12759
12791
|
|
|
12792
|
+
// mipmaps are generated during the last call of render()
|
|
12793
|
+
// at this point, all sides of the cube render target are defined
|
|
12794
|
+
|
|
12760
12795
|
renderTarget.texture.generateMipmaps = generateMipmaps;
|
|
12761
12796
|
|
|
12762
|
-
renderer.setRenderTarget( renderTarget, 5 );
|
|
12797
|
+
renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
|
|
12763
12798
|
renderer.render( scene, cameraNZ );
|
|
12764
12799
|
|
|
12765
|
-
renderer.setRenderTarget( currentRenderTarget );
|
|
12800
|
+
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
|
|
12766
12801
|
|
|
12767
12802
|
renderer.xr.enabled = currentXrEnabled;
|
|
12768
12803
|
|
|
@@ -13676,7 +13711,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
13676
13711
|
|
|
13677
13712
|
var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
|
|
13678
13713
|
|
|
13679
|
-
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(
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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";
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var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
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@@ -13706,7 +13741,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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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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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@@ -13722,7 +13757,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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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@@ -13750,29 +13785,29 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
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var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in
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var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
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var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\
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var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
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var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
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var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
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13761
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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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13765
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";
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13767
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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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@@ -13802,7 +13837,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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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@@ -13814,7 +13849,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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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@@ -13924,7 +13959,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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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|
|
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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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@@ -14760,7 +14795,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
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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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|
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boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
|
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|
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if ( currentBackground !== background ||
|
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currentBackgroundVersion !== background.version ||
|
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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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@@ -19080,15 +19115,38 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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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|
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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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|
+
} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {
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|
+
|
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|
+
gamutMapping = 'LinearSRGBToLinearDisplayP3';
|
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|
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|
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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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+
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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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@@ -19121,7 +19179,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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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@@ -19548,6 +19606,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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' : '',
|
|
@@ -19635,6 +19694,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
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|
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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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@@ -19817,6 +19878,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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' : '',
|
|
@@ -20497,6 +20560,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
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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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|
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@@ -20508,7 +20573,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
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|
toneMapping: toneMapping,
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|
useLegacyLights: renderer._useLegacyLights,
|
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|
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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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|
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premultipliedAlpha: material.premultipliedAlpha,
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@@ -20621,6 +20686,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
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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 );
|
|
@@ -21259,7 +21325,9 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
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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
|
|
21263
21331
|
},
|
|
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|
|
|
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|
ambient: [ 0, 0, 0 ],
|
|
@@ -21281,7 +21349,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
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|
pointShadowMap: [],
|
|
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|
pointShadowMatrix: [],
|
|
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|
hemi: [],
|
|
21284
|
-
numSpotLightShadowsWithMaps: 0
|
|
21352
|
+
numSpotLightShadowsWithMaps: 0,
|
|
21353
|
+
numLightProbes: 0
|
|
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21354
|
|
|
21286
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|
};
|
|
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|
|
|
@@ -21309,6 +21378,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
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|
let numSpotMaps = 0;
|
|
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|
let numSpotShadowsWithMaps = 0;
|
|
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|
|
|
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|
+
let numLightProbes = 0;
|
|
21382
|
+
|
|
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21383
|
// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
|
|
21313
21384
|
lights.sort( shadowCastingAndTexturingLightsFirst );
|
|
21314
21385
|
|
|
@@ -21339,6 +21410,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
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|
|
|
21340
21411
|
}
|
|
21341
21412
|
|
|
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|
+
numLightProbes ++;
|
|
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|
+
|
|
21342
21415
|
} else if ( light.isDirectionalLight ) {
|
|
21343
21416
|
|
|
21344
21417
|
const uniforms = cache.get( light );
|
|
@@ -21526,7 +21599,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
21526
21599
|
hash.numDirectionalShadows !== numDirectionalShadows ||
|
|
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21600
|
hash.numPointShadows !== numPointShadows ||
|
|
21528
21601
|
hash.numSpotShadows !== numSpotShadows ||
|
|
21529
|
-
hash.numSpotMaps !== numSpotMaps
|
|
21602
|
+
hash.numSpotMaps !== numSpotMaps ||
|
|
21603
|
+
hash.numLightProbes !== numLightProbes ) {
|
|
21530
21604
|
|
|
21531
21605
|
state.directional.length = directionalLength;
|
|
21532
21606
|
state.spot.length = spotLength;
|
|
@@ -21545,6 +21619,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
21545
21619
|
state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
|
|
21546
21620
|
state.spotLightMap.length = numSpotMaps;
|
|
21547
21621
|
state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
|
|
21622
|
+
state.numLightProbes = numLightProbes;
|
|
21548
21623
|
|
|
21549
21624
|
hash.directionalLength = directionalLength;
|
|
21550
21625
|
hash.pointLength = pointLength;
|
|
@@ -21557,6 +21632,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
21557
21632
|
hash.numSpotShadows = numSpotShadows;
|
|
21558
21633
|
hash.numSpotMaps = numSpotMaps;
|
|
21559
21634
|
|
|
21635
|
+
hash.numLightProbes = numLightProbes;
|
|
21636
|
+
|
|
21560
21637
|
state.version = nextVersion ++;
|
|
21561
21638
|
|
|
21562
21639
|
}
|
|
@@ -23703,9 +23780,11 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
23703
23780
|
|
|
23704
23781
|
if ( glFormat === _gl.RGBA ) {
|
|
23705
23782
|
|
|
23783
|
+
const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );
|
|
23784
|
+
|
|
23706
23785
|
if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
|
|
23707
23786
|
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
|
|
23708
|
-
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = (
|
|
23787
|
+
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
|
|
23709
23788
|
if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
|
|
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23789
|
if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;
|
|
23711
23790
|
|
|
@@ -24260,10 +24339,14 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
24260
24339
|
|
|
24261
24340
|
state.activeTexture( _gl.TEXTURE0 + slot );
|
|
24262
24341
|
|
|
24342
|
+
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
|
|
24343
|
+
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
24344
|
+
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
24345
|
+
|
|
24263
24346
|
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
24264
24347
|
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
24265
24348
|
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
24266
|
-
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,
|
|
24349
|
+
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
|
|
24267
24350
|
|
|
24268
24351
|
const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
|
|
24269
24352
|
let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
|
|
@@ -24674,10 +24757,14 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
24674
24757
|
|
|
24675
24758
|
state.activeTexture( _gl.TEXTURE0 + slot );
|
|
24676
24759
|
|
|
24760
|
+
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
|
|
24761
|
+
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
24762
|
+
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
24763
|
+
|
|
24677
24764
|
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
24678
24765
|
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
24679
24766
|
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
24680
|
-
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,
|
|
24767
|
+
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
|
|
24681
24768
|
|
|
24682
24769
|
const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
|
|
24683
24770
|
const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
|
|
@@ -24917,7 +25004,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
24917
25004
|
|
|
24918
25005
|
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
|
24919
25006
|
|
|
24920
|
-
let glInternalFormat = _gl.DEPTH_COMPONENT16;
|
|
25007
|
+
let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;
|
|
24921
25008
|
|
|
24922
25009
|
if ( isMultisample || useMultisampledRTT( renderTarget ) ) {
|
|
24923
25010
|
|
|
@@ -25558,7 +25645,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
25558
25645
|
|
|
25559
25646
|
// sRGB
|
|
25560
25647
|
|
|
25561
|
-
if ( colorSpace
|
|
25648
|
+
if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {
|
|
25562
25649
|
|
|
25563
25650
|
if ( isWebGL2 === false ) {
|
|
25564
25651
|
|
|
@@ -25624,9 +25711,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
25624
25711
|
|
|
25625
25712
|
}
|
|
25626
25713
|
|
|
25627
|
-
const LinearTransferFunction = 0;
|
|
25628
|
-
const SRGBTransferFunction = 1;
|
|
25629
|
-
|
|
25630
25714
|
function WebGLUtils( gl, extensions, capabilities ) {
|
|
25631
25715
|
|
|
25632
25716
|
const isWebGL2 = capabilities.isWebGL2;
|
|
@@ -25635,7 +25719,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
25635
25719
|
|
|
25636
25720
|
let extension;
|
|
25637
25721
|
|
|
25638
|
-
const
|
|
25722
|
+
const transfer = ColorManagement.getTransfer( colorSpace );
|
|
25639
25723
|
|
|
25640
25724
|
if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
|
|
25641
25725
|
if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
|
|
@@ -25703,7 +25787,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
25703
25787
|
|
|
25704
25788
|
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
|
|
25705
25789
|
|
|
25706
|
-
if (
|
|
25790
|
+
if ( transfer === SRGBTransfer ) {
|
|
25707
25791
|
|
|
25708
25792
|
extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
|
|
25709
25793
|
|
|
@@ -25788,8 +25872,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
25788
25872
|
|
|
25789
25873
|
if ( extension !== null ) {
|
|
25790
25874
|
|
|
25791
|
-
if ( p === RGB_ETC2_Format ) return (
|
|
25792
|
-
if ( p === RGBA_ETC2_EAC_Format ) return (
|
|
25875
|
+
if ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
|
|
25876
|
+
if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
|
|
25793
25877
|
|
|
25794
25878
|
} else {
|
|
25795
25879
|
|
|
@@ -25811,20 +25895,20 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
25811
25895
|
|
|
25812
25896
|
if ( extension !== null ) {
|
|
25813
25897
|
|
|
25814
|
-
if ( p === RGBA_ASTC_4x4_Format ) return (
|
|
25815
|
-
if ( p === RGBA_ASTC_5x4_Format ) return (
|
|
25816
|
-
if ( p === RGBA_ASTC_5x5_Format ) return (
|
|
25817
|
-
if ( p === RGBA_ASTC_6x5_Format ) return (
|
|
25818
|
-
if ( p === RGBA_ASTC_6x6_Format ) return (
|
|
25819
|
-
if ( p === RGBA_ASTC_8x5_Format ) return (
|
|
25820
|
-
if ( p === RGBA_ASTC_8x6_Format ) return (
|
|
25821
|
-
if ( p === RGBA_ASTC_8x8_Format ) return (
|
|
25822
|
-
if ( p === RGBA_ASTC_10x5_Format ) return (
|
|
25823
|
-
if ( p === RGBA_ASTC_10x6_Format ) return (
|
|
25824
|
-
if ( p === RGBA_ASTC_10x8_Format ) return (
|
|
25825
|
-
if ( p === RGBA_ASTC_10x10_Format ) return (
|
|
25826
|
-
if ( p === RGBA_ASTC_12x10_Format ) return (
|
|
25827
|
-
if ( p === RGBA_ASTC_12x12_Format ) return (
|
|
25898
|
+
if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
|
|
25899
|
+
if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
|
|
25900
|
+
if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
|
|
25901
|
+
if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
|
|
25902
|
+
if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
|
|
25903
|
+
if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
|
|
25904
|
+
if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
|
|
25905
|
+
if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
|
|
25906
|
+
if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
|
|
25907
|
+
if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
|
|
25908
|
+
if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
|
|
25909
|
+
if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
|
|
25910
|
+
if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
|
|
25911
|
+
if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
|
|
25828
25912
|
|
|
25829
25913
|
} else {
|
|
25830
25914
|
|
|
@@ -25842,7 +25926,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
25842
25926
|
|
|
25843
25927
|
if ( extension !== null ) {
|
|
25844
25928
|
|
|
25845
|
-
if ( p === RGBA_BPTC_Format ) return (
|
|
25929
|
+
if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
|
|
25846
25930
|
if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
|
|
25847
25931
|
if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
|
|
25848
25932
|
|
|
@@ -28712,7 +28796,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
28712
28796
|
|
|
28713
28797
|
// physically based shading
|
|
28714
28798
|
|
|
28715
|
-
this.
|
|
28799
|
+
this._outputColorSpace = SRGBColorSpace;
|
|
28716
28800
|
|
|
28717
28801
|
// physical lights
|
|
28718
28802
|
|
|
@@ -31020,6 +31104,22 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
31020
31104
|
|
|
31021
31105
|
}
|
|
31022
31106
|
|
|
31107
|
+
get outputColorSpace() {
|
|
31108
|
+
|
|
31109
|
+
return this._outputColorSpace;
|
|
31110
|
+
|
|
31111
|
+
}
|
|
31112
|
+
|
|
31113
|
+
set outputColorSpace( colorSpace ) {
|
|
31114
|
+
|
|
31115
|
+
this._outputColorSpace = colorSpace;
|
|
31116
|
+
|
|
31117
|
+
const gl = this.getContext();
|
|
31118
|
+
gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
|
|
31119
|
+
gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
|
|
31120
|
+
|
|
31121
|
+
}
|
|
31122
|
+
|
|
31023
31123
|
get physicallyCorrectLights() { // @deprecated, r150
|
|
31024
31124
|
|
|
31025
31125
|
console.warn( 'THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' );
|
|
@@ -31091,6 +31191,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
31091
31191
|
|
|
31092
31192
|
return {
|
|
31093
31193
|
type: 'FogExp2',
|
|
31194
|
+
name: this.name,
|
|
31094
31195
|
color: this.color.getHex(),
|
|
31095
31196
|
density: this.density
|
|
31096
31197
|
};
|
|
@@ -31124,6 +31225,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
31124
31225
|
|
|
31125
31226
|
return {
|
|
31126
31227
|
type: 'Fog',
|
|
31228
|
+
name: this.name,
|
|
31127
31229
|
color: this.color.getHex(),
|
|
31128
31230
|
near: this.near,
|
|
31129
31231
|
far: this.far
|
|
@@ -31729,7 +31831,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
31729
31831
|
|
|
31730
31832
|
class Sprite extends Object3D {
|
|
31731
31833
|
|
|
31732
|
-
constructor( material ) {
|
|
31834
|
+
constructor( material = new SpriteMaterial() ) {
|
|
31733
31835
|
|
|
31734
31836
|
super();
|
|
31735
31837
|
|
|
@@ -31757,7 +31859,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
31757
31859
|
}
|
|
31758
31860
|
|
|
31759
31861
|
this.geometry = _geometry;
|
|
31760
|
-
this.material =
|
|
31862
|
+
this.material = material;
|
|
31761
31863
|
|
|
31762
31864
|
this.center = new Vector2( 0.5, 0.5 );
|
|
31763
31865
|
|
|
@@ -35051,10 +35153,13 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
35051
35153
|
|
|
35052
35154
|
if ( ! startPoint.equals( endPoint ) ) {
|
|
35053
35155
|
|
|
35054
|
-
|
|
35156
|
+
const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
|
|
35157
|
+
this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
|
|
35055
35158
|
|
|
35056
35159
|
}
|
|
35057
35160
|
|
|
35161
|
+
return this;
|
|
35162
|
+
|
|
35058
35163
|
}
|
|
35059
35164
|
|
|
35060
35165
|
// To get accurate point with reference to
|
|
@@ -40410,21 +40515,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
40410
40515
|
|
|
40411
40516
|
}
|
|
40412
40517
|
|
|
40413
|
-
// same as Array.prototype.slice, but also works on typed arrays
|
|
40414
|
-
function arraySlice( array, from, to ) {
|
|
40415
|
-
|
|
40416
|
-
if ( isTypedArray( array ) ) {
|
|
40417
|
-
|
|
40418
|
-
// in ios9 array.subarray(from, undefined) will return empty array
|
|
40419
|
-
// but array.subarray(from) or array.subarray(from, len) is correct
|
|
40420
|
-
return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
|
|
40421
|
-
|
|
40422
|
-
}
|
|
40423
|
-
|
|
40424
|
-
return array.slice( from, to );
|
|
40425
|
-
|
|
40426
|
-
}
|
|
40427
|
-
|
|
40428
40518
|
// converts an array to a specific type
|
|
40429
40519
|
function convertArray( array, type, forceClone ) {
|
|
40430
40520
|
|
|
@@ -40688,14 +40778,14 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
40688
40778
|
// Reference frame is earlier than the first keyframe, so just use the first keyframe
|
|
40689
40779
|
const startIndex = referenceOffset;
|
|
40690
40780
|
const endIndex = referenceValueSize - referenceOffset;
|
|
40691
|
-
referenceValue =
|
|
40781
|
+
referenceValue = referenceTrack.values.slice( startIndex, endIndex );
|
|
40692
40782
|
|
|
40693
40783
|
} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
|
|
40694
40784
|
|
|
40695
40785
|
// Reference frame is after the last keyframe, so just use the last keyframe
|
|
40696
40786
|
const startIndex = lastIndex * referenceValueSize + referenceOffset;
|
|
40697
40787
|
const endIndex = startIndex + referenceValueSize - referenceOffset;
|
|
40698
|
-
referenceValue =
|
|
40788
|
+
referenceValue = referenceTrack.values.slice( startIndex, endIndex );
|
|
40699
40789
|
|
|
40700
40790
|
} else {
|
|
40701
40791
|
|
|
@@ -40704,7 +40794,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
40704
40794
|
const startIndex = referenceOffset;
|
|
40705
40795
|
const endIndex = referenceValueSize - referenceOffset;
|
|
40706
40796
|
interpolant.evaluate( referenceTime );
|
|
40707
|
-
referenceValue =
|
|
40797
|
+
referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
|
|
40708
40798
|
|
|
40709
40799
|
}
|
|
40710
40800
|
|
|
@@ -40759,7 +40849,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
40759
40849
|
}
|
|
40760
40850
|
|
|
40761
40851
|
const AnimationUtils = {
|
|
40762
|
-
arraySlice: arraySlice,
|
|
40763
40852
|
convertArray: convertArray,
|
|
40764
40853
|
isTypedArray: isTypedArray,
|
|
40765
40854
|
getKeyframeOrder: getKeyframeOrder,
|
|
@@ -41442,8 +41531,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
41442
41531
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}
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const stride = this.getValueSize();
|
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|
-
this.times =
|
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this.values =
|
|
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|
+
this.times = times.slice( from, to );
|
|
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|
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this.values = this.values.slice( from * stride, to * stride );
|
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|
}
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@@ -41533,8 +41622,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
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|
optimize() {
|
|
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|
|
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|
// times or values may be shared with other tracks, so overwriting is unsafe
|
|
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|
-
const times =
|
|
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|
-
values =
|
|
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|
+
const times = this.times.slice(),
|
|
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|
+
values = this.values.slice(),
|
|
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|
stride = this.getValueSize(),
|
|
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41628
|
|
|
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41629
|
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
|
|
@@ -41627,8 +41716,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
41627
41716
|
|
|
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|
if ( writeIndex !== times.length ) {
|
|
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41718
|
|
|
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|
-
this.times =
|
|
41631
|
-
this.values =
|
|
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|
+
this.times = times.slice( 0, writeIndex );
|
|
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|
+
this.values = values.slice( 0, writeIndex * stride );
|
|
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41721
|
|
|
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|
} else {
|
|
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|
|
|
@@ -41643,8 +41732,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
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|
|
|
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|
clone() {
|
|
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|
|
|
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|
-
const times =
|
|
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|
-
const values =
|
|
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|
+
const times = this.times.slice();
|
|
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|
+
const values = this.values.slice();
|
|
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|
|
|
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|
const TypedKeyframeTrack = this.constructor;
|
|
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|
const track = new TypedKeyframeTrack( this.name, times, values );
|
|
@@ -44223,7 +44312,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
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|
|
|
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|
if ( json.rotation !== undefined ) material.rotation = json.rotation;
|
|
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|
|
|
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|
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if ( json.linewidth !==
|
|
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|
+
if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
|
|
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|
if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
|
|
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|
if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
|
|
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|
if ( json.scale !== undefined ) material.scale = json.scale;
|
|
@@ -45504,6 +45593,12 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
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|
|
|
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45594
|
}
|
|
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|
|
|
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|
+
if ( data.fog.name !== '' ) {
|
|
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|
+
|
|
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|
+
object.fog.name = data.fog.name;
|
|
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|
+
|
|
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|
+
}
|
|
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|
+
|
|
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|
}
|
|
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45603
|
|
|
45509
45604
|
if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
|
|
@@ -45988,48 +46083,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
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46083
|
|
|
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|
}
|
|
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|
|
|
45991
|
-
class HemisphereLightProbe extends LightProbe {
|
|
45992
|
-
|
|
45993
|
-
constructor( skyColor, groundColor, intensity = 1 ) {
|
|
45994
|
-
|
|
45995
|
-
super( undefined, intensity );
|
|
45996
|
-
|
|
45997
|
-
this.isHemisphereLightProbe = true;
|
|
45998
|
-
|
|
45999
|
-
const color1 = new Color().set( skyColor );
|
|
46000
|
-
const color2 = new Color().set( groundColor );
|
|
46001
|
-
|
|
46002
|
-
const sky = new Vector3( color1.r, color1.g, color1.b );
|
|
46003
|
-
const ground = new Vector3( color2.r, color2.g, color2.b );
|
|
46004
|
-
|
|
46005
|
-
// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
|
|
46006
|
-
const c0 = Math.sqrt( Math.PI );
|
|
46007
|
-
const c1 = c0 * Math.sqrt( 0.75 );
|
|
46008
|
-
|
|
46009
|
-
this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
|
|
46010
|
-
this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
|
|
46011
|
-
|
|
46012
|
-
}
|
|
46013
|
-
|
|
46014
|
-
}
|
|
46015
|
-
|
|
46016
|
-
class AmbientLightProbe extends LightProbe {
|
|
46017
|
-
|
|
46018
|
-
constructor( color, intensity = 1 ) {
|
|
46019
|
-
|
|
46020
|
-
super( undefined, intensity );
|
|
46021
|
-
|
|
46022
|
-
this.isAmbientLightProbe = true;
|
|
46023
|
-
|
|
46024
|
-
const color1 = new Color().set( color );
|
|
46025
|
-
|
|
46026
|
-
// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
|
|
46027
|
-
this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
|
|
46028
|
-
|
|
46029
|
-
}
|
|
46030
|
-
|
|
46031
|
-
}
|
|
46032
|
-
|
|
46033
46086
|
const _eyeRight = /*@__PURE__*/ new Matrix4();
|
|
46034
46087
|
const _eyeLeft = /*@__PURE__*/ new Matrix4();
|
|
46035
46088
|
const _projectionMatrix = /*@__PURE__*/ new Matrix4();
|
|
@@ -52080,7 +52133,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
52080
52133
|
exports.AlwaysDepth = AlwaysDepth;
|
|
52081
52134
|
exports.AlwaysStencilFunc = AlwaysStencilFunc;
|
|
52082
52135
|
exports.AmbientLight = AmbientLight;
|
|
52083
|
-
exports.AmbientLightProbe = AmbientLightProbe;
|
|
52084
52136
|
exports.AnimationAction = AnimationAction;
|
|
52085
52137
|
exports.AnimationClip = AnimationClip;
|
|
52086
52138
|
exports.AnimationLoader = AnimationLoader;
|
|
@@ -52203,7 +52255,6 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
52203
52255
|
exports.HalfFloatType = HalfFloatType;
|
|
52204
52256
|
exports.HemisphereLight = HemisphereLight;
|
|
52205
52257
|
exports.HemisphereLightHelper = HemisphereLightHelper;
|
|
52206
|
-
exports.HemisphereLightProbe = HemisphereLightProbe;
|
|
52207
52258
|
exports.IcosahedronGeometry = IcosahedronGeometry;
|
|
52208
52259
|
exports.ImageBitmapLoader = ImageBitmapLoader;
|
|
52209
52260
|
exports.ImageLoader = ImageLoader;
|
|
@@ -52256,6 +52307,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
52256
52307
|
exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
|
|
52257
52308
|
exports.LinearSRGBColorSpace = LinearSRGBColorSpace;
|
|
52258
52309
|
exports.LinearToneMapping = LinearToneMapping;
|
|
52310
|
+
exports.LinearTransfer = LinearTransfer;
|
|
52259
52311
|
exports.Loader = Loader;
|
|
52260
52312
|
exports.LoaderUtils = LoaderUtils;
|
|
52261
52313
|
exports.LoadingManager = LoadingManager;
|
|
@@ -52314,6 +52366,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
52314
52366
|
exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
|
|
52315
52367
|
exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
|
|
52316
52368
|
exports.OrthographicCamera = OrthographicCamera;
|
|
52369
|
+
exports.P3Primaries = P3Primaries;
|
|
52317
52370
|
exports.PCFShadowMap = PCFShadowMap;
|
|
52318
52371
|
exports.PCFSoftShadowMap = PCFSoftShadowMap;
|
|
52319
52372
|
exports.PMREMGenerator = PMREMGenerator;
|
|
@@ -52375,6 +52428,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
52375
52428
|
exports.RawShaderMaterial = RawShaderMaterial;
|
|
52376
52429
|
exports.Ray = Ray;
|
|
52377
52430
|
exports.Raycaster = Raycaster;
|
|
52431
|
+
exports.Rec709Primaries = Rec709Primaries;
|
|
52378
52432
|
exports.RectAreaLight = RectAreaLight;
|
|
52379
52433
|
exports.RedFormat = RedFormat;
|
|
52380
52434
|
exports.RedIntegerFormat = RedIntegerFormat;
|
|
@@ -52387,6 +52441,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
|
|
|
52387
52441
|
exports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format;
|
|
52388
52442
|
exports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format;
|
|
52389
52443
|
exports.SRGBColorSpace = SRGBColorSpace;
|
|
52444
|
+
exports.SRGBTransfer = SRGBTransfer;
|
|
52390
52445
|
exports.Scene = Scene;
|
|
52391
52446
|
exports.ShaderChunk = ShaderChunk;
|
|
52392
52447
|
exports.ShaderLib = ShaderLib;
|