super-three 0.156.0 → 0.157.1

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.
Files changed (223) hide show
  1. package/build/three.cjs +753 -277
  2. package/build/three.js +753 -277
  3. package/build/three.min.js +2 -2
  4. package/build/three.module.js +750 -276
  5. package/build/three.module.min.js +1 -1
  6. package/examples/jsm/capabilities/WebGL.js +17 -0
  7. package/examples/jsm/controls/DragControls.js +3 -2
  8. package/examples/jsm/csm/CSMShader.js +25 -21
  9. package/examples/jsm/exporters/EXRExporter.js +102 -24
  10. package/examples/jsm/exporters/GLTFExporter.js +1 -1
  11. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8726 -4
  12. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8737 -4
  13. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  14. package/examples/jsm/lights/LightProbeGenerator.js +37 -3
  15. package/examples/jsm/lines/LineMaterial.js +90 -156
  16. package/examples/jsm/loaders/3DMLoader.js +378 -104
  17. package/examples/jsm/loaders/GLTFLoader.js +1 -1
  18. package/examples/jsm/loaders/LDrawLoader.js +22 -16
  19. package/examples/jsm/loaders/RGBELoader.js +1 -1
  20. package/examples/jsm/loaders/USDZLoader.js +215 -12
  21. package/examples/jsm/materials/MeshGouraudMaterial.js +22 -18
  22. package/examples/jsm/nodes/Nodes.js +5 -1
  23. package/examples/jsm/nodes/accessors/BitangentNode.js +1 -1
  24. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +2 -2
  25. package/examples/jsm/nodes/accessors/BufferNode.js +1 -1
  26. package/examples/jsm/nodes/accessors/CameraNode.js +1 -1
  27. package/examples/jsm/nodes/accessors/CubeTextureNode.js +2 -2
  28. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +6 -5
  29. package/examples/jsm/nodes/accessors/InstanceNode.js +2 -2
  30. package/examples/jsm/nodes/accessors/LineMaterialNode.js +7 -9
  31. package/examples/jsm/nodes/accessors/MaterialNode.js +34 -46
  32. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +9 -9
  33. package/examples/jsm/nodes/accessors/ModelNode.js +1 -1
  34. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +5 -4
  35. package/examples/jsm/nodes/accessors/MorphNode.js +4 -4
  36. package/examples/jsm/nodes/accessors/NormalNode.js +1 -1
  37. package/examples/jsm/nodes/accessors/Object3DNode.js +1 -1
  38. package/examples/jsm/nodes/accessors/PointUVNode.js +1 -1
  39. package/examples/jsm/nodes/accessors/PositionNode.js +1 -1
  40. package/examples/jsm/nodes/accessors/ReferenceNode.js +13 -7
  41. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +2 -2
  42. package/examples/jsm/nodes/accessors/SceneNode.js +2 -2
  43. package/examples/jsm/nodes/accessors/SkinningNode.js +2 -2
  44. package/examples/jsm/nodes/accessors/StorageBufferNode.js +1 -1
  45. package/examples/jsm/nodes/accessors/TangentNode.js +1 -1
  46. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +2 -2
  47. package/examples/jsm/nodes/accessors/TextureNode.js +12 -6
  48. package/examples/jsm/nodes/accessors/TextureSizeNode.js +2 -2
  49. package/examples/jsm/nodes/accessors/TextureStoreNode.js +1 -1
  50. package/examples/jsm/nodes/accessors/UVNode.js +1 -1
  51. package/examples/jsm/nodes/accessors/UserDataNode.js +2 -2
  52. package/examples/jsm/nodes/code/CodeNode.js +1 -1
  53. package/examples/jsm/nodes/code/ExpressionNode.js +1 -1
  54. package/examples/jsm/nodes/code/FunctionCallNode.js +1 -1
  55. package/examples/jsm/nodes/code/FunctionNode.js +18 -7
  56. package/examples/jsm/nodes/code/ScriptableNode.js +2 -2
  57. package/examples/jsm/nodes/code/ScriptableValueNode.js +2 -2
  58. package/examples/jsm/nodes/core/ArrayUniformNode.js +1 -1
  59. package/examples/jsm/nodes/core/AttributeNode.js +1 -1
  60. package/examples/jsm/nodes/core/BypassNode.js +1 -1
  61. package/examples/jsm/nodes/core/CacheNode.js +1 -1
  62. package/examples/jsm/nodes/core/ConstNode.js +1 -1
  63. package/examples/jsm/nodes/core/ContextNode.js +2 -2
  64. package/examples/jsm/nodes/core/IndexNode.js +1 -1
  65. package/examples/jsm/nodes/core/InputNode.js +1 -1
  66. package/examples/jsm/nodes/core/Node.js +28 -13
  67. package/examples/jsm/nodes/core/NodeBuilder.js +3 -17
  68. package/examples/jsm/nodes/core/NodeFrame.js +37 -14
  69. package/examples/jsm/nodes/core/OutputStructNode.js +8 -4
  70. package/examples/jsm/nodes/core/PropertyNode.js +3 -3
  71. package/examples/jsm/nodes/core/StackNode.js +1 -1
  72. package/examples/jsm/nodes/core/StructTypeNode.js +1 -1
  73. package/examples/jsm/nodes/core/TempNode.js +1 -1
  74. package/examples/jsm/nodes/core/UniformNode.js +3 -1
  75. package/examples/jsm/nodes/core/VarNode.js +1 -1
  76. package/examples/jsm/nodes/core/VaryingNode.js +1 -1
  77. package/examples/jsm/nodes/core/constants.js +1 -1
  78. package/examples/jsm/nodes/display/BlendModeNode.js +2 -2
  79. package/examples/jsm/nodes/display/BumpMapNode.js +2 -2
  80. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +2 -2
  81. package/examples/jsm/nodes/display/ColorSpaceNode.js +2 -2
  82. package/examples/jsm/nodes/display/FrontFacingNode.js +1 -1
  83. package/examples/jsm/nodes/display/NormalMapNode.js +2 -2
  84. package/examples/jsm/nodes/display/PosterizeNode.js +2 -2
  85. package/examples/jsm/nodes/display/ToneMappingNode.js +2 -2
  86. package/examples/jsm/nodes/display/ViewportDepthNode.js +2 -2
  87. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +1 -1
  88. package/examples/jsm/nodes/display/ViewportNode.js +2 -2
  89. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +1 -1
  90. package/examples/jsm/nodes/display/ViewportTextureNode.js +1 -1
  91. package/examples/jsm/nodes/fog/FogExp2Node.js +2 -2
  92. package/examples/jsm/nodes/fog/FogNode.js +2 -2
  93. package/examples/jsm/nodes/fog/FogRangeNode.js +2 -2
  94. package/examples/jsm/nodes/geometry/RangeNode.js +2 -2
  95. package/examples/jsm/nodes/gpgpu/ComputeNode.js +1 -1
  96. package/examples/jsm/nodes/lighting/AONode.js +2 -2
  97. package/examples/jsm/nodes/lighting/AmbientLightNode.js +3 -3
  98. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +4 -4
  99. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +4 -4
  100. package/examples/jsm/nodes/lighting/EnvironmentNode.js +2 -2
  101. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +3 -3
  102. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +2 -2
  103. package/examples/jsm/nodes/lighting/LightNode.js +2 -2
  104. package/examples/jsm/nodes/lighting/LightingContextNode.js +3 -3
  105. package/examples/jsm/nodes/lighting/LightingNode.js +1 -1
  106. package/examples/jsm/nodes/lighting/LightsNode.js +4 -4
  107. package/examples/jsm/nodes/lighting/PointLightNode.js +3 -3
  108. package/examples/jsm/nodes/lighting/SpotLightNode.js +4 -4
  109. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +449 -0
  110. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +1 -1
  111. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +2 -2
  112. package/examples/jsm/nodes/materials/Materials.js +1 -0
  113. package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +1 -1
  114. package/examples/jsm/nodes/materials/MeshLambertNodeMaterial.js +2 -2
  115. package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +2 -2
  116. package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +3 -3
  117. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +6 -6
  118. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +3 -3
  119. package/examples/jsm/nodes/materials/NodeMaterial.js +27 -26
  120. package/examples/jsm/nodes/materials/PointsNodeMaterial.js +1 -1
  121. package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +2 -2
  122. package/examples/jsm/nodes/math/CondNode.js +1 -1
  123. package/examples/jsm/nodes/math/HashNode.js +8 -9
  124. package/examples/jsm/nodes/math/MathNode.js +2 -2
  125. package/examples/jsm/nodes/math/OperatorNode.js +1 -1
  126. package/examples/jsm/nodes/procedural/CheckerNode.js +3 -3
  127. package/examples/jsm/nodes/shadernode/ShaderNode.js +81 -28
  128. package/examples/jsm/nodes/utils/ArrayElementNode.js +1 -1
  129. package/examples/jsm/nodes/utils/ConvertNode.js +1 -1
  130. package/examples/jsm/nodes/utils/DiscardNode.js +1 -1
  131. package/examples/jsm/nodes/utils/EquirectUVNode.js +2 -2
  132. package/examples/jsm/nodes/utils/JoinNode.js +1 -1
  133. package/examples/jsm/nodes/utils/LoopNode.js +11 -11
  134. package/examples/jsm/nodes/utils/MatcapUVNode.js +2 -2
  135. package/examples/jsm/nodes/utils/MaxMipLevelNode.js +1 -1
  136. package/examples/jsm/nodes/utils/OscNode.js +2 -2
  137. package/examples/jsm/nodes/utils/PackingNode.js +2 -2
  138. package/examples/jsm/nodes/utils/RemapNode.js +2 -2
  139. package/examples/jsm/nodes/utils/RotateUVNode.js +2 -2
  140. package/examples/jsm/nodes/utils/SetNode.js +62 -0
  141. package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +2 -2
  142. package/examples/jsm/nodes/utils/SplitNode.js +1 -1
  143. package/examples/jsm/nodes/utils/SpriteSheetUVNode.js +2 -2
  144. package/examples/jsm/nodes/utils/TimerNode.js +2 -2
  145. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +2 -2
  146. package/examples/jsm/objects/Sky.js +1 -3
  147. package/examples/jsm/postprocessing/OutputPass.js +3 -2
  148. package/examples/jsm/renderers/common/Background.js +2 -2
  149. package/examples/jsm/renderers/common/Bindings.js +3 -5
  150. package/examples/jsm/renderers/common/Pipelines.js +7 -7
  151. package/examples/jsm/renderers/common/RenderContext.js +3 -0
  152. package/examples/jsm/renderers/common/RenderObject.js +40 -16
  153. package/examples/jsm/renderers/common/RenderObjects.js +8 -14
  154. package/examples/jsm/renderers/common/Renderer.js +40 -13
  155. package/examples/jsm/renderers/common/SampledTexture.js +4 -2
  156. package/examples/jsm/renderers/common/StorageTexture.js +19 -0
  157. package/examples/jsm/renderers/common/Textures.js +14 -9
  158. package/examples/jsm/renderers/common/nodes/NodeBuilderState.js +35 -0
  159. package/examples/jsm/renderers/common/nodes/NodeSampledTexture.js +20 -10
  160. package/examples/jsm/renderers/common/nodes/NodeSampler.js +0 -6
  161. package/examples/jsm/renderers/common/nodes/Nodes.js +51 -24
  162. package/examples/jsm/renderers/webgl/WebGLBackend.js +100 -5
  163. package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +92 -6
  164. package/examples/jsm/renderers/webgl/utils/WebGLTextureUtils.js +13 -0
  165. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +3 -3
  166. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js +14 -2
  167. package/examples/jsm/renderers/webgpu/WebGPUBackend.js +5 -5
  168. package/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js +6 -3
  169. package/examples/jsm/renderers/webgpu/utils/WebGPUPipelineUtils.js +5 -5
  170. package/examples/jsm/renderers/webgpu/utils/WebGPUTexturePassUtils.js +285 -0
  171. package/examples/jsm/renderers/webgpu/utils/WebGPUTextureUtils.js +197 -167
  172. package/examples/jsm/shaders/GammaCorrectionShader.js +1 -1
  173. package/examples/jsm/shaders/MMDToonShader.js +4 -4
  174. package/examples/jsm/shaders/OutputShader.js +2 -2
  175. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +6 -6
  176. package/examples/jsm/utils/BufferGeometryUtils.js +6 -4
  177. package/package.json +1 -1
  178. package/src/Three.js +0 -2
  179. package/src/animation/AnimationUtils.js +3 -20
  180. package/src/animation/KeyframeTrack.js +8 -8
  181. package/src/cameras/Camera.js +1 -5
  182. package/src/cameras/CubeCamera.js +14 -8
  183. package/src/constants.js +7 -1
  184. package/src/core/RenderTarget.js +16 -7
  185. package/src/extras/core/CurvePath.js +4 -1
  186. package/src/loaders/MaterialLoader.js +1 -1
  187. package/src/loaders/ObjectLoader.js +6 -0
  188. package/src/materials/Material.js +8 -8
  189. package/src/math/Color.js +1 -5
  190. package/src/math/ColorManagement.js +82 -60
  191. package/src/objects/Sprite.js +2 -2
  192. package/src/renderers/WebGLMultiviewRenderTarget.js +35 -0
  193. package/src/renderers/WebGLRenderer.js +78 -22
  194. package/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js +1 -1
  195. package/src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.js +1 -1
  196. package/src/renderers/shaders/ShaderChunk/colorspace_pars_fragment.glsl.js +35 -2
  197. package/src/renderers/shaders/ShaderChunk/common.glsl.js +0 -9
  198. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +19 -15
  199. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +2 -2
  200. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +4 -4
  201. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +3 -3
  202. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +11 -6
  203. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +4 -4
  204. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +1 -1
  205. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +16 -16
  206. package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +3 -3
  207. package/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js +1 -1
  208. package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +1 -1
  209. package/src/renderers/shaders/UniformsUtils.js +2 -2
  210. package/src/renderers/webgl/WebGLBackground.js +5 -4
  211. package/src/renderers/webgl/WebGLLights.js +14 -3
  212. package/src/renderers/webgl/WebGLMultiview.js +100 -0
  213. package/src/renderers/webgl/WebGLProgram.js +84 -5
  214. package/src/renderers/webgl/WebGLPrograms.js +11 -2
  215. package/src/renderers/webgl/WebGLTextures.js +214 -26
  216. package/src/renderers/webgl/WebGLUtils.js +21 -23
  217. package/src/renderers/webxr/WebXRManager.js +36 -12
  218. package/src/scenes/Fog.js +1 -0
  219. package/src/scenes/FogExp2.js +1 -0
  220. package/src/textures/Source.js +2 -2
  221. package/examples/jsm/renderers/webgpu/utils/WebGPUTextureMipmapUtils.js +0 -163
  222. package/src/lights/AmbientLightProbe.js +0 -21
  223. package/src/lights/HemisphereLightProbe.js +0 -30
package/build/three.cjs CHANGED
@@ -5,7 +5,7 @@
5
5
  */
6
6
  'use strict';
7
7
 
8
- const REVISION = '156';
8
+ const REVISION = '157';
9
9
 
10
10
  const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
11
11
  const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
@@ -165,6 +165,12 @@ const LinearSRGBColorSpace = 'srgb-linear';
165
165
  const DisplayP3ColorSpace = 'display-p3';
166
166
  const LinearDisplayP3ColorSpace = 'display-p3-linear';
167
167
 
168
+ const LinearTransfer = 'linear';
169
+ const SRGBTransfer = 'srgb';
170
+
171
+ const Rec709Primaries = 'rec709';
172
+ const P3Primaries = 'p3';
173
+
168
174
  const ZeroStencilOp = 0;
169
175
  const KeepStencilOp = 7680;
170
176
  const ReplaceStencilOp = 7681;
@@ -1553,18 +1559,6 @@ function warnOnce( message ) {
1553
1559
 
1554
1560
  }
1555
1561
 
1556
- function SRGBToLinear( c ) {
1557
-
1558
- return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
1559
-
1560
- }
1561
-
1562
- function LinearToSRGB( c ) {
1563
-
1564
- return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
1565
-
1566
- }
1567
-
1568
1562
  /**
1569
1563
  * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
1570
1564
  * or clipping. Based on W3C specifications for sRGB and Display P3,
@@ -1577,50 +1571,57 @@ function LinearToSRGB( c ) {
1577
1571
  * - http://www.russellcottrell.com/photo/matrixCalculator.htm
1578
1572
  */
1579
1573
 
1580
- const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().fromArray( [
1581
- 0.8224621, 0.0331941, 0.0170827,
1582
- 0.1775380, 0.9668058, 0.0723974,
1583
- - 0.0000001, 0.0000001, 0.9105199
1584
- ] );
1585
-
1586
- const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().fromArray( [
1587
- 1.2249401, - 0.0420569, - 0.0196376,
1588
- - 0.2249404, 1.0420571, - 0.0786361,
1589
- 0.0000001, 0.0000000, 1.0982735
1590
- ] );
1591
-
1592
- function DisplayP3ToLinearSRGB( color ) {
1593
-
1594
- // Display P3 uses the sRGB transfer functions
1595
- return color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB );
1596
-
1597
- }
1598
-
1599
- function LinearSRGBToDisplayP3( color ) {
1600
-
1601
- // Display P3 uses the sRGB transfer functions
1602
- return color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB();
1574
+ const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
1575
+ 0.8224621, 0.177538, 0.0,
1576
+ 0.0331941, 0.9668058, 0.0,
1577
+ 0.0170827, 0.0723974, 0.9105199,
1578
+ );
1603
1579
 
1604
- }
1580
+ const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
1581
+ 1.2249401, - 0.2249404, 0.0,
1582
+ - 0.0420569, 1.0420571, 0.0,
1583
+ - 0.0196376, - 0.0786361, 1.0982735
1584
+ );
1605
1585
 
1606
- // Conversions from <source> to Linear-sRGB reference space.
1607
- const TO_LINEAR = {
1608
- [ LinearSRGBColorSpace ]: ( color ) => color,
1609
- [ SRGBColorSpace ]: ( color ) => color.convertSRGBToLinear(),
1610
- [ DisplayP3ColorSpace ]: DisplayP3ToLinearSRGB,
1586
+ /**
1587
+ * Defines supported color spaces by transfer function and primaries,
1588
+ * and provides conversions to/from the Linear-sRGB reference space.
1589
+ */
1590
+ const COLOR_SPACES = {
1591
+ [ LinearSRGBColorSpace ]: {
1592
+ transfer: LinearTransfer,
1593
+ primaries: Rec709Primaries,
1594
+ toReference: ( color ) => color,
1595
+ fromReference: ( color ) => color,
1596
+ },
1597
+ [ SRGBColorSpace ]: {
1598
+ transfer: SRGBTransfer,
1599
+ primaries: Rec709Primaries,
1600
+ toReference: ( color ) => color.convertSRGBToLinear(),
1601
+ fromReference: ( color ) => color.convertLinearToSRGB(),
1602
+ },
1603
+ [ LinearDisplayP3ColorSpace ]: {
1604
+ transfer: LinearTransfer,
1605
+ primaries: P3Primaries,
1606
+ toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
1607
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
1608
+ },
1609
+ [ DisplayP3ColorSpace ]: {
1610
+ transfer: SRGBTransfer,
1611
+ primaries: P3Primaries,
1612
+ toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
1613
+ fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
1614
+ },
1611
1615
  };
1612
1616
 
1613
- // Conversions to <target> from Linear-sRGB reference space.
1614
- const FROM_LINEAR = {
1615
- [ LinearSRGBColorSpace ]: ( color ) => color,
1616
- [ SRGBColorSpace ]: ( color ) => color.convertLinearToSRGB(),
1617
- [ DisplayP3ColorSpace ]: LinearSRGBToDisplayP3,
1618
- };
1617
+ const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
1619
1618
 
1620
1619
  const ColorManagement = {
1621
1620
 
1622
1621
  enabled: true,
1623
1622
 
1623
+ _workingColorSpace: LinearSRGBColorSpace,
1624
+
1624
1625
  get legacyMode() {
1625
1626
 
1626
1627
  console.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' );
@@ -1639,13 +1640,19 @@ const ColorManagement = {
1639
1640
 
1640
1641
  get workingColorSpace() {
1641
1642
 
1642
- return LinearSRGBColorSpace;
1643
+ return this._workingColorSpace;
1643
1644
 
1644
1645
  },
1645
1646
 
1646
1647
  set workingColorSpace( colorSpace ) {
1647
1648
 
1648
- console.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' );
1649
+ if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
1650
+
1651
+ throw new Error( `Unsupported working color space, "${ colorSpace }".` );
1652
+
1653
+ }
1654
+
1655
+ this._workingColorSpace = colorSpace;
1649
1656
 
1650
1657
  },
1651
1658
 
@@ -1657,33 +1664,54 @@ const ColorManagement = {
1657
1664
 
1658
1665
  }
1659
1666
 
1660
- const sourceToLinear = TO_LINEAR[ sourceColorSpace ];
1661
- const targetFromLinear = FROM_LINEAR[ targetColorSpace ];
1667
+ const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
1668
+ const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
1662
1669
 
1663
- if ( sourceToLinear === undefined || targetFromLinear === undefined ) {
1670
+ return targetFromReference( sourceToReference( color ) );
1664
1671
 
1665
- throw new Error( `Unsupported color space conversion, "${ sourceColorSpace }" to "${ targetColorSpace }".` );
1672
+ },
1666
1673
 
1667
- }
1674
+ fromWorkingColorSpace: function ( color, targetColorSpace ) {
1668
1675
 
1669
- return targetFromLinear( sourceToLinear( color ) );
1676
+ return this.convert( color, this._workingColorSpace, targetColorSpace );
1670
1677
 
1671
1678
  },
1672
1679
 
1673
- fromWorkingColorSpace: function ( color, targetColorSpace ) {
1680
+ toWorkingColorSpace: function ( color, sourceColorSpace ) {
1674
1681
 
1675
- return this.convert( color, this.workingColorSpace, targetColorSpace );
1682
+ return this.convert( color, sourceColorSpace, this._workingColorSpace );
1676
1683
 
1677
1684
  },
1678
1685
 
1679
- toWorkingColorSpace: function ( color, sourceColorSpace ) {
1686
+ getPrimaries: function ( colorSpace ) {
1680
1687
 
1681
- return this.convert( color, sourceColorSpace, this.workingColorSpace );
1688
+ return COLOR_SPACES[ colorSpace ].primaries;
1689
+
1690
+ },
1691
+
1692
+ getTransfer: function ( colorSpace ) {
1693
+
1694
+ if ( colorSpace === NoColorSpace ) return LinearTransfer;
1695
+
1696
+ return COLOR_SPACES[ colorSpace ].transfer;
1682
1697
 
1683
1698
  },
1684
1699
 
1685
1700
  };
1686
1701
 
1702
+
1703
+ function SRGBToLinear( c ) {
1704
+
1705
+ return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
1706
+
1707
+ }
1708
+
1709
+ function LinearToSRGB( c ) {
1710
+
1711
+ return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
1712
+
1713
+ }
1714
+
1687
1715
  let _canvas;
1688
1716
 
1689
1717
  class ImageUtils {
@@ -1809,7 +1837,7 @@ class ImageUtils {
1809
1837
 
1810
1838
  }
1811
1839
 
1812
- let sourceId = 0;
1840
+ let _sourceId = 0;
1813
1841
 
1814
1842
  class Source {
1815
1843
 
@@ -1817,7 +1845,7 @@ class Source {
1817
1845
 
1818
1846
  this.isSource = true;
1819
1847
 
1820
- Object.defineProperty( this, 'id', { value: sourceId ++ } );
1848
+ Object.defineProperty( this, 'id', { value: _sourceId ++ } );
1821
1849
 
1822
1850
  this.uuid = generateUUID();
1823
1851
 
@@ -2923,20 +2951,29 @@ class RenderTarget extends EventDispatcher {
2923
2951
 
2924
2952
  }
2925
2953
 
2954
+ options = Object.assign( {
2955
+ generateMipmaps: false,
2956
+ internalFormat: null,
2957
+ minFilter: LinearFilter,
2958
+ depthBuffer: true,
2959
+ stencilBuffer: false,
2960
+ depthTexture: null,
2961
+ samples: 0
2962
+ }, options );
2963
+
2926
2964
  this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
2927
2965
  this.texture.isRenderTargetTexture = true;
2928
2966
 
2929
2967
  this.texture.flipY = false;
2930
- this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
2931
- this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
2932
- this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
2968
+ this.texture.generateMipmaps = options.generateMipmaps;
2969
+ this.texture.internalFormat = options.internalFormat;
2933
2970
 
2934
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
2935
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
2971
+ this.depthBuffer = options.depthBuffer;
2972
+ this.stencilBuffer = options.stencilBuffer;
2936
2973
 
2937
- this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
2974
+ this.depthTexture = options.depthTexture;
2938
2975
 
2939
- this.samples = options.samples !== undefined ? options.samples : 0;
2976
+ this.samples = options.samples;
2940
2977
 
2941
2978
  }
2942
2979
 
@@ -8704,10 +8741,10 @@ class Material extends EventDispatcher {
8704
8741
 
8705
8742
  if ( this.blending !== NormalBlending ) data.blending = this.blending;
8706
8743
  if ( this.side !== FrontSide ) data.side = this.side;
8707
- if ( this.vertexColors ) data.vertexColors = true;
8744
+ if ( this.vertexColors === true ) data.vertexColors = true;
8708
8745
 
8709
8746
  if ( this.opacity < 1 ) data.opacity = this.opacity;
8710
- if ( this.transparent === true ) data.transparent = this.transparent;
8747
+ if ( this.transparent === true ) data.transparent = true;
8711
8748
 
8712
8749
  data.depthFunc = this.depthFunc;
8713
8750
  data.depthTest = this.depthTest;
@@ -8738,17 +8775,17 @@ class Material extends EventDispatcher {
8738
8775
  if ( this.dithering === true ) data.dithering = true;
8739
8776
 
8740
8777
  if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
8741
- if ( this.alphaHash === true ) data.alphaHash = this.alphaHash;
8742
- if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;
8743
- if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
8744
- if ( this.forceSinglePass === true ) data.forceSinglePass = this.forceSinglePass;
8778
+ if ( this.alphaHash === true ) data.alphaHash = true;
8779
+ if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
8780
+ if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
8781
+ if ( this.forceSinglePass === true ) data.forceSinglePass = true;
8745
8782
 
8746
- if ( this.wireframe === true ) data.wireframe = this.wireframe;
8783
+ if ( this.wireframe === true ) data.wireframe = true;
8747
8784
  if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
8748
8785
  if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
8749
8786
  if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
8750
8787
 
8751
- if ( this.flatShading === true ) data.flatShading = this.flatShading;
8788
+ if ( this.flatShading === true ) data.flatShading = true;
8752
8789
 
8753
8790
  if ( this.visible === false ) data.visible = false;
8754
8791
 
@@ -9329,11 +9366,7 @@ class Color {
9329
9366
 
9330
9367
  this.getHSL( _hslA );
9331
9368
 
9332
- _hslA.h += h; _hslA.s += s; _hslA.l += l;
9333
-
9334
- this.setHSL( _hslA.h, _hslA.s, _hslA.l );
9335
-
9336
- return this;
9369
+ return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
9337
9370
 
9338
9371
  }
9339
9372
 
@@ -12116,7 +12149,7 @@ function getUnlitUniformColorSpace( renderer ) {
12116
12149
 
12117
12150
  }
12118
12151
 
12119
- return LinearSRGBColorSpace;
12152
+ return ColorManagement.workingColorSpace;
12120
12153
 
12121
12154
  }
12122
12155
 
@@ -12344,11 +12377,7 @@ class Camera extends Object3D {
12344
12377
 
12345
12378
  getWorldDirection( target ) {
12346
12379
 
12347
- this.updateWorldMatrix( true, false );
12348
-
12349
- const e = this.matrixWorld.elements;
12350
-
12351
- return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
12380
+ return super.getWorldDirection( target ).negate();
12352
12381
 
12353
12382
  }
12354
12383
 
@@ -12618,6 +12647,7 @@ class CubeCamera extends Object3D {
12618
12647
 
12619
12648
  this.renderTarget = renderTarget;
12620
12649
  this.coordinateSystem = null;
12650
+ this.activeMipmapLevel = 0;
12621
12651
 
12622
12652
  const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
12623
12653
  cameraPX.layers = this.layers;
@@ -12715,7 +12745,7 @@ class CubeCamera extends Object3D {
12715
12745
 
12716
12746
  if ( this.parent === null ) this.updateMatrixWorld();
12717
12747
 
12718
- const renderTarget = this.renderTarget;
12748
+ const { renderTarget, activeMipmapLevel } = this;
12719
12749
 
12720
12750
  if ( this.coordinateSystem !== renderer.coordinateSystem ) {
12721
12751
 
@@ -12728,6 +12758,8 @@ class CubeCamera extends Object3D {
12728
12758
  const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
12729
12759
 
12730
12760
  const currentRenderTarget = renderer.getRenderTarget();
12761
+ const currentActiveCubeFace = renderer.getActiveCubeFace();
12762
+ const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
12731
12763
 
12732
12764
  const currentXrEnabled = renderer.xr.enabled;
12733
12765
 
@@ -12737,27 +12769,30 @@ class CubeCamera extends Object3D {
12737
12769
 
12738
12770
  renderTarget.texture.generateMipmaps = false;
12739
12771
 
12740
- renderer.setRenderTarget( renderTarget, 0 );
12772
+ renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
12741
12773
  renderer.render( scene, cameraPX );
12742
12774
 
12743
- renderer.setRenderTarget( renderTarget, 1 );
12775
+ renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
12744
12776
  renderer.render( scene, cameraNX );
12745
12777
 
12746
- renderer.setRenderTarget( renderTarget, 2 );
12778
+ renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
12747
12779
  renderer.render( scene, cameraPY );
12748
12780
 
12749
- renderer.setRenderTarget( renderTarget, 3 );
12781
+ renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
12750
12782
  renderer.render( scene, cameraNY );
12751
12783
 
12752
- renderer.setRenderTarget( renderTarget, 4 );
12784
+ renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
12753
12785
  renderer.render( scene, cameraPZ );
12754
12786
 
12787
+ // mipmaps are generated during the last call of render()
12788
+ // at this point, all sides of the cube render target are defined
12789
+
12755
12790
  renderTarget.texture.generateMipmaps = generateMipmaps;
12756
12791
 
12757
- renderer.setRenderTarget( renderTarget, 5 );
12792
+ renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
12758
12793
  renderer.render( scene, cameraNZ );
12759
12794
 
12760
- renderer.setRenderTarget( currentRenderTarget );
12795
+ renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
12761
12796
 
12762
12797
  renderer.xr.enabled = currentXrEnabled;
12763
12798
 
@@ -13671,7 +13706,7 @@ var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTes
13671
13706
 
13672
13707
  var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
13673
13708
 
13674
- var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
13709
+ var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
13675
13710
 
13676
13711
  var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
13677
13712
 
@@ -13701,7 +13736,7 @@ var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\
13701
13736
 
13702
13737
  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";
13703
13738
 
13704
- 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};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\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";
13739
+ 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";
13705
13740
 
13706
13741
  var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
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@@ -13717,7 +13752,7 @@ var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emi
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13718
13753
  var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
13719
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13720
- var colorspace_pars_fragment = "vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( 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}";
13755
+ 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}";
13721
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13722
13757
  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";
13723
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@@ -13745,29 +13780,29 @@ var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;
13745
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13746
13781
  var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
13747
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13748
- 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 GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, 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 GeometricContext geometry, 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";
13783
+ var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
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13750
- var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\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, const in GeometricContext geometry, 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 GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\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 GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\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";
13785
+ 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";
13751
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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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13754
13789
  var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
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13790
 
13756
- var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, 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";
13791
+ 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";
13757
13792
 
13758
13793
  var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
13759
13794
 
13760
- 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 GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, 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";
13795
+ 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";
13761
13796
 
13762
- var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\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";
13797
+ 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";
13763
13798
 
13764
- 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}";
13799
+ 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}";
13765
13800
 
13766
- var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\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, geometry, 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, geometry, 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, geometry, 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, geometry, 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, geometry, 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, geometry, 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, geometry, 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\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\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 ], geometry.normal );\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";
13801
+ 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( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometry.viewDir, geometry.normal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
13803
+ 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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13770
- var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
13805
+ var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
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  var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
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@@ -13797,7 +13832,7 @@ var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTar
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  var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif";
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13834
 
13800
- 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 geometryNormal = normal;";
13835
+ 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;";
13801
13836
 
13802
13837
  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";
13803
13838
 
@@ -13809,7 +13844,7 @@ var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNorm
13809
13844
 
13810
13845
  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";
13811
13846
 
13812
- var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
13847
+ var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";
13813
13848
 
13814
13849
  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";
13815
13850
 
@@ -13919,7 +13954,7 @@ const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;
13919
13954
 
13920
13955
  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}";
13921
13956
 
13922
- 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( geometry.clearcoatNormal, geometry.viewDir ) );\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}";
13957
+ 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}";
13923
13958
 
13924
13959
  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}";
13925
13960
 
@@ -14714,7 +14749,7 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
14714
14749
  if ( boxMesh === undefined ) {
14715
14750
 
14716
14751
  boxMesh = new Mesh(
14717
- new BoxGeometry( 1, 1, 1 ),
14752
+ new BoxGeometry( 10000, 10000, 10000 ),
14718
14753
  new ShaderMaterial( {
14719
14754
  name: 'BackgroundCubeMaterial',
14720
14755
  uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),
@@ -14755,7 +14790,7 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
14755
14790
  boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;
14756
14791
  boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
14757
14792
  boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
14758
- boxMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true;
14793
+ boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
14759
14794
 
14760
14795
  if ( currentBackground !== background ||
14761
14796
  currentBackgroundVersion !== background.version ||
@@ -14811,7 +14846,7 @@ function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha,
14811
14846
 
14812
14847
  planeMesh.material.uniforms.t2D.value = background;
14813
14848
  planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
14814
- planeMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true;
14849
+ planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
14815
14850
 
14816
14851
  if ( background.matrixAutoUpdate === true ) {
14817
14852
 
@@ -17810,6 +17845,103 @@ function WebGLMorphtargets( gl, capabilities, textures ) {
17810
17845
 
17811
17846
  }
17812
17847
 
17848
+ /**
17849
+ * @author fernandojsg / http://fernandojsg.com
17850
+ * @author Takahiro https://github.com/takahirox
17851
+ */
17852
+
17853
+ class WebGLMultiview {
17854
+
17855
+ constructor( renderer, extensions, gl ) {
17856
+
17857
+ this.renderer = renderer;
17858
+
17859
+ this.DEFAULT_NUMVIEWS = 2;
17860
+ this.maxNumViews = 0;
17861
+ this.gl = gl;
17862
+
17863
+ this.extensions = extensions;
17864
+
17865
+ this.available = this.extensions.has( 'OCULUS_multiview' );
17866
+
17867
+ if ( this.available ) {
17868
+
17869
+ const extension = this.extensions.get( 'OCULUS_multiview' );
17870
+
17871
+ this.maxNumViews = this.gl.getParameter( extension.MAX_VIEWS_OVR );
17872
+
17873
+ this.mat4 = [];
17874
+ this.mat3 = [];
17875
+ this.cameraArray = [];
17876
+
17877
+ for ( var i = 0; i < this.maxNumViews; i ++ ) {
17878
+
17879
+ this.mat4[ i ] = new Matrix4();
17880
+ this.mat3[ i ] = new Matrix3();
17881
+
17882
+ }
17883
+
17884
+ }
17885
+
17886
+ }
17887
+
17888
+ //
17889
+ getCameraArray( camera ) {
17890
+
17891
+ if ( camera.isArrayCamera ) return camera.cameras;
17892
+
17893
+ this.cameraArray[ 0 ] = camera;
17894
+
17895
+ return this.cameraArray;
17896
+
17897
+ }
17898
+
17899
+ updateCameraProjectionMatricesUniform( camera, uniforms ) {
17900
+
17901
+ var cameras = this.getCameraArray( camera );
17902
+
17903
+ for ( var i = 0; i < cameras.length; i ++ ) {
17904
+
17905
+ this.mat4[ i ].copy( cameras[ i ].projectionMatrix );
17906
+
17907
+ }
17908
+
17909
+ uniforms.setValue( this.gl, 'projectionMatrices', this.mat4 );
17910
+
17911
+ }
17912
+
17913
+ updateCameraViewMatricesUniform( camera, uniforms ) {
17914
+
17915
+ var cameras = this.getCameraArray( camera );
17916
+
17917
+ for ( var i = 0; i < cameras.length; i ++ ) {
17918
+
17919
+ this.mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
17920
+
17921
+ }
17922
+
17923
+ uniforms.setValue( this.gl, 'viewMatrices', this.mat4 );
17924
+
17925
+ }
17926
+
17927
+ updateObjectMatricesUniforms( object, camera, uniforms ) {
17928
+
17929
+ var cameras = this.getCameraArray( camera );
17930
+
17931
+ for ( var i = 0; i < cameras.length; i ++ ) {
17932
+
17933
+ this.mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
17934
+ this.mat3[ i ].getNormalMatrix( this.mat4[ i ] );
17935
+
17936
+ }
17937
+
17938
+ uniforms.setValue( this.gl, 'modelViewMatrices', this.mat4 );
17939
+ uniforms.setValue( this.gl, 'normalMatrices', this.mat3 );
17940
+
17941
+ }
17942
+
17943
+ }
17944
+
17813
17945
  function WebGLObjects( gl, geometries, attributes, info ) {
17814
17946
 
17815
17947
  let updateMap = new WeakMap();
@@ -19075,15 +19207,38 @@ function handleSource( string, errorLine ) {
19075
19207
 
19076
19208
  function getEncodingComponents( colorSpace ) {
19077
19209
 
19210
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
19211
+ const encodingPrimaries = ColorManagement.getPrimaries( colorSpace );
19212
+
19213
+ let gamutMapping;
19214
+
19215
+ if ( workingPrimaries === encodingPrimaries ) {
19216
+
19217
+ gamutMapping = '';
19218
+
19219
+ } else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {
19220
+
19221
+ gamutMapping = 'LinearDisplayP3ToLinearSRGB';
19222
+
19223
+ } else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {
19224
+
19225
+ gamutMapping = 'LinearSRGBToLinearDisplayP3';
19226
+
19227
+ }
19228
+
19078
19229
  switch ( colorSpace ) {
19079
19230
 
19080
19231
  case LinearSRGBColorSpace:
19081
- return [ 'Linear', '( value )' ];
19232
+ case LinearDisplayP3ColorSpace:
19233
+ return [ gamutMapping, 'LinearTransferOETF' ];
19234
+
19082
19235
  case SRGBColorSpace:
19083
- return [ 'sRGB', '( value )' ];
19236
+ case DisplayP3ColorSpace:
19237
+ return [ gamutMapping, 'sRGBTransferOETF' ];
19238
+
19084
19239
  default:
19085
19240
  console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );
19086
- return [ 'Linear', '( value )' ];
19241
+ return [ gamutMapping, 'LinearTransferOETF' ];
19087
19242
 
19088
19243
  }
19089
19244
 
@@ -19116,7 +19271,7 @@ function getShaderErrors( gl, shader, type ) {
19116
19271
  function getTexelEncodingFunction( functionName, colorSpace ) {
19117
19272
 
19118
19273
  const components = getEncodingComponents( colorSpace );
19119
- return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
19274
+ return `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;
19120
19275
 
19121
19276
  }
19122
19277
 
@@ -19480,6 +19635,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19480
19635
  let prefixVertex, prefixFragment;
19481
19636
  let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
19482
19637
 
19638
+ const numMultiviewViews = parameters.numMultiviewViews;
19639
+
19483
19640
  if ( parameters.isRawShaderMaterial ) {
19484
19641
 
19485
19642
  prefixVertex = [
@@ -19543,6 +19700,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19543
19700
  parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',
19544
19701
  parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
19545
19702
 
19703
+ parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
19546
19704
  parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',
19547
19705
 
19548
19706
  parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
@@ -19630,6 +19788,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19630
19788
 
19631
19789
  parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
19632
19790
 
19791
+ parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
19792
+
19633
19793
  parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
19634
19794
 
19635
19795
  parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
@@ -19812,6 +19972,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19812
19972
 
19813
19973
  parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
19814
19974
 
19975
+ parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
19976
+
19815
19977
  parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',
19816
19978
 
19817
19979
  parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
@@ -19881,6 +20043,53 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
19881
20043
  '#define textureCubeGradEXT textureGrad'
19882
20044
  ].join( '\n' ) + '\n' + prefixFragment;
19883
20045
 
20046
+ // Multiview
20047
+
20048
+ if ( numMultiviewViews > 0 ) {
20049
+
20050
+ // TODO: fix light transforms here?
20051
+
20052
+ prefixVertex = [
20053
+ '#extension GL_OVR_multiview : require',
20054
+ 'layout(num_views = ' + numMultiviewViews + ') in;',
20055
+ '#define VIEW_ID gl_ViewID_OVR'
20056
+ ].join( '\n' ) + '\n' + prefixVertex;
20057
+
20058
+ prefixVertex = prefixVertex.replace(
20059
+ [
20060
+ 'uniform mat4 modelViewMatrix;',
20061
+ 'uniform mat4 projectionMatrix;',
20062
+ 'uniform mat4 viewMatrix;',
20063
+ 'uniform mat3 normalMatrix;'
20064
+ ].join( '\n' ),
20065
+ [
20066
+ 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
20067
+ 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
20068
+ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
20069
+ 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
20070
+
20071
+ '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
20072
+ '#define projectionMatrix projectionMatrices[VIEW_ID]',
20073
+ '#define viewMatrix viewMatrices[VIEW_ID]',
20074
+ '#define normalMatrix normalMatrices[VIEW_ID]'
20075
+ ].join( '\n' )
20076
+ );
20077
+
20078
+ prefixFragment = [
20079
+ '#extension GL_OVR_multiview : require',
20080
+ '#define VIEW_ID gl_ViewID_OVR'
20081
+ ].join( '\n' ) + '\n' + prefixFragment;
20082
+
20083
+ prefixFragment = prefixFragment.replace(
20084
+ 'uniform mat4 viewMatrix;',
20085
+ [
20086
+ 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
20087
+ '#define viewMatrix viewMatrices[VIEW_ID]'
20088
+ ].join( '\n' )
20089
+ );
20090
+
20091
+ }
20092
+
19884
20093
  }
19885
20094
 
19886
20095
  const vertexGlsl = versionString + prefixVertex + vertexShader;
@@ -20045,6 +20254,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
20045
20254
  this.program = program;
20046
20255
  this.vertexShader = glVertexShader;
20047
20256
  this.fragmentShader = glFragmentShader;
20257
+ this.numMultiviewViews = numMultiviewViews;
20048
20258
 
20049
20259
  return this;
20050
20260
 
@@ -20274,6 +20484,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20274
20484
 
20275
20485
  const currentRenderTarget = renderer.getRenderTarget();
20276
20486
 
20487
+ const numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
20488
+
20277
20489
  const IS_INSTANCEDMESH = object.isInstancedMesh === true;
20278
20490
 
20279
20491
  const HAS_MAP = !! material.map;
@@ -20364,6 +20576,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20364
20576
  instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
20365
20577
 
20366
20578
  supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,
20579
+ numMultiviewViews: numMultiviewViews,
20367
20580
  outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),
20368
20581
 
20369
20582
  map: HAS_MAP,
@@ -20492,6 +20705,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20492
20705
  numSpotLightShadows: lights.spotShadowMap.length,
20493
20706
  numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
20494
20707
 
20708
+ numLightProbes: lights.numLightProbes,
20709
+
20495
20710
  numClippingPlanes: clipping.numPlanes,
20496
20711
  numClipIntersection: clipping.numIntersection,
20497
20712
 
@@ -20503,7 +20718,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20503
20718
  toneMapping: toneMapping,
20504
20719
  useLegacyLights: renderer._useLegacyLights,
20505
20720
 
20506
- decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( material.map.colorSpace === SRGBColorSpace ),
20721
+ decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),
20507
20722
 
20508
20723
  premultipliedAlpha: material.premultipliedAlpha,
20509
20724
 
@@ -20616,6 +20831,7 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20616
20831
  array.push( parameters.numPointLightShadows );
20617
20832
  array.push( parameters.numSpotLightShadows );
20618
20833
  array.push( parameters.numSpotLightShadowsWithMaps );
20834
+ array.push( parameters.numLightProbes );
20619
20835
  array.push( parameters.shadowMapType );
20620
20836
  array.push( parameters.toneMapping );
20621
20837
  array.push( parameters.numClippingPlanes );
@@ -20708,6 +20924,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
20708
20924
  _programLayers.enable( 18 );
20709
20925
  if ( parameters.decodeVideoTexture )
20710
20926
  _programLayers.enable( 19 );
20927
+ if ( parameters.numMultiviewViews )
20928
+ _programLayers.enable( 20 );
20711
20929
 
20712
20930
  array.push( _programLayers.mask );
20713
20931
 
@@ -21254,7 +21472,9 @@ function WebGLLights( extensions, capabilities ) {
21254
21472
  numDirectionalShadows: - 1,
21255
21473
  numPointShadows: - 1,
21256
21474
  numSpotShadows: - 1,
21257
- numSpotMaps: - 1
21475
+ numSpotMaps: - 1,
21476
+
21477
+ numLightProbes: - 1
21258
21478
  },
21259
21479
 
21260
21480
  ambient: [ 0, 0, 0 ],
@@ -21276,7 +21496,8 @@ function WebGLLights( extensions, capabilities ) {
21276
21496
  pointShadowMap: [],
21277
21497
  pointShadowMatrix: [],
21278
21498
  hemi: [],
21279
- numSpotLightShadowsWithMaps: 0
21499
+ numSpotLightShadowsWithMaps: 0,
21500
+ numLightProbes: 0
21280
21501
 
21281
21502
  };
21282
21503
 
@@ -21304,6 +21525,8 @@ function WebGLLights( extensions, capabilities ) {
21304
21525
  let numSpotMaps = 0;
21305
21526
  let numSpotShadowsWithMaps = 0;
21306
21527
 
21528
+ let numLightProbes = 0;
21529
+
21307
21530
  // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
21308
21531
  lights.sort( shadowCastingAndTexturingLightsFirst );
21309
21532
 
@@ -21334,6 +21557,8 @@ function WebGLLights( extensions, capabilities ) {
21334
21557
 
21335
21558
  }
21336
21559
 
21560
+ numLightProbes ++;
21561
+
21337
21562
  } else if ( light.isDirectionalLight ) {
21338
21563
 
21339
21564
  const uniforms = cache.get( light );
@@ -21521,7 +21746,8 @@ function WebGLLights( extensions, capabilities ) {
21521
21746
  hash.numDirectionalShadows !== numDirectionalShadows ||
21522
21747
  hash.numPointShadows !== numPointShadows ||
21523
21748
  hash.numSpotShadows !== numSpotShadows ||
21524
- hash.numSpotMaps !== numSpotMaps ) {
21749
+ hash.numSpotMaps !== numSpotMaps ||
21750
+ hash.numLightProbes !== numLightProbes ) {
21525
21751
 
21526
21752
  state.directional.length = directionalLength;
21527
21753
  state.spot.length = spotLength;
@@ -21540,6 +21766,7 @@ function WebGLLights( extensions, capabilities ) {
21540
21766
  state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
21541
21767
  state.spotLightMap.length = numSpotMaps;
21542
21768
  state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
21769
+ state.numLightProbes = numLightProbes;
21543
21770
 
21544
21771
  hash.directionalLength = directionalLength;
21545
21772
  hash.pointLength = pointLength;
@@ -21552,6 +21779,8 @@ function WebGLLights( extensions, capabilities ) {
21552
21779
  hash.numSpotShadows = numSpotShadows;
21553
21780
  hash.numSpotMaps = numSpotMaps;
21554
21781
 
21782
+ hash.numLightProbes = numLightProbes;
21783
+
21555
21784
  state.version = nextVersion ++;
21556
21785
 
21557
21786
  }
@@ -23532,12 +23761,16 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
23532
23761
  const maxSamples = capabilities.maxSamples;
23533
23762
  const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;
23534
23763
  const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );
23764
+ const multiviewExt = extensions.has( 'OCULUS_multiview' ) ? extensions.get( 'OCULUS_multiview' ) : null;
23535
23765
 
23536
23766
  const _videoTextures = new WeakMap();
23537
23767
  let _canvas;
23538
23768
 
23539
23769
  const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source
23540
23770
 
23771
+ let _deferredUploads = [];
23772
+ let _deferTextureUploads = false;
23773
+
23541
23774
  // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
23542
23775
  // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
23543
23776
  // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
@@ -23698,9 +23931,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
23698
23931
 
23699
23932
  if ( glFormat === _gl.RGBA ) {
23700
23933
 
23934
+ const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );
23935
+
23701
23936
  if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
23702
23937
  if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
23703
- if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
23938
+ if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
23704
23939
  if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
23705
23940
  if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;
23706
23941
 
@@ -24003,8 +24238,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24003
24238
 
24004
24239
  } else {
24005
24240
 
24006
- uploadTexture( textureProperties, texture, slot );
24007
- return;
24241
+ if ( uploadTexture( textureProperties, texture, slot ) ) {
24242
+
24243
+ return;
24244
+
24245
+ }
24008
24246
 
24009
24247
  }
24010
24248
 
@@ -24237,8 +24475,45 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24237
24475
 
24238
24476
  }
24239
24477
 
24478
+ function setDeferTextureUploads( deferFlag ) {
24479
+
24480
+ _deferTextureUploads = deferFlag;
24481
+
24482
+ }
24483
+
24484
+ function runDeferredUploads() {
24485
+
24486
+ const previousDeferSetting = _deferTextureUploads;
24487
+ _deferTextureUploads = false;
24488
+
24489
+ for ( const upload of _deferredUploads ) {
24490
+
24491
+ uploadTexture( upload.textureProperties, upload.texture, upload.slot );
24492
+ upload.texture.isPendingDeferredUpload = false;
24493
+
24494
+ }
24495
+
24496
+ _deferredUploads = [];
24497
+
24498
+ _deferTextureUploads = previousDeferSetting;
24499
+
24500
+ }
24501
+
24240
24502
  function uploadTexture( textureProperties, texture, slot ) {
24241
24503
 
24504
+ if ( _deferTextureUploads ) {
24505
+
24506
+ if ( ! texture.isPendingDeferredUpload ) {
24507
+
24508
+ texture.isPendingDeferredUpload = true;
24509
+ _deferredUploads.push( { textureProperties: textureProperties, texture: texture, slot: slot } );
24510
+
24511
+ }
24512
+
24513
+ return false;
24514
+
24515
+ }
24516
+
24242
24517
  let textureType = _gl.TEXTURE_2D;
24243
24518
 
24244
24519
  if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;
@@ -24255,10 +24530,14 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24255
24530
 
24256
24531
  state.activeTexture( _gl.TEXTURE0 + slot );
24257
24532
 
24533
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
24534
+ const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
24535
+ const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
24536
+
24258
24537
  _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
24259
24538
  _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
24260
24539
  _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
24261
- _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
24540
+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
24262
24541
 
24263
24542
  const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
24264
24543
  let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
@@ -24651,6 +24930,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24651
24930
  }
24652
24931
 
24653
24932
  textureProperties.__version = texture.version;
24933
+ return true;
24654
24934
 
24655
24935
  }
24656
24936
 
@@ -24669,10 +24949,14 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24669
24949
 
24670
24950
  state.activeTexture( _gl.TEXTURE0 + slot );
24671
24951
 
24952
+ const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
24953
+ const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
24954
+ const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
24955
+
24672
24956
  _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
24673
24957
  _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
24674
24958
  _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
24675
- _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
24959
+ _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
24676
24960
 
24677
24961
  const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
24678
24962
  const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
@@ -24876,7 +25160,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24876
25160
  const width = Math.max( 1, renderTarget.width >> level );
24877
25161
  const height = Math.max( 1, renderTarget.height >> level );
24878
25162
 
24879
- if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {
25163
+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) {
25164
+
25165
+ state.texStorage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.numViews );
25166
+
25167
+ } else if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {
24880
25168
 
24881
25169
  state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );
24882
25170
 
@@ -24890,13 +25178,31 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24890
25178
 
24891
25179
  state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
24892
25180
 
24893
- if ( useMultisampledRTT( renderTarget ) ) {
25181
+ const multisampled = useMultisampledRTT( renderTarget );
24894
25182
 
24895
- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );
25183
+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) {
25184
+
25185
+ if ( multisampled ) {
25186
+
25187
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ), 0, renderTarget.numViews );
25188
+
25189
+ } else {
25190
+
25191
+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( texture ).__webglTexture, 0, 0, renderTarget.numViews );
25192
+
25193
+ }
24896
25194
 
24897
25195
  } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753
24898
25196
 
24899
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );
25197
+ if ( multisampled ) {
25198
+
25199
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );
25200
+
25201
+ } else {
25202
+
25203
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );
25204
+
25205
+ }
24900
25206
 
24901
25207
  }
24902
25208
 
@@ -24910,9 +25216,61 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
24910
25216
 
24911
25217
  _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
24912
25218
 
24913
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
25219
+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) {
25220
+
25221
+ const useMultisample = useMultisampledRTT( renderTarget );
25222
+ const numViews = renderTarget.numViews;
25223
+
25224
+ const depthTexture = renderTarget.depthTexture;
25225
+ let glInternalFormat = _gl.DEPTH_COMPONENT24;
25226
+ let glDepthAttachment = _gl.DEPTH_ATTACHMENT;
25227
+
25228
+ if ( depthTexture && depthTexture.isDepthTexture ) {
25229
+
25230
+ if ( depthTexture.type === FloatType ) {
25231
+
25232
+ glInternalFormat = _gl.DEPTH_COMPONENT32F;
25233
+
25234
+ } else if ( depthTexture.type === UnsignedInt248Type ) {
25235
+
25236
+ glInternalFormat = _gl.DEPTH24_STENCIL8;
25237
+ glDepthAttachment = _gl.DEPTH_STENCIL_ATTACHMENT;
25238
+
25239
+ }
25240
+
25241
+ // we're defaulting to _gl.DEPTH_COMPONENT24 so don't assign here
25242
+ // or else DeepScan will complain
25243
+
25244
+ // else if ( depthTexture.type === UnsignedIntType ) {
25245
+
25246
+ // glInternalFormat = _gl.DEPTH_COMPONENT24;
24914
25247
 
24915
- let glInternalFormat = _gl.DEPTH_COMPONENT16;
25248
+ // }
25249
+
25250
+ }
25251
+
25252
+ let depthStencilTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
25253
+ if ( depthStencilTexture === undefined ) {
25254
+
25255
+ depthStencilTexture = _gl.createTexture();
25256
+ _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, depthStencilTexture );
25257
+ _gl.texStorage3D( _gl.TEXTURE_2D_ARRAY, 1, glInternalFormat, renderTarget.width, renderTarget.height, numViews );
25258
+
25259
+ }
25260
+
25261
+ if ( useMultisample ) {
25262
+
25263
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, getRenderTargetSamples( renderTarget ), 0, numViews );
25264
+
25265
+ } else {
25266
+
25267
+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, glDepthAttachment, depthStencilTexture, 0, 0, numViews );
25268
+
25269
+ }
25270
+
25271
+ } else if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
25272
+
25273
+ let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;
24916
25274
 
24917
25275
  if ( isMultisample || useMultisampledRTT( renderTarget ) ) {
24918
25276
 
@@ -25034,37 +25392,85 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
25034
25392
  }
25035
25393
 
25036
25394
  setTexture2D( renderTarget.depthTexture, 0 );
25395
+ if ( renderTarget.depthTexture.image.depth != 1 ) {
25396
+
25397
+ setTexture2DArray( renderTarget.depthTexture, 0 );
25398
+
25399
+ } else {
25400
+
25401
+ setTexture2D( renderTarget.depthTexture, 0 );
25402
+
25403
+ }
25037
25404
 
25038
25405
  const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
25039
25406
  const samples = getRenderTargetSamples( renderTarget );
25040
25407
 
25041
- if ( renderTarget.depthTexture.format === DepthFormat ) {
25408
+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) {
25042
25409
 
25043
- if ( useMultisampledRTT( renderTarget ) ) {
25410
+ const useMultisample = useMultisampledRTT( renderTarget );
25411
+ const numViews = renderTarget.numViews;
25044
25412
 
25045
- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );
25413
+ if ( renderTarget.depthTexture.format === DepthFormat ) {
25046
25414
 
25047
- } else {
25415
+ if ( useMultisample ) {
25048
25416
 
25049
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
25417
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews );
25050
25418
 
25051
- }
25419
+ } else {
25052
25420
 
25053
- } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
25421
+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, webglDepthTexture, 0, 0, numViews );
25054
25422
 
25055
- if ( useMultisampledRTT( renderTarget ) ) {
25423
+ }
25424
+
25425
+ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
25426
+
25427
+ if ( useMultisample ) {
25428
+
25429
+ multiviewExt.framebufferTextureMultisampleMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, samples, 0, numViews );
25430
+
25431
+ } else {
25056
25432
 
25057
- multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );
25433
+ multiviewExt.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, webglDepthTexture, 0, 0, numViews );
25434
+
25435
+ }
25058
25436
 
25059
25437
  } else {
25060
25438
 
25061
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
25439
+ throw new Error( 'Unknown depthTexture format' );
25062
25440
 
25063
25441
  }
25064
25442
 
25065
25443
  } else {
25066
25444
 
25067
- throw new Error( 'Unknown depthTexture format' );
25445
+ if ( renderTarget.depthTexture.format === DepthFormat ) {
25446
+
25447
+ if ( useMultisampledRTT( renderTarget ) ) {
25448
+
25449
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );
25450
+
25451
+ } else {
25452
+
25453
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
25454
+
25455
+ }
25456
+
25457
+ } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
25458
+
25459
+ if ( useMultisampledRTT( renderTarget ) ) {
25460
+
25461
+ multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );
25462
+
25463
+ } else {
25464
+
25465
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
25466
+
25467
+ }
25468
+
25469
+ } else {
25470
+
25471
+ throw new Error( 'Unknown depthTexture format' );
25472
+
25473
+ }
25068
25474
 
25069
25475
  }
25070
25476
 
@@ -25343,6 +25749,12 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
25343
25749
 
25344
25750
  }
25345
25751
 
25752
+ if ( renderTarget.isWebGLMultiviewRenderTarget === true ) {
25753
+
25754
+ glTextureType = _gl.TEXTURE_2D_ARRAY;
25755
+
25756
+ }
25757
+
25346
25758
  state.bindTexture( glTextureType, textureProperties.__webglTexture );
25347
25759
  setTextureParameters( glTextureType, texture, supportsMips );
25348
25760
 
@@ -25372,9 +25784,9 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
25372
25784
 
25373
25785
  // Setup depth and stencil buffers
25374
25786
 
25375
- if ( renderTarget.depthBuffer ) {
25787
+ if ( renderTarget.depthBuffer || renderTarget.isWebGLMultiviewRenderTarget === true ) {
25376
25788
 
25377
- setupDepthRenderbuffer( renderTarget );
25789
+ this.setupDepthRenderbuffer( renderTarget );
25378
25790
 
25379
25791
  }
25380
25792
 
@@ -25553,7 +25965,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
25553
25965
 
25554
25966
  // sRGB
25555
25967
 
25556
- if ( colorSpace === SRGBColorSpace || colorSpace === DisplayP3ColorSpace ) {
25968
+ if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {
25557
25969
 
25558
25970
  if ( isWebGL2 === false ) {
25559
25971
 
@@ -25610,18 +26022,19 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
25610
26022
  this.setTexture3D = setTexture3D;
25611
26023
  this.setTextureCube = setTextureCube;
25612
26024
  this.rebindTextures = rebindTextures;
26025
+ this.uploadTexture = uploadTexture;
25613
26026
  this.setupRenderTarget = setupRenderTarget;
25614
26027
  this.updateRenderTargetMipmap = updateRenderTargetMipmap;
25615
26028
  this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
26029
+ this.setupDepthTexture = setupDepthTexture;
25616
26030
  this.setupDepthRenderbuffer = setupDepthRenderbuffer;
25617
26031
  this.setupFrameBufferTexture = setupFrameBufferTexture;
25618
26032
  this.useMultisampledRTT = useMultisampledRTT;
26033
+ this.runDeferredUploads = runDeferredUploads;
26034
+ this.setDeferTextureUploads = setDeferTextureUploads;
25619
26035
 
25620
26036
  }
25621
26037
 
25622
- const LinearTransferFunction = 0;
25623
- const SRGBTransferFunction = 1;
25624
-
25625
26038
  function WebGLUtils( gl, extensions, capabilities ) {
25626
26039
 
25627
26040
  const isWebGL2 = capabilities.isWebGL2;
@@ -25630,7 +26043,7 @@ function WebGLUtils( gl, extensions, capabilities ) {
25630
26043
 
25631
26044
  let extension;
25632
26045
 
25633
- const transferFunction = ( colorSpace === SRGBColorSpace || colorSpace === DisplayP3ColorSpace ) ? SRGBTransferFunction : LinearTransferFunction;
26046
+ const transfer = ColorManagement.getTransfer( colorSpace );
25634
26047
 
25635
26048
  if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
25636
26049
  if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
@@ -25698,7 +26111,7 @@ function WebGLUtils( gl, extensions, capabilities ) {
25698
26111
 
25699
26112
  if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
25700
26113
 
25701
- if ( transferFunction === SRGBTransferFunction ) {
26114
+ if ( transfer === SRGBTransfer ) {
25702
26115
 
25703
26116
  extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
25704
26117
 
@@ -25783,8 +26196,8 @@ function WebGLUtils( gl, extensions, capabilities ) {
25783
26196
 
25784
26197
  if ( extension !== null ) {
25785
26198
 
25786
- if ( p === RGB_ETC2_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
25787
- if ( p === RGBA_ETC2_EAC_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
26199
+ if ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
26200
+ if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
25788
26201
 
25789
26202
  } else {
25790
26203
 
@@ -25806,20 +26219,20 @@ function WebGLUtils( gl, extensions, capabilities ) {
25806
26219
 
25807
26220
  if ( extension !== null ) {
25808
26221
 
25809
- if ( p === RGBA_ASTC_4x4_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
25810
- if ( p === RGBA_ASTC_5x4_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
25811
- if ( p === RGBA_ASTC_5x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
25812
- if ( p === RGBA_ASTC_6x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
25813
- if ( p === RGBA_ASTC_6x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
25814
- if ( p === RGBA_ASTC_8x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
25815
- if ( p === RGBA_ASTC_8x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
25816
- if ( p === RGBA_ASTC_8x8_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
25817
- if ( p === RGBA_ASTC_10x5_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
25818
- if ( p === RGBA_ASTC_10x6_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
25819
- if ( p === RGBA_ASTC_10x8_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
25820
- if ( p === RGBA_ASTC_10x10_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
25821
- if ( p === RGBA_ASTC_12x10_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
25822
- if ( p === RGBA_ASTC_12x12_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
26222
+ if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
26223
+ if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
26224
+ if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
26225
+ if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
26226
+ if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
26227
+ if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
26228
+ if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
26229
+ if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
26230
+ if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
26231
+ if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
26232
+ if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
26233
+ if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
26234
+ if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
26235
+ if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
25823
26236
 
25824
26237
  } else {
25825
26238
 
@@ -25837,7 +26250,7 @@ function WebGLUtils( gl, extensions, capabilities ) {
25837
26250
 
25838
26251
  if ( extension !== null ) {
25839
26252
 
25840
- if ( p === RGBA_BPTC_Format ) return ( transferFunction === SRGBTransferFunction ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
26253
+ if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
25841
26254
  if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
25842
26255
  if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
25843
26256
 
@@ -26475,6 +26888,39 @@ Object.assign( WebVRManager.prototype, {
26475
26888
  dispatchEvent: EventDispatcher.prototype.dispatchEvent
26476
26889
  } );
26477
26890
 
26891
+ /**
26892
+ * @author fernandojsg / http://fernandojsg.com
26893
+ * @author Takahiro https://github.com/takahirox
26894
+ */
26895
+
26896
+
26897
+ class WebGLMultiviewRenderTarget extends WebGLRenderTarget {
26898
+
26899
+ constructor( width, height, numViews, options = {} ) {
26900
+
26901
+ super( width, height, options );
26902
+
26903
+ this.depthBuffer = false;
26904
+ this.stencilBuffer = false;
26905
+
26906
+ this.numViews = numViews;
26907
+
26908
+ }
26909
+
26910
+ copy( source ) {
26911
+
26912
+ super.copy( source );
26913
+
26914
+ this.numViews = source.numViews;
26915
+
26916
+ return this;
26917
+
26918
+ }
26919
+
26920
+ }
26921
+
26922
+ WebGLMultiviewRenderTarget.prototype.isWebGLMultiviewRenderTarget = true;
26923
+
26478
26924
  const _moveEvent = { type: 'move' };
26479
26925
 
26480
26926
  class WebXRController {
@@ -26869,7 +27315,7 @@ class DepthTexture extends Texture {
26869
27315
 
26870
27316
  class WebXRManager extends EventDispatcher {
26871
27317
 
26872
- constructor( renderer, gl ) {
27318
+ constructor( renderer, gl, extensions, useMultiview ) {
26873
27319
 
26874
27320
  super();
26875
27321
 
@@ -26925,6 +27371,7 @@ class WebXRManager extends EventDispatcher {
26925
27371
  this.enabled = false;
26926
27372
 
26927
27373
  this.isPresenting = false;
27374
+ this.isMultiview = false;
26928
27375
 
26929
27376
  this.getCameraPose = function ( ) {
26930
27377
 
@@ -27168,29 +27615,51 @@ class WebXRManager extends EventDispatcher {
27168
27615
 
27169
27616
  }
27170
27617
 
27618
+ scope.isMultiview = useMultiview && extensions.has( 'OCULUS_multiview' );
27619
+
27171
27620
  const projectionlayerInit = {
27172
27621
  colorFormat: gl.RGBA8,
27173
27622
  depthFormat: glDepthFormat,
27174
27623
  scaleFactor: framebufferScaleFactor
27175
27624
  };
27176
27625
 
27626
+ if ( scope.isMultiview ) {
27627
+
27628
+ projectionlayerInit.textureType = 'texture-array';
27629
+
27630
+ }
27631
+
27177
27632
  glBinding = new XRWebGLBinding( session, gl );
27178
27633
 
27179
27634
  glProjLayer = glBinding.createProjectionLayer( projectionlayerInit );
27180
27635
 
27181
27636
  session.updateRenderState( { layers: [ glProjLayer ] } );
27182
27637
 
27183
- newRenderTarget = new WebGLRenderTarget(
27184
- glProjLayer.textureWidth,
27185
- glProjLayer.textureHeight,
27186
- {
27187
- format: RGBAFormat,
27188
- type: UnsignedByteType,
27189
- depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),
27190
- stencilBuffer: attributes.stencil,
27191
- colorSpace: renderer.outputColorSpace,
27192
- samples: attributes.antialias ? 4 : 0
27193
- } );
27638
+ const renderTargetOptions = {
27639
+ format: RGBAFormat,
27640
+ type: UnsignedByteType,
27641
+ depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),
27642
+ stencilBuffer: attributes.stencil,
27643
+ colorSpace: renderer.outputColorSpace,
27644
+ samples: attributes.antialias ? 4 : 0
27645
+ };
27646
+
27647
+ if ( scope.isMultiview ) {
27648
+
27649
+ const extension = extensions.get( 'OCULUS_multiview' );
27650
+
27651
+ this.maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
27652
+
27653
+ newRenderTarget = new WebGLMultiviewRenderTarget( glProjLayer.textureWidth, glProjLayer.textureHeight, 2, renderTargetOptions );
27654
+
27655
+ } else {
27656
+
27657
+ newRenderTarget = new WebGLRenderTarget(
27658
+ glProjLayer.textureWidth,
27659
+ glProjLayer.textureHeight,
27660
+ renderTargetOptions );
27661
+
27662
+ }
27194
27663
 
27195
27664
  const renderTargetProperties = renderer.properties.get( newRenderTarget );
27196
27665
  renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;
@@ -28642,6 +29111,7 @@ class WebGLRenderer {
28642
29111
  preserveDrawingBuffer = false,
28643
29112
  powerPreference = 'default',
28644
29113
  failIfMajorPerformanceCaveat = false,
29114
+ multiviewStereo = false,
28645
29115
  } = parameters;
28646
29116
 
28647
29117
  this.isWebGLRenderer = true;
@@ -28707,7 +29177,7 @@ class WebGLRenderer {
28707
29177
 
28708
29178
  // physically based shading
28709
29179
 
28710
- this.outputColorSpace = SRGBColorSpace;
29180
+ this._outputColorSpace = SRGBColorSpace;
28711
29181
 
28712
29182
  // physical lights
28713
29183
 
@@ -28876,6 +29346,7 @@ class WebGLRenderer {
28876
29346
  let extensions, capabilities, state, info;
28877
29347
  let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
28878
29348
  let programCache, materials, renderLists, renderStates, clipping, shadowMap;
29349
+ let multiview;
28879
29350
 
28880
29351
  let background, morphtargets, bufferRenderer, indexedBufferRenderer;
28881
29352
 
@@ -28909,6 +29380,7 @@ class WebGLRenderer {
28909
29380
  renderLists = new WebGLRenderLists();
28910
29381
  renderStates = new WebGLRenderStates( extensions, capabilities );
28911
29382
  background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
29383
+ multiview = new WebGLMultiview( _this, extensions, _gl );
28912
29384
  shadowMap = new WebGLShadowMap( _this, objects, capabilities );
28913
29385
  uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
28914
29386
 
@@ -28931,7 +29403,7 @@ class WebGLRenderer {
28931
29403
 
28932
29404
  // xr
28933
29405
 
28934
- const xr = ( typeof navigator !== 'undefined' && 'xr' in navigator ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
29406
+ const xr = ( typeof navigator !== 'undefined' && 'xr' in navigator ) ? new WebXRManager( _this, _gl, extensions, multiviewStereo ) : new WebVRManager( _this );
28935
29407
 
28936
29408
  this.xr = xr;
28937
29409
 
@@ -29678,13 +30150,23 @@ class WebGLRenderer {
29678
30150
 
29679
30151
  if ( camera.isArrayCamera ) {
29680
30152
 
29681
- const cameras = camera.cameras;
30153
+ if ( xr.enabled && xr.isMultiview ) {
29682
30154
 
29683
- for ( let i = 0, l = cameras.length; i < l; i ++ ) {
30155
+ textures.setDeferTextureUploads( true );
29684
30156
 
29685
- const camera2 = cameras[ i ];
30157
+ renderScene( currentRenderList, scene, camera, camera.cameras[ 0 ].viewport );
29686
30158
 
29687
- renderScene( currentRenderList, scene, camera2, camera2.viewport );
30159
+ } else {
30160
+
30161
+ const cameras = camera.cameras;
30162
+
30163
+ for ( let i = 0, l = cameras.length; i < l; i ++ ) {
30164
+
30165
+ const camera2 = cameras[ i ];
30166
+
30167
+ renderScene( currentRenderList, scene, camera2, camera2.viewport );
30168
+
30169
+ }
29688
30170
 
29689
30171
  }
29690
30172
 
@@ -29712,6 +30194,8 @@ class WebGLRenderer {
29712
30194
 
29713
30195
  if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
29714
30196
 
30197
+ textures.runDeferredUploads();
30198
+
29715
30199
  if ( xr.enabled && xr.submitFrame ) {
29716
30200
 
29717
30201
  xr.submitFrame();
@@ -30179,6 +30663,7 @@ class WebGLRenderer {
30179
30663
  materialProperties.vertexAlphas = parameters.vertexAlphas;
30180
30664
  materialProperties.vertexTangents = parameters.vertexTangents;
30181
30665
  materialProperties.toneMapping = parameters.toneMapping;
30666
+ materialProperties.numMultiviewViews = parameters.numMultiviewViews;
30182
30667
 
30183
30668
  }
30184
30669
 
@@ -30210,6 +30695,8 @@ class WebGLRenderer {
30210
30695
 
30211
30696
  }
30212
30697
 
30698
+ const numMultiviewViews = _currentRenderTarget && _currentRenderTarget.isWebGLMultiviewRenderTarget ? _currentRenderTarget.numViews : 0;
30699
+
30213
30700
  const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
30214
30701
  const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
30215
30702
 
@@ -30313,6 +30800,10 @@ class WebGLRenderer {
30313
30800
 
30314
30801
  needsProgramChange = true;
30315
30802
 
30803
+ } else if ( materialProperties.numMultiviewViews !== numMultiviewViews ) {
30804
+
30805
+ needsProgramChange = true;
30806
+
30316
30807
  }
30317
30808
 
30318
30809
  } else {
@@ -30359,8 +30850,17 @@ class WebGLRenderer {
30359
30850
 
30360
30851
  // common camera uniforms
30361
30852
 
30362
- p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
30363
- p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
30853
+ if ( program.numMultiviewViews > 0 ) {
30854
+
30855
+ multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
30856
+ multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
30857
+
30858
+ } else {
30859
+
30860
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
30861
+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
30862
+
30863
+ }
30364
30864
 
30365
30865
  const uCamPos = p_uniforms.map.cameraPosition;
30366
30866
 
@@ -30508,8 +31008,17 @@ class WebGLRenderer {
30508
31008
 
30509
31009
  // common matrices
30510
31010
 
30511
- p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
30512
- p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
31011
+ if ( program.numMultiviewViews > 0 ) {
31012
+
31013
+ multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
31014
+
31015
+ } else {
31016
+
31017
+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
31018
+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
31019
+
31020
+ }
31021
+
30513
31022
  p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
30514
31023
 
30515
31024
  // UBOs
@@ -30619,20 +31128,16 @@ class WebGLRenderer {
30619
31128
  const renderTargetProperties = properties.get( renderTarget );
30620
31129
  renderTargetProperties.__hasExternalTextures = true;
30621
31130
 
30622
- if ( renderTargetProperties.__hasExternalTextures ) {
30623
-
30624
- renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
30625
-
30626
- if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
31131
+ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
30627
31132
 
30628
- // The multisample_render_to_texture extension doesn't work properly if there
30629
- // are midframe flushes and an external depth buffer. Disable use of the extension.
30630
- if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
31133
+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer && ! _currentRenderTarget.isWebGLMultiviewRenderTarget ) {
30631
31134
 
30632
- console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
30633
- renderTargetProperties.__useRenderToTexture = false;
31135
+ // The multisample_render_to_texture extension doesn't work properly if there
31136
+ // are midframe flushes and an external depth buffer. Disable use of the extension.
31137
+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
30634
31138
 
30635
- }
31139
+ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
31140
+ renderTargetProperties.__useRenderToTexture = false;
30636
31141
 
30637
31142
  }
30638
31143
 
@@ -31015,6 +31520,22 @@ class WebGLRenderer {
31015
31520
 
31016
31521
  }
31017
31522
 
31523
+ get outputColorSpace() {
31524
+
31525
+ return this._outputColorSpace;
31526
+
31527
+ }
31528
+
31529
+ set outputColorSpace( colorSpace ) {
31530
+
31531
+ this._outputColorSpace = colorSpace;
31532
+
31533
+ const gl = this.getContext();
31534
+ gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
31535
+ gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
31536
+
31537
+ }
31538
+
31018
31539
  get physicallyCorrectLights() { // @deprecated, r150
31019
31540
 
31020
31541
  console.warn( 'THREE.WebGLRenderer: The property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' );
@@ -31086,6 +31607,7 @@ class FogExp2 {
31086
31607
 
31087
31608
  return {
31088
31609
  type: 'FogExp2',
31610
+ name: this.name,
31089
31611
  color: this.color.getHex(),
31090
31612
  density: this.density
31091
31613
  };
@@ -31119,6 +31641,7 @@ class Fog {
31119
31641
 
31120
31642
  return {
31121
31643
  type: 'Fog',
31644
+ name: this.name,
31122
31645
  color: this.color.getHex(),
31123
31646
  near: this.near,
31124
31647
  far: this.far
@@ -31724,7 +32247,7 @@ const _uvC = /*@__PURE__*/ new Vector2();
31724
32247
 
31725
32248
  class Sprite extends Object3D {
31726
32249
 
31727
- constructor( material ) {
32250
+ constructor( material = new SpriteMaterial() ) {
31728
32251
 
31729
32252
  super();
31730
32253
 
@@ -31752,7 +32275,7 @@ class Sprite extends Object3D {
31752
32275
  }
31753
32276
 
31754
32277
  this.geometry = _geometry;
31755
- this.material = ( material !== undefined ) ? material : new SpriteMaterial();
32278
+ this.material = material;
31756
32279
 
31757
32280
  this.center = new Vector2( 0.5, 0.5 );
31758
32281
 
@@ -35046,10 +35569,13 @@ class CurvePath extends Curve {
35046
35569
 
35047
35570
  if ( ! startPoint.equals( endPoint ) ) {
35048
35571
 
35049
- this.curves.push( new LineCurve( endPoint, startPoint ) );
35572
+ const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
35573
+ this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
35050
35574
 
35051
35575
  }
35052
35576
 
35577
+ return this;
35578
+
35053
35579
  }
35054
35580
 
35055
35581
  // To get accurate point with reference to
@@ -40405,21 +40931,6 @@ class LineDashedMaterial extends LineBasicMaterial {
40405
40931
 
40406
40932
  }
40407
40933
 
40408
- // same as Array.prototype.slice, but also works on typed arrays
40409
- function arraySlice( array, from, to ) {
40410
-
40411
- if ( isTypedArray( array ) ) {
40412
-
40413
- // in ios9 array.subarray(from, undefined) will return empty array
40414
- // but array.subarray(from) or array.subarray(from, len) is correct
40415
- return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
40416
-
40417
- }
40418
-
40419
- return array.slice( from, to );
40420
-
40421
- }
40422
-
40423
40934
  // converts an array to a specific type
40424
40935
  function convertArray( array, type, forceClone ) {
40425
40936
 
@@ -40683,14 +41194,14 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
40683
41194
  // Reference frame is earlier than the first keyframe, so just use the first keyframe
40684
41195
  const startIndex = referenceOffset;
40685
41196
  const endIndex = referenceValueSize - referenceOffset;
40686
- referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex );
41197
+ referenceValue = referenceTrack.values.slice( startIndex, endIndex );
40687
41198
 
40688
41199
  } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
40689
41200
 
40690
41201
  // Reference frame is after the last keyframe, so just use the last keyframe
40691
41202
  const startIndex = lastIndex * referenceValueSize + referenceOffset;
40692
41203
  const endIndex = startIndex + referenceValueSize - referenceOffset;
40693
- referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex );
41204
+ referenceValue = referenceTrack.values.slice( startIndex, endIndex );
40694
41205
 
40695
41206
  } else {
40696
41207
 
@@ -40699,7 +41210,7 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
40699
41210
  const startIndex = referenceOffset;
40700
41211
  const endIndex = referenceValueSize - referenceOffset;
40701
41212
  interpolant.evaluate( referenceTime );
40702
- referenceValue = arraySlice( interpolant.resultBuffer, startIndex, endIndex );
41213
+ referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
40703
41214
 
40704
41215
  }
40705
41216
 
@@ -40754,7 +41265,6 @@ function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targe
40754
41265
  }
40755
41266
 
40756
41267
  const AnimationUtils = {
40757
- arraySlice: arraySlice,
40758
41268
  convertArray: convertArray,
40759
41269
  isTypedArray: isTypedArray,
40760
41270
  getKeyframeOrder: getKeyframeOrder,
@@ -41437,8 +41947,8 @@ class KeyframeTrack {
41437
41947
  }
41438
41948
 
41439
41949
  const stride = this.getValueSize();
41440
- this.times = arraySlice( times, from, to );
41441
- this.values = arraySlice( this.values, from * stride, to * stride );
41950
+ this.times = times.slice( from, to );
41951
+ this.values = this.values.slice( from * stride, to * stride );
41442
41952
 
41443
41953
  }
41444
41954
 
@@ -41528,8 +42038,8 @@ class KeyframeTrack {
41528
42038
  optimize() {
41529
42039
 
41530
42040
  // times or values may be shared with other tracks, so overwriting is unsafe
41531
- const times = arraySlice( this.times ),
41532
- values = arraySlice( this.values ),
42041
+ const times = this.times.slice(),
42042
+ values = this.values.slice(),
41533
42043
  stride = this.getValueSize(),
41534
42044
 
41535
42045
  smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
@@ -41622,8 +42132,8 @@ class KeyframeTrack {
41622
42132
 
41623
42133
  if ( writeIndex !== times.length ) {
41624
42134
 
41625
- this.times = arraySlice( times, 0, writeIndex );
41626
- this.values = arraySlice( values, 0, writeIndex * stride );
42135
+ this.times = times.slice( 0, writeIndex );
42136
+ this.values = values.slice( 0, writeIndex * stride );
41627
42137
 
41628
42138
  } else {
41629
42139
 
@@ -41638,8 +42148,8 @@ class KeyframeTrack {
41638
42148
 
41639
42149
  clone() {
41640
42150
 
41641
- const times = arraySlice( this.times, 0 );
41642
- const values = arraySlice( this.values, 0 );
42151
+ const times = this.times.slice();
42152
+ const values = this.values.slice();
41643
42153
 
41644
42154
  const TypedKeyframeTrack = this.constructor;
41645
42155
  const track = new TypedKeyframeTrack( this.name, times, values );
@@ -44218,7 +44728,7 @@ class MaterialLoader extends Loader {
44218
44728
 
44219
44729
  if ( json.rotation !== undefined ) material.rotation = json.rotation;
44220
44730
 
44221
- if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
44731
+ if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
44222
44732
  if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
44223
44733
  if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
44224
44734
  if ( json.scale !== undefined ) material.scale = json.scale;
@@ -45499,6 +46009,12 @@ class ObjectLoader extends Loader {
45499
46009
 
45500
46010
  }
45501
46011
 
46012
+ if ( data.fog.name !== '' ) {
46013
+
46014
+ object.fog.name = data.fog.name;
46015
+
46016
+ }
46017
+
45502
46018
  }
45503
46019
 
45504
46020
  if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
@@ -45983,48 +46499,6 @@ class AudioLoader extends Loader {
45983
46499
 
45984
46500
  }
45985
46501
 
45986
- class HemisphereLightProbe extends LightProbe {
45987
-
45988
- constructor( skyColor, groundColor, intensity = 1 ) {
45989
-
45990
- super( undefined, intensity );
45991
-
45992
- this.isHemisphereLightProbe = true;
45993
-
45994
- const color1 = new Color().set( skyColor );
45995
- const color2 = new Color().set( groundColor );
45996
-
45997
- const sky = new Vector3( color1.r, color1.g, color1.b );
45998
- const ground = new Vector3( color2.r, color2.g, color2.b );
45999
-
46000
- // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
46001
- const c0 = Math.sqrt( Math.PI );
46002
- const c1 = c0 * Math.sqrt( 0.75 );
46003
-
46004
- this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
46005
- this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
46006
-
46007
- }
46008
-
46009
- }
46010
-
46011
- class AmbientLightProbe extends LightProbe {
46012
-
46013
- constructor( color, intensity = 1 ) {
46014
-
46015
- super( undefined, intensity );
46016
-
46017
- this.isAmbientLightProbe = true;
46018
-
46019
- const color1 = new Color().set( color );
46020
-
46021
- // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
46022
- this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
46023
-
46024
- }
46025
-
46026
- }
46027
-
46028
46502
  const _eyeRight = /*@__PURE__*/ new Matrix4();
46029
46503
  const _eyeLeft = /*@__PURE__*/ new Matrix4();
46030
46504
  const _projectionMatrix = /*@__PURE__*/ new Matrix4();
@@ -52075,7 +52549,6 @@ exports.AlwaysCompare = AlwaysCompare;
52075
52549
  exports.AlwaysDepth = AlwaysDepth;
52076
52550
  exports.AlwaysStencilFunc = AlwaysStencilFunc;
52077
52551
  exports.AmbientLight = AmbientLight;
52078
- exports.AmbientLightProbe = AmbientLightProbe;
52079
52552
  exports.AnimationAction = AnimationAction;
52080
52553
  exports.AnimationClip = AnimationClip;
52081
52554
  exports.AnimationLoader = AnimationLoader;
@@ -52198,7 +52671,6 @@ exports.Group = Group;
52198
52671
  exports.HalfFloatType = HalfFloatType;
52199
52672
  exports.HemisphereLight = HemisphereLight;
52200
52673
  exports.HemisphereLightHelper = HemisphereLightHelper;
52201
- exports.HemisphereLightProbe = HemisphereLightProbe;
52202
52674
  exports.IcosahedronGeometry = IcosahedronGeometry;
52203
52675
  exports.ImageBitmapLoader = ImageBitmapLoader;
52204
52676
  exports.ImageLoader = ImageLoader;
@@ -52251,6 +52723,7 @@ exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
52251
52723
  exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
52252
52724
  exports.LinearSRGBColorSpace = LinearSRGBColorSpace;
52253
52725
  exports.LinearToneMapping = LinearToneMapping;
52726
+ exports.LinearTransfer = LinearTransfer;
52254
52727
  exports.Loader = Loader;
52255
52728
  exports.LoaderUtils = LoaderUtils;
52256
52729
  exports.LoadingManager = LoadingManager;
@@ -52309,6 +52782,7 @@ exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
52309
52782
  exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
52310
52783
  exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
52311
52784
  exports.OrthographicCamera = OrthographicCamera;
52785
+ exports.P3Primaries = P3Primaries;
52312
52786
  exports.PCFShadowMap = PCFShadowMap;
52313
52787
  exports.PCFSoftShadowMap = PCFSoftShadowMap;
52314
52788
  exports.PMREMGenerator = PMREMGenerator;
@@ -52370,6 +52844,7 @@ exports.RGIntegerFormat = RGIntegerFormat;
52370
52844
  exports.RawShaderMaterial = RawShaderMaterial;
52371
52845
  exports.Ray = Ray;
52372
52846
  exports.Raycaster = Raycaster;
52847
+ exports.Rec709Primaries = Rec709Primaries;
52373
52848
  exports.RectAreaLight = RectAreaLight;
52374
52849
  exports.RedFormat = RedFormat;
52375
52850
  exports.RedIntegerFormat = RedIntegerFormat;
@@ -52382,6 +52857,7 @@ exports.RingGeometry = RingGeometry;
52382
52857
  exports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format;
52383
52858
  exports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format;
52384
52859
  exports.SRGBColorSpace = SRGBColorSpace;
52860
+ exports.SRGBTransfer = SRGBTransfer;
52385
52861
  exports.Scene = Scene;
52386
52862
  exports.ShaderChunk = ShaderChunk;
52387
52863
  exports.ShaderLib = ShaderLib;