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Updated builds.
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mrdoob committed Dec 21, 2020
1 parent ed78e61 commit 7253ce6
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16 changes: 8 additions & 8 deletions build/three.js
Original file line number Diff line number Diff line change
Expand Up @@ -14551,7 +14551,7 @@
return this;
};

var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";

var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

Expand Down Expand Up @@ -14589,8 +14589,8 @@
vertexShader: vsm_vert,
fragmentShader: vsm_frag
});
var shadowMaterialHorizonal = shadowMaterialVertical.clone();
shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
var shadowMaterialHorizontal = shadowMaterialVertical.clone();
shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
var fullScreenTri = new BufferGeometry();
fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
var fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
Expand Down Expand Up @@ -14721,18 +14721,18 @@

_renderer.clear();

_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizonal pass
_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass


shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;

_renderer.setRenderTarget(shadow.map);

_renderer.clear();

_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null);
_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
}

function getDepthMaterialVariant(useMorphing, useSkinning, useInstancing) {
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2 changes: 1 addition & 1 deletion build/three.min.js

Large diffs are not rendered by default.

22 changes: 11 additions & 11 deletions build/three.module.js
Original file line number Diff line number Diff line change
Expand Up @@ -6629,7 +6629,7 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ),

}

if ( ( object && object.isObject3D ) ) {
if ( object && object.isObject3D ) {

if ( object.parent !== null ) {

Expand Down Expand Up @@ -19008,7 +19008,7 @@ MeshDistanceMaterial.prototype.copy = function ( source ) {

};

var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";

var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

Expand Down Expand Up @@ -19047,8 +19047,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {

} );

const shadowMaterialHorizonal = shadowMaterialVertical.clone();
shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
const shadowMaterialHorizontal = shadowMaterialVertical.clone();
shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;

const fullScreenTri = new BufferGeometry();
fullScreenTri.setAttribute(
Expand Down Expand Up @@ -19214,14 +19214,14 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
_renderer.clear();
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

// horizonal pass
// horizontal pass

shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
_renderer.setRenderTarget( shadow.map );
_renderer.clear();
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );

}

Expand Down Expand Up @@ -46645,13 +46645,13 @@ Object.assign( Raycaster.prototype, {

setFromCamera: function ( coords, camera ) {

if ( ( camera && camera.isPerspectiveCamera ) ) {
if ( camera && camera.isPerspectiveCamera ) {

this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
this.camera = camera;

} else if ( ( camera && camera.isOrthographicCamera ) ) {
} else if ( camera && camera.isOrthographicCamera ) {

this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
Expand Down

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