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Shaders: Move bicubic texture filtering to transmission chunk. #25563
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Done! And published |
@mrdoob are you planning to update this release on JSDelivr, as you have done in the past (notably r137). And I'd love to know how you are able to update static branches there, as you are clearly able to do. Thanks! |
I have a vite project where I am using threejs library. configured the project with vite latest. After bulding prod build, Project size is 503KBs. Same project built with v0.148.1 of threejs is 103KBs. this is huge change in bundle size, what caused this issue!!!?? |
@rahulp-open few things:
|
It's making a lot of changes in build size. Build size went from 100kb to 500kb. |
You've disabled minification in vite. It's impossible for the library to be larger than 380 KB otherwise. Please raise a separate issue. |
minify was set to esBuild for both threejs versions. |
Raise a separate issue please. |
You're last screenshot shows why you are having an issue building a library of a library using this tooling. Please tag me in the issue so I can point it out. |
Related issue: #25483, https://discourse.threejs.org/t/potential-regression-v149-v150/48397
Description
r150
introduces a regression since the bicubic texture filtering was added tocommon.glsl
. This chunk is used in all materials as well as vertex and fragment shaders. However:common.glsl
should not hold logic which is vertex or fragment shader specific.common.glsl
should not hold GLSL 3 specific code which breaks WebGL 1 (liketextureSize
ortextureLod
).To be clear: The current code in
common.glsl
breaks all WebGL 1 apps. This change needs to be cherry-picked tomaster
.