-
[r101] Changed
depth_vert.glsl.js
anddepth_frag.glsl.js
to fix issues with depth on iOS. Achieved by passing downvarying vec2 vHighPrecisionZW;
- Implemented a
Cone
math object, declared inmath/Cone.js
andmath/Cone.d.ts
, and added toThree.js
andThree.d.ts
- Implemented a
Cylinder
math object, declared inmath/Cylinder.js
andmath/Cylinder.d.ts
, and added toThree.js
andThree.d.ts
- Added functions
intersectCone
andintersectCylinder
toRay
- Added extra base uniforms (
viewMatrixInverse
andprojectionMatrixInverse
), that will automatically be attributed byWebGLRenderer
- Added
renderSize
uniform to fragment shaders, declared inWebGLProgram.js
and updated byWebGLRenderer
- Updated
FXAAShader
to support alpha input - ssaoMap material suport:
- Edited
aomap_fragment.glsl.js
andaomap_pars_fragment.glsl.js
shaders to support the use of ssaoMap. - recorded ssaoMap to
UniformsLib
- added ssaoMap uniforms in `Shader lib to :
- basic
- lambert
- phong
- standard
- [r121+] toon
- added
ssaoMap
parameter declaration and detection toWebGLPrograms
- added support for parameter
ssaoMap
toWebGLProgram
's auto define declarations - added material detection of an
ssaoMap
parameter to pass down the render pipeline inWebGLRenderer
[r101] /WebGLMaterials
[r121+] - added
ssaoMap
parameter to:MeshBasicMaterial
MeshLambertMaterial
MeshPhongMaterial
MeshStandardMaterial
-
[r121+]
MeshToonMaterial
- if
aoMap
is also defined,ssaoMap
takes precedance over it - added the
ssaoMapMatrix
parameter, which can be used to manually compute the SSAO texture coordinates.
- Edited
TODO: add changes from 122 to 130