Last active
January 20, 2018 23:38
-
-
Save JoeGaebel/92cb5d1fd5a078aea10d8714f996d01a to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
THREE.WebGLRenderer 70 | |
three.min.js:513:52 | |
THREE.WebGLShader: gl.getShaderInfoLog() WARNING: 0:1: extension 'GL_ARB_gpu_shader5' is not supported | |
three.min.js:581:350 | |
1: precision highp float; | |
2: precision highp int; | |
3: | |
4: #define VERTEX_TEXTURES | |
5: | |
6: | |
7: #define MAX_DIR_LIGHTS 0 | |
8: #define MAX_POINT_LIGHTS 0 | |
9: #define MAX_SPOT_LIGHTS 0 | |
10: #define MAX_HEMI_LIGHTS 0 | |
11: #define MAX_SHADOWS 0 | |
12: #define MAX_BONES 251 | |
13: #define USE_MAP | |
14: | |
15: | |
16: | |
17: | |
18: | |
19: | |
20: | |
21: | |
22: | |
23: | |
24: | |
25: | |
26: | |
27: #define DOUBLE_SIDED | |
28: | |
29: | |
30: | |
31: | |
32: | |
33: | |
34: | |
35: uniform mat4 modelMatrix; | |
36: uniform mat4 modelViewMatrix; | |
37: uniform mat4 projectionMatrix; | |
38: uniform mat4 viewMatrix; | |
39: uniform mat3 normalMatrix; | |
40: uniform vec3 cameraPosition; | |
41: attribute vec3 position; | |
42: attribute vec3 normal; | |
43: attribute vec2 uv; | |
44: attribute vec2 uv2; | |
45: #ifdef USE_COLOR | |
46: attribute vec3 color; | |
47: #endif | |
48: #ifdef USE_MORPHTARGETS | |
49: attribute vec3 morphTarget0; | |
50: attribute vec3 morphTarget1; | |
51: attribute vec3 morphTarget2; | |
52: attribute vec3 morphTarget3; | |
53: #ifdef USE_MORPHNORMALS | |
54: attribute vec3 morphNormal0; | |
55: attribute vec3 morphNormal1; | |
56: attribute vec3 morphNormal2; | |
57: attribute vec3 morphNormal3; | |
58: #else | |
59: attribute vec3 morphTarget4; | |
60: attribute vec3 morphTarget5; | |
61: attribute vec3 morphTarget6; | |
62: attribute vec3 morphTarget7; | |
63: #endif | |
64: #endif | |
65: #ifdef USE_SKINNING | |
66: attribute vec4 skinIndex; | |
67: attribute vec4 skinWeight; | |
68: #endif | |
69: #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) | |
70: | |
71: varying vec2 vUv; | |
72: uniform vec4 offsetRepeat; | |
73: | |
74: #endif | |
75: | |
76: #ifdef USE_LIGHTMAP | |
77: | |
78: varying vec2 vUv2; | |
79: | |
80: #endif | |
81: #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) | |
82: | |
83: varying vec3 vReflect; | |
84: | |
85: uniform float refractionRatio; | |
86: | |
87: #endif | |
88: | |
89: #ifdef USE_COLOR | |
90: | |
91: varying vec3 vColor; | |
92: | |
93: #endif | |
94: #ifdef USE_MORPHTARGETS | |
95: | |
96: #ifndef USE_MORPHNORMALS | |
97: | |
98: uniform float morphTargetInfluences[ 8 ]; | |
99: | |
100: #else | |
101: | |
102: uniform float morphTargetInfluences[ 4 ]; | |
103: | |
104: #endif | |
105: | |
106: #endif | |
107: #ifdef USE_SKINNING | |
108: | |
109: uniform mat4 bindMatrix; | |
110: uniform mat4 bindMatrixInverse; | |
111: | |
112: #ifdef BONE_TEXTURE | |
113: | |
114: uniform sampler2D boneTexture; | |
115: uniform int boneTextureWidth; | |
116: uniform int boneTextureHeight; | |
117: | |
118: mat4 getBoneMatrix( const in float i ) { | |
119: | |
120: float j = i * 4.0; | |
121: float x = mod( j, float( boneTextureWidth ) ); | |
122: float y = floor( j / float( boneTextureWidth ) ); | |
123: | |
124: float dx = 1.0 / float( boneTextureWidth ); | |
125: float dy = 1.0 / float( boneTextureHeight ); | |
126: | |
127: y = dy * ( y + 0.5 ); | |
128: | |
129: vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) ); | |
130: vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) ); | |
131: vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) ); | |
132: vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) ); | |
133: | |
134: mat4 bone = mat4( v1, v2, v3, v4 ); | |
135: | |
136: return bone; | |
137: | |
138: } | |
139: | |
140: #else | |
141: | |
142: uniform mat4 boneGlobalMatrices[ MAX_BONES ]; | |
143: | |
144: mat4 getBoneMatrix( const in float i ) { | |
145: | |
146: mat4 bone = boneGlobalMatrices[ int(i) ]; | |
147: return bone; | |
148: | |
149: } | |
150: | |
151: #endif | |
152: | |
153: #endif | |
154: | |
155: #ifdef USE_SHADOWMAP | |
156: | |
157: varying vec4 vShadowCoord[ MAX_SHADOWS ]; | |
158: uniform mat4 shadowMatrix[ MAX_SHADOWS ]; | |
159: | |
160: #endif | |
161: #ifdef USE_LOGDEPTHBUF | |
162: | |
163: #ifdef USE_LOGDEPTHBUF_EXT | |
164: | |
165: varying float vFragDepth; | |
166: | |
167: #endif | |
168: | |
169: uniform float logDepthBufFC; | |
170: | |
171: #endif | |
172: void main() { | |
173: #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) | |
174: | |
175: vUv = uv * offsetRepeat.zw + offsetRepeat.xy; | |
176: | |
177: #endif | |
178: #ifdef USE_LIGHTMAP | |
179: | |
180: vUv2 = uv2; | |
181: | |
182: #endif | |
183: #ifdef USE_COLOR | |
184: | |
185: #ifdef GAMMA_INPUT | |
186: | |
187: vColor = color * color; | |
188: | |
189: #else | |
190: | |
191: vColor = color; | |
192: | |
193: #endif | |
194: | |
195: #endif | |
196: #ifdef USE_SKINNING | |
197: | |
198: mat4 boneMatX = getBoneMatrix( skinIndex.x ); | |
199: mat4 boneMatY = getBoneMatrix( skinIndex.y ); | |
200: mat4 boneMatZ = getBoneMatrix( skinIndex.z ); | |
201: mat4 boneMatW = getBoneMatrix( skinIndex.w ); | |
202: | |
203: #endif | |
204: #ifdef USE_ENVMAP | |
205: #ifdef USE_MORPHNORMALS | |
206: | |
207: vec3 morphedNormal = vec3( 0.0 ); | |
208: | |
209: morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ]; | |
210: morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ]; | |
211: morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ]; | |
212: morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ]; | |
213: | |
214: morphedNormal += normal; | |
215: | |
216: #endif | |
217: #ifdef USE_SKINNING | |
218: | |
219: mat4 skinMatrix = mat4( 0.0 ); | |
220: skinMatrix += skinWeight.x * boneMatX; | |
221: skinMatrix += skinWeight.y * boneMatY; | |
222: skinMatrix += skinWeight.z * boneMatZ; | |
223: skinMatrix += skinWeight.w * boneMatW; | |
224: skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; | |
225: | |
226: #ifdef USE_MORPHNORMALS | |
227: | |
228: vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 ); | |
229: | |
230: #else | |
231: | |
232: vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 ); | |
233: | |
234: #endif | |
235: | |
236: #endif | |
237: | |
238: #ifdef USE_SKINNING | |
239: | |
240: vec3 objectNormal = skinnedNormal.xyz; | |
241: | |
242: #elif defined( USE_MORPHNORMALS ) | |
243: | |
244: vec3 objectNormal = morphedNormal; | |
245: | |
246: #else | |
247: | |
248: vec3 objectNormal = normal; | |
249: | |
250: #endif | |
251: | |
252: #ifdef FLIP_SIDED | |
253: | |
254: objectNormal = -objectNormal; | |
255: | |
256: #endif | |
257: | |
258: vec3 transformedNormal = normalMatrix * objectNormal; | |
259: | |
260: #endif | |
261: #ifdef USE_MORPHTARGETS | |
262: | |
263: vec3 morphed = vec3( 0.0 ); | |
264: morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ]; | |
265: morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ]; | |
266: morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ]; | |
267: morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ]; | |
268: | |
269: #ifndef USE_MORPHNORMALS | |
270: | |
271: morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ]; | |
272: morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ]; | |
273: morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ]; | |
274: morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ]; | |
275: | |
276: #endif | |
277: | |
278: morphed += position; | |
279: | |
280: #endif | |
281: #ifdef USE_SKINNING | |
282: | |
283: #ifdef USE_MORPHTARGETS | |
284: | |
285: vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 ); | |
286: | |
287: #else | |
288: | |
289: vec4 skinVertex = bindMatrix * vec4( position, 1.0 ); | |
290: | |
291: #endif | |
292: | |
293: vec4 skinned = vec4( 0.0 ); | |
294: skinned += boneMatX * skinVertex * skinWeight.x; | |
295: skinned += boneMatY * skinVertex * skinWeight.y; | |
296: skinned += boneMatZ * skinVertex * skinWeight.z; | |
297: skinned += boneMatW * skinVertex * skinWeight.w; | |
298: skinned = bindMatrixInverse * skinned; | |
299: | |
300: #endif | |
301: | |
302: #ifdef USE_SKINNING | |
303: | |
304: vec4 mvPosition = modelViewMatrix * skinned; | |
305: | |
306: #elif defined( USE_MORPHTARGETS ) | |
307: | |
308: vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 ); | |
309: | |
310: #else | |
311: | |
312: vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); | |
313: | |
314: #endif | |
315: | |
316: gl_Position = projectionMatrix * mvPosition; | |
317: | |
318: #ifdef USE_LOGDEPTHBUF | |
319: | |
320: gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC; | |
321: | |
322: #ifdef USE_LOGDEPTHBUF_EXT | |
323: | |
324: vFragDepth = 1.0 + gl_Position.w; | |
325: | |
326: #else | |
327: | |
328: gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w; | |
329: | |
330: #endif | |
331: | |
332: #endif | |
333: #if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP ) | |
334: | |
335: #ifdef USE_SKINNING | |
336: | |
337: vec4 worldPosition = modelMatrix * skinned; | |
338: | |
339: #elif defined( USE_MORPHTARGETS ) | |
340: | |
341: vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 ); | |
342: | |
343: #else | |
344: | |
345: vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); | |
346: | |
347: #endif | |
348: | |
349: #endif | |
350: | |
351: #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) | |
352: | |
353: vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal; | |
354: worldNormal = normalize( worldNormal ); | |
355: | |
356: vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition ); | |
357: | |
358: #ifdef ENVMAP_MODE_REFLECTION | |
359: | |
360: vReflect = reflect( cameraToVertex, worldNormal ); | |
361: | |
362: #else | |
363: | |
364: vReflect = refract( cameraToVertex, worldNormal, refractionRatio ); | |
365: | |
366: #endif | |
367: | |
368: #endif | |
369: | |
370: #ifdef USE_SHADOWMAP | |
371: | |
372: for( int i = 0; i < MAX_SHADOWS; i ++ ) { | |
373: | |
374: vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition; | |
375: | |
376: } | |
377: | |
378: #endif | |
379: } | |
three.min.js:581:429 | |
THREE.WebGLShader: gl.getShaderInfoLog() WARNING: 0:1: extension 'GL_ARB_gpu_shader5' is not supported | |
three.min.js:581:350 | |
1: precision highp float; | |
2: precision highp int; | |
3: | |
4: | |
5: #define MAX_DIR_LIGHTS 0 | |
6: #define MAX_POINT_LIGHTS 0 | |
7: #define MAX_SPOT_LIGHTS 0 | |
8: #define MAX_HEMI_LIGHTS 0 | |
9: #define MAX_SHADOWS 0 | |
10: | |
11: | |
12: | |
13: | |
14: | |
15: #define USE_MAP | |
16: | |
17: | |
18: | |
19: | |
20: | |
21: | |
22: | |
23: | |
24: | |
25: | |
26: | |
27: | |
28: #define DOUBLE_SIDED | |
29: | |
30: | |
31: | |
32: | |
33: | |
34: | |
35: uniform mat4 viewMatrix; | |
36: uniform vec3 cameraPosition; | |
37: uniform vec3 diffuse; | |
38: uniform float opacity; | |
39: #ifdef USE_COLOR | |
40: | |
41: varying vec3 vColor; | |
42: | |
43: #endif | |
44: | |
45: #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) | |
46: | |
47: varying vec2 vUv; | |
48: | |
49: #endif | |
50: | |
51: #ifdef USE_MAP | |
52: | |
53: uniform sampler2D map; | |
54: | |
55: #endif | |
56: #ifdef USE_ALPHAMAP | |
57: | |
58: uniform sampler2D alphaMap; | |
59: | |
60: #endif | |
61: | |
62: #ifdef USE_LIGHTMAP | |
63: | |
64: varying vec2 vUv2; | |
65: uniform sampler2D lightMap; | |
66: | |
67: #endif | |
68: #ifdef US… | |
three.min.js:581:429 |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment