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bundle.js?v=0:1 ChristmasXP💥❄️ | |
🎅Oh Oh Oh!🎄 | |
2.bundle.js:1 travel to : Experiments | |
vendors.js:150 THREE.WebGLRenderer 82 | |
vendors.js:74 THREE.WebGLProgram: gl.getProgramInfoLog() WARNING: Output of vertex shader 'uvs' not read by fragment shader | |
rf @ vendors.js:74 | |
2vendors.js:58 THREE.WebGLShader: Shader couldn't compile.se @ vendors.js:58 | |
vendors.js:74 THREE.WebGLProgram: shader error: 0 gl.VALIDATE_STATUS false gl.getProgramInfoLog rf @ vendors.js:74 | |
vendors.js:137 WebGL: INVALID_OPERATION: useProgram: program not validt @ vendors.js:137 | |
2vendors.js:58 THREE.WebGLShader: Shader couldn't compile.se @ vendors.js:58 | |
vendors.js:74 THREE.WebGLProgram: shader error: 1282 gl.VALIDATE_STATUS false gl.getProgramInfoLog rf @ vendors.js:74 | |
vendors.js:137 WebGL: INVALID_OPERATION: useProgram: program not validt @ vendors.js:137 | |
2vendors.js:58 THREE.WebGLShader: Shader couldn't compile.se @ vendors.js:58 | |
vendors.js:74 THREE.WebGLProgram: shader error: 1282 gl.VALIDATE_STATUS false gl.getProgramInfoLog rf @ vendors.js:74 | |
vendors.js:137 WebGL: INVALID_OPERATION: useProgram: program not validt @ vendors.js:137 | |
christmasexperiments.com/:1 WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost | |
vendors.js:58 THREE.WebGLShader: gl.getShaderInfoLog() vertex null 1: precision highp float; | |
2: precision highp int; | |
3: #define SHADER_NAME PointsMaterial | |
4: #define VERTEX_TEXTURES | |
5: #define GAMMA_FACTOR 2 | |
6: #define MAX_BONES 251 | |
7: #define USE_MAP | |
8: #define NUM_CLIPPING_PLANES 0 | |
9: #define USE_SIZEATTENUATION | |
10: uniform mat4 modelMatrix; | |
11: uniform mat4 modelViewMatrix; | |
12: uniform mat4 projectionMatrix; | |
13: uniform mat4 viewMatrix; | |
14: uniform mat3 normalMatrix; | |
15: uniform vec3 cameraPosition; | |
16: attribute vec3 position; | |
17: attribute vec3 normal; | |
18: attribute vec2 uv; | |
19: #ifdef USE_COLOR | |
20: attribute vec3 color; | |
21: #endif | |
22: #ifdef USE_MORPHTARGETS | |
23: attribute vec3 morphTarget0; | |
24: attribute vec3 morphTarget1; | |
25: attribute vec3 morphTarget2; | |
26: attribute vec3 morphTarget3; | |
27: #ifdef USE_MORPHNORMALS | |
28: attribute vec3 morphNormal0; | |
29: attribute vec3 morphNormal1; | |
30: attribute vec3 morphNormal2; | |
31: attribute vec3 morphNormal3; | |
32: #else | |
33: attribute vec3 morphTarget4; | |
34: attribute vec3 morphTarget5; | |
35: attribute vec3 morphTarget6; | |
36: attribute vec3 morphTarget7; | |
37: #endif | |
38: #endif | |
39: #ifdef USE_SKINNING | |
40: attribute vec4 skinIndex; | |
41: attribute vec4 skinWeight; | |
42: #endif | |
43: | |
44: uniform float size; | |
45: uniform float scale; | |
46: #define PI 3.14159265359 | |
47: #define PI2 6.28318530718 | |
48: #define RECIPROCAL_PI 0.31830988618 | |
49: #define RECIPROCAL_PI2 0.15915494 | |
50: #define LOG2 1.442695 | |
51: #define EPSILON 1e-6 | |
52: #define saturate(a) clamp( a, 0.0, 1.0 ) | |
53: #define whiteCompliment(a) ( 1.0 - saturate( a ) ) | |
54: float pow2( const in float x ) { return x*x; } | |
55: float pow3( const in float x ) { return x*x*x; } | |
56: float pow4( const in float x ) { float x2 = x*x; return x2*x2; } | |
57: float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); } | |
58: highp float rand( const in vec2 uv ) { | |
59: const highp float a = 12.9898, b = 78.233, c = 43758.5453; | |
60: highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); | |
61: return fract(sin(sn) * c); | |
62: } | |
63: struct IncidentLight { | |
64: vec3 color; | |
65: vec3 direction; | |
66: bool visible; | |
67: }; | |
68: struct ReflectedLight { | |
69: vec3 directDiffuse; | |
70: vec3 directSpecular; | |
71: vec3 indirectDiffuse; | |
72: vec3 indirectSpecular; | |
73: }; | |
74: struct GeometricContext { | |
75: vec3 position; | |
76: vec3 normal; | |
77: vec3 viewDir; | |
78: }; | |
79: vec3 transformDirection( in vec3 dir, in mat4 matrix ) { | |
80: return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); | |
81: } | |
82: vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { | |
83: return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); | |
84: } | |
85: vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { | |
86: float distance = dot( planeNormal, point - pointOnPlane ); | |
87: return - distance * planeNormal + point; | |
88: } | |
89: float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { | |
90: return sign( dot( point - pointOnPlane, planeNormal ) ); | |
91: } | |
92: vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) { | |
93: return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine; | |
94: } | |
95: | |
96: #ifdef USE_COLOR | |
97: varying vec3 vColor; | |
98: #endif | |
99: #ifdef USE_SHADOWMAP | |
100: #if 0 > 0 | |
101: uniform mat4 directionalShadowMatrix[ 0 ]; | |
102: varying vec4 vDirectionalShadowCoord[ 0 ]; | |
103: #endif | |
104: #if 2 > 0 | |
105: uniform mat4 spotShadowMatrix[ 2 ]; | |
106: varying vec4 vSpotShadowCoord[ 2 ]; | |
107: #endif | |
108: #if 1 > 0 | |
109: uniform mat4 pointShadowMatrix[ 1 ]; | |
110: varying vec4 vPointShadowCoord[ 1 ]; | |
111: #endif | |
112: #endif | |
113: | |
114: #ifdef USE_LOGDEPTHBUF | |
115: #ifdef USE_LOGDEPTHBUF_EXT | |
116: varying float vFragDepth; | |
117: #endif | |
118: uniform float logDepthBufFC; | |
119: #endif | |
120: #if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) | |
121: varying vec3 vViewPosition; | |
122: #endif | |
123: | |
124: void main() { | |
125: #ifdef USE_COLOR | |
126: vColor.xyz = color.xyz; | |
127: #endif | |
128: | |
129: vec3 transformed = vec3( position ); | |
130: | |
131: #ifdef USE_SKINNING | |
132: vec4 mvPosition = modelViewMatrix * skinned; | |
133: #else | |
134: vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 ); | |
135: #endif | |
136: gl_Position = projectionMatrix * mvPosition; | |
137: | |
138: #ifdef USE_SIZEATTENUATION | |
139: gl_PointSize = size * ( scale / - mvPosition.z ); | |
140: #else | |
141: gl_PointSize = size; | |
142: #endif | |
143: #ifdef USE_LOGDEPTHBUF | |
144: gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC; | |
145: #ifdef USE_LOGDEPTHBUF_EXT | |
146: vFragDepth = 1.0 + gl_Position.w; | |
147: #else | |
148: gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w; | |
149: #endif | |
150: #endif | |
151: | |
152: #if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) | |
153: vViewPosition = - mvPosition.xyz; | |
154: #endif | |
155: | |
156: #if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP ) | |
157: #ifdef USE_SKINNING | |
158: vec4 worldPosition = modelMatrix * skinned; | |
159: #else | |
160: vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 ); | |
161: #endif | |
162: #endif | |
163: | |
164: #ifdef USE_SHADOWMAP | |
165: #if 0 > 0 | |
166: | |
167: #endif | |
168: #if 2 > 0 | |
169: | |
170: vSpotShadowCoord[ 0 ] = spotShadowMatrix[ 0 ] * worldPosition; | |
171: | |
172: vSpotShadowCoord[ 1 ] = spotShadowMatrix[ 1 ] * worldPosition; | |
173: | |
174: #endif | |
175: #if 1 > 0 | |
176: | |
177: vPointShadowCoord[ 0 ] = pointShadowMatrix[ 0 ] * worldPosition; | |
178: | |
179: #endif | |
180: #endif | |
181: | |
182: } | |
183: se @ vendors.js:58 | |
vendors.js:58 THREE.WebGLShader: gl.getShaderInfoLog() fragment null 1: precision highp float; | |
2: precision highp int; | |
3: #define SHADER_NAME PointsMaterial | |
4: #define GAMMA_FACTOR 2 | |
5: #define USE_FOG | |
6: #define USE_MAP | |
7: #define NUM_CLIPPING_PLANES 0 | |
8: #define UNION_CLIPPING_PLANES 0 | |
9: uniform mat4 viewMatrix; | |
10: uniform vec3 cameraPosition; | |
11: #define TONE_MAPPING | |
12: #define saturate(a) clamp( a, 0.0, 1.0 ) | |
13: uniform float toneMappingExposure; | |
14: uniform float toneMappingWhitePoint; | |
15: vec3 LinearToneMapping( vec3 color ) { | |
16: return toneMappingExposure * color; | |
17: } | |
18: vec3 ReinhardToneMapping( vec3 color ) { | |
19: color *= toneMappingExposure; | |
20: return saturate( color / ( vec3( 1.0 ) + color ) ); | |
21: } | |
22: #define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) ) | |
23: vec3 Uncharted2ToneMapping( vec3 color ) { | |
24: color *= toneMappingExposure; | |
25: return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) ); | |
26: } | |
27: vec3 OptimizedCineonToneMapping( vec3 color ) { | |
28: color *= toneMappingExposure; | |
29: color = max( vec3( 0.0 ), color - 0.004 ); | |
30: return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) ); | |
31: } | |
32: | |
33: vec3 toneMapping( vec3 color ) { return LinearToneMapping( color ); } | |
34: | |
35: vec4 LinearToLinear( in vec4 value ) { | |
36: return value; | |
37: } | |
38: vec4 GammaToLinear( in vec4 value, in float gammaFactor ) { | |
39: return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w ); | |
40: } | |
41: vec4 LinearToGamma( in vec4 value, in float gammaFactor ) { | |
42: return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w ); | |
43: } | |
44: vec4 sRGBToLinear( in vec4 value ) { | |
45: return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w ); | |
46: } | |
47: vec4 LinearTosRGB( in vec4 value ) { | |
48: return 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.w ); | |
49: } | |
50: vec4 RGBEToLinear( in vec4 value ) { | |
51: return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 ); | |
52: } | |
53: vec4 LinearToRGBE( in vec4 value ) { | |
54: float maxComponent = max( max( value.r, value.g ), value.b ); | |
55: float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 ); | |
56: return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 ); | |
57: } | |
58: vec4 RGBMToLinear( in vec4 value, in float maxRange ) { | |
59: return vec4( value.xyz * value.w * maxRange, 1.0 ); | |
60: } | |
61: vec4 LinearToRGBM( in vec4 value, in float maxRange ) { | |
62: float maxRGB = max( value.x, max( value.g, value.b ) ); | |
63: float M = clamp( maxRGB / maxRange, 0.0, 1.0 ); | |
64: M = ceil( M * 255.0 ) / 255.0; | |
65: return vec4( value.rgb / ( M * maxRange ), M ); | |
66: } | |
67: vec4 RGBDToLinear( in vec4 value, in float maxRange ) { | |
68: return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 ); | |
69: } | |
70: vec4 LinearToRGBD( in vec4 value, in float maxRange ) { | |
71: float maxRGB = max( value.x, max( value.g, value.b ) ); | |
72: float D = max( maxRange / maxRGB, 1.0 ); | |
73: D = min( floor( D ) / 255.0, 1.0 ); | |
74: return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D ); | |
75: } | |
76: const mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 ); | |
77: vec4 LinearToLogLuv( in vec4 value ) { | |
78: vec3 Xp_Y_XYZp = value.rgb * cLogLuvM; | |
79: Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6)); | |
80: vec4 vResult; | |
81: vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z; | |
82: float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0; | |
83: vResult.w = fract(Le); | |
84: vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0; | |
85: return vResult; | |
86: } | |
87: const mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 ); | |
88: vec4 LogLuvToLinear( in vec4 value ) { | |
89: float Le = value.z * 255.0 + value.w; | |
90: vec3 Xp_Y_XYZp; | |
91: Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0); | |
92: Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y; | |
93: Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z; | |
94: vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM; | |
95: return vec4( max(vRGB, 0.0), 1.0 ); | |
96: } | |
97: | |
98: vec4 mapTexelToLinear( vec4 value ) { return LinearToLinear( value ); } | |
99: vec4 envMapTexelToLinear( vec4 value ) { return LinearToLinear( value ); } | |
100: vec4 emissiveMapTexelToLinear( vec4 value ) { return LinearToLinear( value ); } | |
101: vec4 linearToOutputTexel( vec4 value ) { return LinearToLinear( value ); } | |
102: | |
103: uniform vec3 diffuse; | |
104: uniform float opacity; | |
105: #define PI 3.14159265359 | |
106: #define PI2 6.28318530718 | |
107: #define RECIPROCAL_PI 0.31830988618 | |
108: #define RECIPROCAL_PI2 0.15915494 | |
109: #define LOG2 1.442695 | |
110: #define EPSILON 1e-6 | |
111: #define saturate(a) clamp( a, 0.0, 1.0 ) | |
112: #define whiteCompliment(a) ( 1.0 - saturate( a ) ) | |
113: float pow2( const in float x ) { return x*x; } | |
114: float pow3( const in float x ) { return x*x*x; } | |
115: float pow4( const in float x ) { float x2 = x*x; return x2*x2; } | |
116: float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); } | |
117: highp float rand( const in vec2 uv ) { | |
118: const highp float a = 12.9898, b = 78.233, c = 43758.5453; | |
119: highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); | |
120: return fract(sin(sn) * c); | |
121: } | |
122: struct IncidentLight { | |
123: vec3 color; | |
124: vec3 direction; | |
125: bool visible; | |
126: }; | |
127: struct ReflectedLight { | |
128: vec3 directDiffuse; | |
129: vec3 directSpecular; | |
130: vec3 indirectDiffuse; | |
131: vec3 indirectSpecular; | |
132: }; | |
133: struct GeometricContext { | |
134: vec3 position; | |
135: vec3 normal; | |
136: vec3 viewDir; | |
137: }; | |
138: vec3 transformDirection( in vec3 dir, in mat4 matrix ) { | |
139: return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); | |
140: } | |
141: vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { | |
142: return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); | |
143: } | |
144: vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { | |
145: float distance = dot( planeNormal, point - pointOnPlane ); | |
146: return - distance * planeNormal + point; | |
147: } | |
148: float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { | |
149: return sign( dot( point - pointOnPlane, planeNormal ) ); | |
150: } | |
151: vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) { | |
152: return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine; | |
153: } | |
154: | |
155: vec3 packNormalToRGB( const in vec3 normal ) { | |
156: return normalize( normal ) * 0.5 + 0.5; | |
157: } | |
158: vec3 unpackRGBToNormal( const in vec3 rgb ) { | |
159: return 1.0 - 2.0 * rgb.xyz; | |
160: } | |
161: const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.; | |
162: const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. ); | |
163: const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. ); | |
164: const float ShiftRight8 = 1. / 256.; | |
165: vec4 packDepthToRGBA( const in float v ) { | |
166: vec4 r = vec4( fract( v * PackFactors ), v ); | |
167: r.yzw -= r.xyz * ShiftRight8; return r * PackUpscale; | |
168: } | |
169: float unpackRGBAToDepth( const in vec4 v ) { | |
170: return dot( v, UnpackFactors ); | |
171: } | |
172: float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) { | |
173: return ( viewZ + near ) / ( near - far ); | |
174: } | |
175: float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) { | |
176: return linearClipZ * ( near - far ) - near; | |
177: } | |
178: float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) { | |
179: return (( near + viewZ ) * far ) / (( far - near ) * viewZ ); | |
180: } | |
181: float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) { | |
182: return ( near * far ) / ( ( far - near ) * invClipZ - far ); | |
183: } | |
184: | |
185: #ifdef USE_COLOR | |
186: varying vec3 vColor; | |
187: #endif | |
188: | |
189: #ifdef USE_MAP | |
190: uniform vec4 offsetRepeat; | |
191: uniform sampler2D map; | |
192: #endif | |
193: | |
194: #ifdef USE_FOG | |
195: uniform vec3 fogColor; | |
196: #ifdef FOG_EXP2 | |
197: uniform float fogDensity; | |
198: #else | |
199: uniform float fogNear; | |
200: uniform float fogFar; | |
201: #endif | |
202: #endif | |
203: #ifdef USE_SHADOWMAP | |
204: #if 0 > 0 | |
205: uniform sampler2D directionalShadowMap[ 0 ]; | |
206: varying vec4 vDirectionalShadowCoord[ 0 ]; | |
207: #endif | |
208: #if 2 > 0 | |
209: uniform sampler2D spotShadowMap[ 2 ]; | |
210: varying vec4 vSpotShadowCoord[ 2 ]; | |
211: #endif | |
212: #if 1 > 0 | |
213: uniform sampler2D pointShadowMap[ 1 ]; | |
214: varying vec4 vPointShadowCoord[ 1 ]; | |
215: #endif | |
216: float texture2DCompare( sampler2D depths, vec2 uv, float compare ) { | |
217: return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) ); | |
218: } | |
219: float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) { | |
220: const vec2 offset = vec2( 0.0, 1.0 ); | |
221: vec2 texelSize = vec2( 1.0 ) / size; | |
222: vec2 centroidUV = floor( uv * size + 0.5 ) / size; | |
223: float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare ); | |
224: float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare ); | |
225: float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare ); | |
226: float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare ); | |
227: vec2 f = fract( uv * size + 0.5 ); | |
228: float a = mix( lb, lt, f.y ); | |
229: float b = mix( rb, rt, f.y ); | |
230: float c = mix( a, b, f.x ); | |
231: return c; | |
232: } | |
233: float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) { | |
234: shadowCoord.xyz /= shadowCoord.w; | |
235: shadowCoord.z += shadowBias; | |
236: bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 ); | |
237: bool inFrustum = all( inFrustumVec ); | |
238: bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 ); | |
239: bool frustumTest = all( frustumTestVec ); | |
240: if ( frustumTest ) { | |
241: #if defined( SHADOWMAP_TYPE_PCF ) | |
242: vec2 texelSize = vec2( 1.0 ) / shadowMapSize; | |
243: float dx0 = - texelSize.x * shadowRadius; | |
244: float dy0 = - texelSize.y * shadowRadius; | |
245: float dx1 = + texelSize.x * shadowRadius; | |
246: float dy1 = + texelSize.y * shadowRadius; | |
247: return ( | |
248: texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) + | |
249: texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) + | |
250: texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) + | |
251: texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) + | |
252: texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) + | |
253: texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) + | |
254: texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) + | |
255: texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) + | |
256: texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z ) | |
257: ) * ( 1.0 / 9.0 ); | |
258: #elif defined( SHADOWMAP_TYPE_PCF_SOFT ) | |
259: vec2 texelSize = vec2( 1.0 ) / shadowMapSize; | |
260: float dx0 = - texelSize.x * shadowRadius; | |
261: float dy0 = - texelSize.y * shadowRadius; | |
262: float dx1 = + texelSize.x * shadowRadius; | |
263: float dy1 = + texelSize.y * shadowRadius; | |
264: return ( | |
265: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) + | |
266: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) + | |
267: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) + | |
268: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) + | |
269: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) + | |
270: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) + | |
271: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) + | |
272: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) + | |
273: texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z ) | |
274: ) * ( 1.0 / 9.0 ); | |
275: #else | |
276: return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ); | |
277: #endif | |
278: } | |
279: return 1.0; | |
280: } | |
281: vec2 cubeToUV( vec3 v, float texelSizeY ) { | |
282: vec3 absV = abs( v ); | |
283: float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) ); | |
284: absV *= scaleToCube; | |
285: v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY ); | |
286: vec2 planar = v.xy; | |
287: float almostATexel = 1.5 * texelSizeY; | |
288: float almostOne = 1.0 - almostATexel; | |
289: if ( absV.z >= almostOne ) { | |
290: if ( v.z > 0.0 ) | |
291: planar.x = 4.0 - v.x; | |
292: } else if ( absV.x >= almostOne ) { | |
293: float signX = sign( v.x ); | |
294: planar.x = v.z * signX + 2.0 * signX; | |
295: } else if ( absV.y >= almostOne ) { | |
296: float signY = sign( v.y ); | |
297: planar.x = v.x + 2.0 * signY + 2.0; | |
298: planar.y = v.z * signY - 2.0; | |
299: } | |
300: return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 ); | |
301: } | |
302: float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) { | |
303: vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) ); | |
304: vec3 lightToPosition = shadowCoord.xyz; | |
305: vec3 bd3D = normalize( lightToPosition ); | |
306: float dp = ( length( lightToPosition ) - shadowBias ) / 1000.0; | |
307: #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) | |
308: vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y; | |
309: return ( | |
310: texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) + | |
311: texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) + | |
312: texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) + | |
313: texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) + | |
314: texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) + | |
315: texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) + | |
316: texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) + | |
317: texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) + | |
318: texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) | |
319: ) * ( 1.0 / 9.0 ); | |
320: #else | |
321: return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ); | |
322: #endif | |
323: } | |
324: #endif | |
325: | |
326: #ifdef USE_LOGDEPTHBUF | |
327: uniform float logDepthBufFC; | |
328: #ifdef USE_LOGDEPTHBUF_EXT | |
329: varying float vFragDepth; | |
330: #endif | |
331: #endif | |
332: | |
333: #if NUM_CLIPPING_PLANES > 0 | |
334: #if ! defined( PHYSICAL ) && ! defined( PHONG ) | |
335: varying vec3 vViewPosition; | |
336: #endif | |
337: uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ]; | |
338: #endif | |
339: | |
340: void main() { | |
341: #if NUM_CLIPPING_PLANES > 0 | |
342: for ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) { | |
343: vec4 plane = clippingPlanes[ i ]; | |
344: if ( dot( vViewPosition, plane.xyz ) > plane.w ) discard; | |
345: } | |
346: | |
347: #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES | |
348: bool clipped = true; | |
349: for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) { | |
350: vec4 plane = clippingPlanes[ i ]; | |
351: clipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped; | |
352: } | |
353: if ( clipped ) discard; | |
354: | |
355: #endif | |
356: #endif | |
357: | |
358: vec3 outgoingLight = vec3( 0.0 ); | |
359: vec4 diffuseColor = vec4( diffuse, opacity ); | |
360: #if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT) | |
361: gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5; | |
362: #endif | |
363: #ifdef USE_MAP | |
364: vec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy ); | |
365: diffuseColor *= mapTexelToLinear( mapTexel ); | |
366: #endif | |
367: | |
368: #ifdef USE_COLOR | |
369: diffuseColor.rgb *= vColor; | |
370: #endif | |
371: #ifdef ALPHATEST | |
372: if ( diffuseColor.a < ALPHATEST ) discard; | |
373: #endif | |
374: | |
375: outgoingLight = diffuseColor.rgb; | |
376: gl_FragColor = vec4( outgoingLight, diffuseColor.a ); | |
377: #ifdef PREMULTIPLIED_ALPHA | |
378: gl_FragColor.rgb *= gl_FragColor.a; | |
379: #endif | |
380: | |
381: #if defined( TONE_MAPPING ) | |
382: gl_FragColor.rgb = toneMapping( gl_FragColor.rgb ); | |
383: #endif | |
384: | |
385: gl_FragColor = linearToOutputTexel( gl_FragColor ); | |
386: | |
387: #ifdef USE_FOG | |
388: #ifdef USE_LOGDEPTHBUF_EXT | |
389: float depth = gl_FragDepthEXT / gl_FragCoord.w; | |
390: #else | |
391: float depth = gl_FragCoord.z / gl_FragCoord.w; | |
392: #endif | |
393: #ifdef FOG_EXP2 | |
394: float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) ); | |
395: #else | |
396: float fogFactor = smoothstep( fogNear, fogFar, depth ); | |
397: #endif | |
398: gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor ); | |
399: #endif | |
400: | |
401: } | |
402: se @ vendors.js:58 | |
vendors.js:74 THREE.WebGLProgram: gl.getProgramInfoLog() nullrf @ vendors.js:74 | |
vendors.js:11 Uncaught TypeError: Cannot read property 'name' of null(…) |
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[Warning] Invalid CSS property declaration at: * (main.css, line 1) | |
[Warning] Invalid CSS property declaration at: * (main.css, line 1) | |
[Log] ChristmasXP💥❄️ (bundle.js, line 1) | |
🎅Oh Oh Oh!🎄 | |
[Log] travel to : – "Experiments" (2.bundle.js, line 1) | |
[Warning] Invalid CSS property declaration at: * (build.css, line 102) | |
[Warning] Invalid CSS property declaration at: * (build.css, line 166) | |
[Log] THREE.WebGLRenderer – "82" (vendors.js, line 150) | |
[Error] ReferenceError: Can't find variable: performance | |
start (vendors.js:756:161) | |
getDelta (vendors.js:756:402) | |
value (build.js:3:12499) | |
value (build.js:3:16228) | |
value (build.js:3:20523) | |
(anonymous function) | |
value (build.js:3:19210) | |
t (build.js:3:17883) | |
(anonymous function) (build.js:3:21251) | |
o (build.js:1:259) | |
e (build.js:1:423) | |
global code (build.js:1:439) | |
[Error] TypeError: this.points.slice is not a function. (In 'this.points.slice(0,this.pointIndex)', 'this.points.slice' is undefined) | |
value (build.js:3:9451) | |
(anonymous function) (build.js:3:7854) | |
dispatchEvent | |
value (build.js:3:28560) | |
value (build.js:2:17975) | |
(anonymous function) | |
value (build.js:2:17588) | |
(anonymous function) | |
[Error] TypeError: this.points.slice is not a function. (In 'this.points.slice(0,this.pointIndex)', 'this.points.slice' is undefined) | |
value (build.js:3:10161) | |
(anonymous function) (build.js:3:7939) | |
dispatchEvent | |
value (build.js:3:28560) | |
value (build.js:2:18132) | |
(anonymous function) | |
value (build.js:2:17663) | |
(anonymous function) |
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